PrusaSlicer-NonPlainar/src/slic3r/GUI/Camera.hpp

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#ifndef slic3r_Camera_hpp_
#define slic3r_Camera_hpp_
#include "libslic3r/BoundingBox.hpp"
2019-04-01 08:28:04 +00:00
#include <array>
namespace Slic3r {
namespace GUI {
struct Camera
{
enum EType : unsigned char
{
Unknown,
// Perspective,
Ortho,
Num_types
};
EType type;
float zoom;
float phi;
// float distance;
bool requires_zoom_to_bed;
bool inverted_phi;
private:
Vec3d m_target;
float m_theta;
mutable std::array<int, 4> m_viewport;
mutable Transform3d m_view_matrix;
mutable Transform3d m_projection_matrix;
BoundingBoxf3 m_scene_box;
public:
Camera();
std::string get_type_as_string() const;
const Vec3d& get_target() const { return m_target; }
void set_target(const Vec3d& target);
float get_theta() const { return m_theta; }
void set_theta(float theta, bool apply_limit);
const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
void set_scene_box(const BoundingBoxf3& box);
bool select_view(const std::string& direction);
const std::array<int, 4>& get_viewport() const { return m_viewport; }
const Transform3d& get_view_matrix() const { return m_view_matrix; }
const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
Vec3d get_dir_forward() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(2); }
Vec3d get_position() const { return m_view_matrix.matrix().block(0, 3, 3, 1); }
void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
void apply_view_matrix() const;
void apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const;
};
} // GUI
} // Slic3r
#endif // slic3r_Camera_hpp_