ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ Ρ 3DCoat ΠΊΠ°ΠΌΠ΅ΡΠ°ΠΌΠΈ ΡΠ΅ΡΠ΅Π· ΡΠΊΡΠΈΠΏΡΡ.
ΠΡΠΎΡΡΠΎΠΉ ΠΏΡΠΈΠΌΠ΅Ρ.
void main() {
// prepare scene
SculptRoom sculpt;
Builder builder;
const Vec3 pa( 0 );
sculpt.clear().toSurface();
// create cube primitive
Mesh a = builder.cuboid()
.side( Vec3( 500, 400, 300 ) )
.position( pa )
.details( 0.1 )
.build();
sculpt += a;
CameraShortcut camera;
// set camera state
CameraShortcut::ViewState state = camera.State();
state.Fov(10.5);
state.Position(Vec3(0));
camera.State(state);
CameraView cameraView;
// set camera view
log += "CameraView::OrthoState";
log += CameraView::OrthoState::Back;
cameraView.SetView(CameraView::OrthoState::Back);
}
ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΡΠΈΡ ΠΊΠ»Π°ΡΡΠΎΠ² Π½Π°Ρ ΠΎΠ΄ΡΡΡΡ Π² ΡΠ°ΠΌΠΈΡ ΠΊΠ»Π°ΡΡΠ°Ρ : ΠΊΠ»ΠΈΠΊΠ°ΠΉ ΠΏΠΎ ΡΡΡΠ»ΠΊΠ°ΠΌ!