| 1 | /* |
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| 2 | ================================================================================= |
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| 3 | This file is part of Cafu, the open-source game engine and graphics engine |
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| 4 | for multiplayer, cross-platform, real-time 3D action. |
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| 5 | Copyright (C) 2002-2012 Carsten Fuchs Software. |
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| 6 | |
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| 7 | Cafu is free software: you can redistribute it and/or modify it under the terms |
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| 8 | of the GNU General Public License as published by the Free Software Foundation, |
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| 9 | either version 3 of the License, or (at your option) any later version. |
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| 10 | |
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| 11 | Cafu is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
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| 12 | without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
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| 13 | PURPOSE. See the GNU General Public License for more details. |
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| 14 | |
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| 15 | You should have received a copy of the GNU General Public License |
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| 16 | along with Cafu. If not, see <http://www.gnu.org/licenses/>. |
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| 17 | |
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| 18 | For support and more information about Cafu, visit us at <http://www.cafu.de>. |
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| 19 | ================================================================================= |
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| 20 | */ |
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| 21 | |
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| 22 | #ifndef CAFU_AXES_INFO_HPP_INCLUDED |
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| 23 | #define CAFU_AXES_INFO_HPP_INCLUDED |
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| 24 | |
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| 25 | |
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| 26 | /// This class describes how the three world-space axes are mapped to the two screen- or window-space axes. |
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| 27 | /// The origin of screen/window-space is always in the upper left corner. The screen/window-space horizontal axis |
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| 28 | /// ("x-axis") points from left to right, and the related vertical axis ("y-axis") points from top to bottom. |
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| 29 | /// In the context of this class, the three world space axes x, y and z are numbered 0, 1 and 2, respectively. |
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| 30 | class AxesInfoT |
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| 31 | { |
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| 32 | public: |
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| 33 | |
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| 34 | AxesInfoT(int HorzAxis_, bool MirrorHorz_, int VertAxis_, bool MirrorVert_); |
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| 35 | |
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| 36 | |
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| 37 | public: |
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| 38 | |
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| 39 | int HorzAxis; ///< The number of the world axis that maps to the horizontal (x) screen/window axis. |
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| 40 | int VertAxis; ///< The number of the world axis that maps to the vertical (y) screen/window axis. |
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| 41 | int ThirdAxis; ///< The number of the world axis that points into or out of the screen/window. |
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| 42 | |
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| 43 | bool MirrorHorz; ///< When true, the mapping from the horizontal world space axis to the horizontal screen/window axis is mirrored. |
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| 44 | bool MirrorVert; ///< When true, the mapping from the vertical world space axis to the vertical screen/window axis is mirrored. |
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| 45 | }; |
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| 46 | |
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| 47 | #endif |
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