Removed mutable members from struct Camera
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dabac92755
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@ -123,7 +123,7 @@ double Camera::get_fov() const
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void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const
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{
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glsafe(::glViewport(0, 0, w, h));
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glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data()));
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glsafe(::glGetIntegerv(GL_VIEWPORT, const_cast<std::array<int, 4>*>(&m_viewport)->data()));
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}
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void Camera::apply_view_matrix() const
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@ -139,16 +139,17 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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double h = 0.0;
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double old_distance = m_distance;
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m_frustrum_zs = calc_tight_frustrum_zs_around(box);
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std::pair<double, double>* frustrum_zs = const_cast<std::pair<double, double>*>(&m_frustrum_zs);
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*frustrum_zs = calc_tight_frustrum_zs_around(box);
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if (m_distance != old_distance)
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// the camera has been moved re-apply view matrix
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apply_view_matrix();
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if (near_z > 0.0)
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m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ);
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frustrum_zs->first = std::max(std::min(frustrum_zs->first, near_z), FrustrumMinNearZ);
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if (far_z > 0.0)
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m_frustrum_zs.second = std::max(m_frustrum_zs.second, far_z);
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frustrum_zs->second = std::max(frustrum_zs->second, far_z);
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w = 0.5 * (double)m_viewport[2];
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h = 0.5 * (double)m_viewport[3];
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@ -162,16 +163,16 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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default:
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case Ortho:
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{
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m_gui_scale = 1.0;
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*const_cast<double*>(&m_gui_scale) = 1.0;
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break;
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}
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case Perspective:
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{
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// scale near plane to keep w and h constant on the plane at z = m_distance
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double scale = m_frustrum_zs.first / m_distance;
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double scale = frustrum_zs->first / m_distance;
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w *= scale;
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h *= scale;
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m_gui_scale = scale;
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*const_cast<double*>(&m_gui_scale) = scale;
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break;
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}
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}
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@ -184,17 +185,17 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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default:
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case Ortho:
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{
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glsafe(::glOrtho(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second));
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glsafe(::glOrtho(-w, w, -h, h, frustrum_zs->first, frustrum_zs->second));
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break;
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}
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case Perspective:
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{
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glsafe(::glFrustum(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second));
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glsafe(::glFrustum(-w, w, -h, h, frustrum_zs->first, frustrum_zs->second));
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break;
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}
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}
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glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data()));
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glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, const_cast<Transform3d*>(&m_projection_matrix)->data()));
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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@ -202,8 +203,7 @@ void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
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{
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// Calculate the zoom factor needed to adjust the view around the given box.
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double zoom = calc_zoom_to_bounding_box_factor(box, margin_factor);
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if (zoom > 0.0)
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{
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if (zoom > 0.0) {
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m_zoom = zoom;
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// center view around box center
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set_target(box.center());
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@ -470,7 +470,7 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
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double dx = margin_factor * (max_x - min_x);
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double dy = margin_factor * (max_y - min_y);
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if ((dx <= 0.0) || (dy <= 0.0))
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if (dx <= 0.0 || dy <= 0.0)
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return -1.0f;
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return std::min((double)m_viewport[2] / dx, (double)m_viewport[3] / dy);
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@ -478,10 +478,9 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
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void Camera::set_distance(double distance) const
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{
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if (m_distance != distance)
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{
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m_view_matrix.translate((distance - m_distance) * get_dir_forward());
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m_distance = distance;
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if (m_distance != distance) {
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const_cast<Transform3d*>(&m_view_matrix)->translate((distance - m_distance) * get_dir_forward());
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*const_cast<double*>(&m_distance) = distance;
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}
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}
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@ -35,15 +35,15 @@ private:
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float m_zenit{ 45.0f };
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double m_zoom{ 1.0 };
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// Distance between camera position and camera target measured along the camera Z axis
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mutable double m_distance{ DefaultDistance };
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mutable double m_gui_scale{ 1.0 };
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double m_distance{ DefaultDistance };
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double m_gui_scale{ 1.0 };
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mutable std::array<int, 4> m_viewport;
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mutable Transform3d m_view_matrix{ Transform3d::Identity() };
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std::array<int, 4> m_viewport;
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Transform3d m_view_matrix{ Transform3d::Identity() };
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// We are calculating the rotation part of the m_view_matrix from m_view_rotation.
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mutable Eigen::Quaterniond m_view_rotation{ 1.0, 0.0, 0.0, 0.0 };
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mutable Transform3d m_projection_matrix{ Transform3d::Identity() };
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mutable std::pair<double, double> m_frustrum_zs;
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Eigen::Quaterniond m_view_rotation{ 1.0, 0.0, 0.0, 0.0 };
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Transform3d m_projection_matrix{ Transform3d::Identity() };
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std::pair<double, double> m_frustrum_zs;
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BoundingBoxf3 m_scene_box;
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@ -119,8 +119,7 @@ public:
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bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
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// forces camera right vector to be parallel to XY plane
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void recover_from_free_camera()
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{
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void recover_from_free_camera() {
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if (std::abs(get_dir_right()(2)) > EPSILON)
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look_at(get_position(), m_target, Vec3d::UnitZ());
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}
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