修改Camera旋转函数名称
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@ -276,8 +276,8 @@ public:
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if(key_status[kbUp ])camera.WrapUpRotate (move_speed);else
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if(key_status[kbUp ])camera.WrapUpRotate (move_speed);else
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if(key_status[kbDown ])camera.WrapDownRotate (move_speed);else
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if(key_status[kbDown ])camera.WrapDownRotate (move_speed);else
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if(key_status[kbHome ])camera.ForwardTilt (move_speed);else
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if(key_status[kbHome ])camera.ForwardRotate (move_speed);else
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if(key_status[kbEnd ])camera.LeaningBack (move_speed);else
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if(key_status[kbEnd ])camera.BackwardRotate (move_speed);else
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if(key_status[kbDelete ])camera.LeftRotate (move_speed);else
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if(key_status[kbDelete ])camera.LeftRotate (move_speed);else
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if(key_status[kbPageDown])camera.RightRotate (move_speed);else
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if(key_status[kbPageDown])camera.RightRotate (move_speed);else
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return;
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return;
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@ -22,7 +22,7 @@ namespace hgl
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float width; ///<视图宽
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float width; ///<视图宽
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float height; ///<视图高
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float height; ///<视图高
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float fov=90; ///<水平FOV
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float fov=60; ///<水平FOV
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float znear=0,zfar=1000; ///<Z轴上离眼睛的距离
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float znear=0,zfar=1000; ///<Z轴上离眼睛的距离
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Vector4f eye; ///<眼睛坐标
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Vector4f eye; ///<眼睛坐标
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@ -94,8 +94,8 @@ namespace hgl
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public: //以自身为中心旋转
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public: //以自身为中心旋转
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virtual void LeaningBack(float ang=5){Rotate(ang,cross(center-eye,up_vector));} ///<后仰
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virtual void BackwardRotate(float ang=5){Rotate(ang,cross(center-eye,up_vector));} ///<后仰
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virtual void ForwardTilt(float ang=5){LeaningBack(-ang);} ///<前倾
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virtual void ForwardRotate(float ang=5){BackwardRotate(-ang);} ///<前倾
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virtual void RightRotate(float ang=5){Rotate(ang,up_vector);} ///<右转
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virtual void RightRotate(float ang=5){Rotate(ang,up_vector);} ///<右转
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virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<左转
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virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<左转
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