📄 nvframebase.h
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/*********************************************************************NVMH2****
Path: C:\Dev\devrel\Nv_sdk_4\CommonSrc\SceneManagement
File: nvFrameBase.h
Copyright (C) 1999, 2000 NVIDIA Corporation
This file is provided without support, instruction, or implied warranty of any
kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.
Comments:
Base class for tree of orientations (via Mat4 transformations)
******************************************************************************/
#if !defined(_SCENEMANAGE_NVFRAME_BASE_H)
#define _SCENEMANAGE_NVFRAME_BASE_H
#if _MSC_VER > 1000
#pragma once
#endif
#include "ul.h"
#include <vector>
class nvFrameBase
{
public:
// STL typedefs...
typedef std::vector<nvFrameBase*> FrameList;
typedef FrameList::iterator FrameIt;
nvFrameBase( nvFrameBase * const pParent = NULL );
virtual ~nvFrameBase();
void AddFrame(nvFrameBase * pFrame);
void RemoveFrame( nvFrameBase * pFrame ); // remove from child list
nvFrameBase * GetParent() const;
void SetParent( nvFrameBase * pFrame );
Mat4 & GetXForm(); // get this frame's transform
Mat4 & GetWorldXForm(); // get m_WorldMat
void SetXForm( const Mat4 & mat );
void SetPosition(const Vec3 & pos); // Set linear translation
void GetPosition(Vec3 & v); // Get linear translation
void UpdateWorldXForm(); // accumulate back up through tree
private:
nvFrameBase * m_pParent;
// Frame children
FrameList m_FrameList;
Mat4 m_Mat;
Mat4 m_WorldMat;
};
#endif // !defined(_SCENEMANAGE_NVFRAME_BASE_H)
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