Removed mutable members from struct Camera

This commit is contained in:
enricoturri1966 2021-04-16 13:44:01 +02:00
parent dabac92755
commit 074a44833e
2 changed files with 24 additions and 26 deletions

View file

@ -123,7 +123,7 @@ double Camera::get_fov() const
void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const
{ {
glsafe(::glViewport(0, 0, w, h)); glsafe(::glViewport(0, 0, w, h));
glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data())); glsafe(::glGetIntegerv(GL_VIEWPORT, const_cast<std::array<int, 4>*>(&m_viewport)->data()));
} }
void Camera::apply_view_matrix() const void Camera::apply_view_matrix() const
@ -139,16 +139,17 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
double h = 0.0; double h = 0.0;
double old_distance = m_distance; double old_distance = m_distance;
m_frustrum_zs = calc_tight_frustrum_zs_around(box); std::pair<double, double>* frustrum_zs = const_cast<std::pair<double, double>*>(&m_frustrum_zs);
*frustrum_zs = calc_tight_frustrum_zs_around(box);
if (m_distance != old_distance) if (m_distance != old_distance)
// the camera has been moved re-apply view matrix // the camera has been moved re-apply view matrix
apply_view_matrix(); apply_view_matrix();
if (near_z > 0.0) if (near_z > 0.0)
m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ); frustrum_zs->first = std::max(std::min(frustrum_zs->first, near_z), FrustrumMinNearZ);
if (far_z > 0.0) if (far_z > 0.0)
m_frustrum_zs.second = std::max(m_frustrum_zs.second, far_z); frustrum_zs->second = std::max(frustrum_zs->second, far_z);
w = 0.5 * (double)m_viewport[2]; w = 0.5 * (double)m_viewport[2];
h = 0.5 * (double)m_viewport[3]; h = 0.5 * (double)m_viewport[3];
@ -162,16 +163,16 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
default: default:
case Ortho: case Ortho:
{ {
m_gui_scale = 1.0; *const_cast<double*>(&m_gui_scale) = 1.0;
break; break;
} }
case Perspective: case Perspective:
{ {
// scale near plane to keep w and h constant on the plane at z = m_distance // scale near plane to keep w and h constant on the plane at z = m_distance
double scale = m_frustrum_zs.first / m_distance; double scale = frustrum_zs->first / m_distance;
w *= scale; w *= scale;
h *= scale; h *= scale;
m_gui_scale = scale; *const_cast<double*>(&m_gui_scale) = scale;
break; break;
} }
} }
@ -184,17 +185,17 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
default: default:
case Ortho: case Ortho:
{ {
glsafe(::glOrtho(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second)); glsafe(::glOrtho(-w, w, -h, h, frustrum_zs->first, frustrum_zs->second));
break; break;
} }
case Perspective: case Perspective:
{ {
glsafe(::glFrustum(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second)); glsafe(::glFrustum(-w, w, -h, h, frustrum_zs->first, frustrum_zs->second));
break; break;
} }
} }
glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data())); glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, const_cast<Transform3d*>(&m_projection_matrix)->data()));
glsafe(::glMatrixMode(GL_MODELVIEW)); glsafe(::glMatrixMode(GL_MODELVIEW));
} }
@ -202,8 +203,7 @@ void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
{ {
// Calculate the zoom factor needed to adjust the view around the given box. // Calculate the zoom factor needed to adjust the view around the given box.
double zoom = calc_zoom_to_bounding_box_factor(box, margin_factor); double zoom = calc_zoom_to_bounding_box_factor(box, margin_factor);
if (zoom > 0.0) if (zoom > 0.0) {
{
m_zoom = zoom; m_zoom = zoom;
// center view around box center // center view around box center
set_target(box.center()); set_target(box.center());
@ -470,7 +470,7 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
double dx = margin_factor * (max_x - min_x); double dx = margin_factor * (max_x - min_x);
double dy = margin_factor * (max_y - min_y); double dy = margin_factor * (max_y - min_y);
if ((dx <= 0.0) || (dy <= 0.0)) if (dx <= 0.0 || dy <= 0.0)
return -1.0f; return -1.0f;
return std::min((double)m_viewport[2] / dx, (double)m_viewport[3] / dy); return std::min((double)m_viewport[2] / dx, (double)m_viewport[3] / dy);
@ -478,10 +478,9 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
void Camera::set_distance(double distance) const void Camera::set_distance(double distance) const
{ {
if (m_distance != distance) if (m_distance != distance) {
{ const_cast<Transform3d*>(&m_view_matrix)->translate((distance - m_distance) * get_dir_forward());
m_view_matrix.translate((distance - m_distance) * get_dir_forward()); *const_cast<double*>(&m_distance) = distance;
m_distance = distance;
} }
} }

View file

@ -35,15 +35,15 @@ private:
float m_zenit{ 45.0f }; float m_zenit{ 45.0f };
double m_zoom{ 1.0 }; double m_zoom{ 1.0 };
// Distance between camera position and camera target measured along the camera Z axis // Distance between camera position and camera target measured along the camera Z axis
mutable double m_distance{ DefaultDistance }; double m_distance{ DefaultDistance };
mutable double m_gui_scale{ 1.0 }; double m_gui_scale{ 1.0 };
mutable std::array<int, 4> m_viewport; std::array<int, 4> m_viewport;
mutable Transform3d m_view_matrix{ Transform3d::Identity() }; Transform3d m_view_matrix{ Transform3d::Identity() };
// We are calculating the rotation part of the m_view_matrix from m_view_rotation. // We are calculating the rotation part of the m_view_matrix from m_view_rotation.
mutable Eigen::Quaterniond m_view_rotation{ 1.0, 0.0, 0.0, 0.0 }; Eigen::Quaterniond m_view_rotation{ 1.0, 0.0, 0.0, 0.0 };
mutable Transform3d m_projection_matrix{ Transform3d::Identity() }; Transform3d m_projection_matrix{ Transform3d::Identity() };
mutable std::pair<double, double> m_frustrum_zs; std::pair<double, double> m_frustrum_zs;
BoundingBoxf3 m_scene_box; BoundingBoxf3 m_scene_box;
@ -119,8 +119,7 @@ public:
bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; } bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
// forces camera right vector to be parallel to XY plane // forces camera right vector to be parallel to XY plane
void recover_from_free_camera() void recover_from_free_camera() {
{
if (std::abs(get_dir_right()(2)) > EPSILON) if (std::abs(get_dir_right()(2)) > EPSILON)
look_at(get_position(), m_target, Vec3d::UnitZ()); look_at(get_position(), m_target, Vec3d::UnitZ());
} }