IODType_Relative
};
+public:
+
+ //! Linear interpolation tool for camera orientation and position.
+ //! This tool interpolates camera parameters scale, eye, center, rotation (up and direction vectors) independently.
+ //! @sa Graphic3d_CameraLerp
+ //!
+ //! Eye/Center interpolation is performed through defining an anchor point in-between Center and Eye.
+ //! The anchor position is defined as point near to the camera point which has smaller translation part.
+ //! The main idea is to keep the distance between Center and Eye
+ //! (which will change if Center and Eye translation will be interpolated independently).
+ //! E.g.:
+ //! - When both Center and Eye are moved at the same vector -> both will be just translated by straight line;
+ //! - When Center is not moved -> camera Eye will move around Center through arc;
+ //! - When Eye is not moved -> camera Center will move around Eye through arc;
+ //! - When both Center and Eye are move by different vectors -> transformation will be something in between,
+ //! and will try interpolate linearly the distance between Center and Eye.
+ //!
+ //! This transformation might be not in line with user expectations.
+ //! In this case, application might define intermediate camera positions for interpolation or implement own interpolation logic.
+ //!
+ //! @param theStart [in] initial camera position
+ //! @param theEnd [in] final camera position
+ //! @param theT [in] step between initial and final positions within [0,1] range
+ //! @param theCamera [out] interpolation result
+ Standard_EXPORT static void Interpolate (const Handle(Graphic3d_Camera)& theStart,
+ const Handle(Graphic3d_Camera)& theEnd,
+ const double theT,
+ Handle(Graphic3d_Camera)& theCamera);
+
public:
//! Default constructor.
//! Linear interpolation tool for camera orientation and position.
//! This tool interpolates camera parameters scale, eye, center, rotation (up and direction vectors) independently.
-//!
-//! Eye/Center interpolation is performed through defining an anchor point in-between Center and Eye.
-//! The anchor position is defined as point near to the camera point which has smaller translation part.
-//! The main idea is to keep the distance between Center and Eye
-//! (which will change if Center and Eye translation will be interpolated independently).
-//! E.g.:
-//! - When both Center and Eye are moved at the same vector -> both will be just translated by straight line
-//! - When Center is not moved -> camera Eye will move around Center through arc
-//! - When Eye is not moved -> camera Center will move around Eye through arc
-//! - When both Center and Eye are move by different vectors -> transformation will be something in between,
-//! and will try interpolate linearly the distance between Center and Eye.
-//!
-//! This transformation might be not in line with user expectations.
-//! In this case, application might define intermediate camera positions for interpolation
-//! or implement own interpolation logic.
+//! @sa Graphic3d_Camera::Interpolate()
template<>
-Standard_EXPORT void NCollection_Lerp<Handle(Graphic3d_Camera)>::Interpolate (const double theT,
- Handle(Graphic3d_Camera)& theResult) const;
+inline void NCollection_Lerp<Handle(Graphic3d_Camera)>::Interpolate (const double theT,
+ Handle(Graphic3d_Camera)& theResult) const
+{
+ Graphic3d_Camera::Interpolate (myStart, myEnd, theT, theResult);
+}
+
+//! Linear interpolation tool for camera orientation and position.
+//! This tool interpolates camera parameters scale, eye, center, rotation (up and direction vectors) independently.
+//! @sa Graphic3d_Camera::Interpolate()
typedef NCollection_Lerp<Handle(Graphic3d_Camera)> Graphic3d_CameraLerp;
#endif