Functions | |
void | Roll_Camera (double theta) |
void | DRoll_Camera (double theta) |
void | QRoll_Camera (const char *segment, double theta) |
void Roll_Camera | ( | double | theta | ) |
Pinwheels the user's point of view around the viewing axis.
theta | - The distance, in degrees, that the camera should rotate. |
Once you've established a point of view, with Set_Camera_Position() and Set_Camera_Target() , or with Set_Camera_By_Volume() , there are various methods provided to look around. One of the more dizzying effects can be achieved by "rolling" the camera so that the picture on the screen ends up twirling about its center point. A Roll is most commonly used before and after a Pan, or an Orbit, in order to change the prime camera axis. A positive angle rolls the camera counter-clockwise; the scene appears to roll clockwise. To go the other way, specify a negative angle. A full Roll of 360 degrees leaves you back where you started.
NOTE
If there is no camera set up already in the segment, Roll_Camera() will create a default camera (-1 to +1, etc.) and then roll it. The owning segment's camera is ignored, so it's advisable to always do your camera work in the same segment.
void DRoll_Camera | ( | double | theta | ) |
Similar to Roll_Camera(), but operates on double-precision data.
theta | - The distance, in degrees, that the camera should rotate. |
void QRoll_Camera | ( | const char * | segment, |
double | theta | ||
) |
Similar to Roll_Camera(), but operates on a given segment rather than the currently open one.
segment | - Name of the segment(s) to be changed. |
theta | - The distance, in degrees, that the camera should rotate. |
No additional details. See Roll_Camera()