3#include <Core/Asset/Camera.hpp>
4#include <Engine/Scene/CameraComponent.hpp>
5#include <Gui/Viewer/Gizmo/Gizmo.hpp>
16 const Core::Transform& worldTo,
17 const Core::Transform& t,
21 const Core::Transform& worldTo,
22 const Core::Transform& t )
override;
24 bool isSelected()
override {
return m_selectedAxis != -1; }
28 const Core::Vector2& nextXY,
30 bool whole )
override;
33 Core::Vector2 m_initialPix;
38 Core::Matrix3 m_initialRot;
Camera class storing the Camera frame and the projection properties The view direction is -z in camer...
A component is an element that can be updated by a system. It is also linked to some other components...
A RotateGizmo manipulates the rotational part of a transformation.
void selectConstraint(int drawableIndex) override
Called when one of the drawables of the gizmo has been selected.
void setInitialState(const Core::Asset::Camera &cam, const Core::Vector2 &initialXY) override
bool isSelected() override
return the selection state of the gizmo: true if the gizmo is selected, false if not.
Core::Transform mouseMove(const Core::Asset::Camera &cam, const Core::Vector2 &nextXY, bool stepped, bool whole) override
void updateTransform(Gizmo::Mode mode, const Core::Transform &worldTo, const Core::Transform &t) override
Called every time the underlying transform may have changed.
hepler function to manage enum as underlying types in VariableSet