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 || m_selectedPlane != -1; }
27 const Core::Vector2& nextXY,
29 bool whole )
override;
32 Ra::Core::Vector3 m_startPoint;
33 Ra::Core::Vector3 m_initialTrans;
34 Core::Vector2 m_initialPix;
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 TranslateGizmo manipulates the translational part of a transformation.
void updateTransform(Gizmo::Mode mode, const Core::Transform &worldTo, const Core::Transform &t) override
Called every time the underlying transform may have changed.
void selectConstraint(int drawableIndex) override
Called when one of the drawables of the gizmo has been selected.
bool isSelected() override
return the selection state of the gizmo: true if the gizmo is selected, false if not.
void setInitialState(const Core::Asset::Camera &cam, const Core::Vector2 &initialXY) override
Core::Transform mouseMove(const Core::Asset::Camera &cam, const Core::Vector2 &nextXY, bool stepped, bool whole) override
hepler function to manage enum as underlying types in VariableSet