Another refactoring into class Camera
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635def1648
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15cb8ec653
2 changed files with 37 additions and 37 deletions
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@ -153,17 +153,17 @@ void Camera::select_view(const std::string& direction)
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if (direction == "iso")
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if (direction == "iso")
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set_default_orientation();
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set_default_orientation();
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else if (direction == "left")
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else if (direction == "left")
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m_view_matrix = look_at(m_target - m_distance * Vec3d::UnitX(), m_target, Vec3d::UnitZ());
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look_at(m_target - m_distance * Vec3d::UnitX(), m_target, Vec3d::UnitZ());
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else if (direction == "right")
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else if (direction == "right")
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m_view_matrix = look_at(m_target + m_distance * Vec3d::UnitX(), m_target, Vec3d::UnitZ());
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look_at(m_target + m_distance * Vec3d::UnitX(), m_target, Vec3d::UnitZ());
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else if (direction == "top")
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else if (direction == "top")
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m_view_matrix = look_at(m_target + m_distance * Vec3d::UnitZ(), m_target, Vec3d::UnitY());
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look_at(m_target + m_distance * Vec3d::UnitZ(), m_target, Vec3d::UnitY());
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else if (direction == "bottom")
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else if (direction == "bottom")
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m_view_matrix = look_at(m_target - m_distance * Vec3d::UnitZ(), m_target, -Vec3d::UnitY());
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look_at(m_target - m_distance * Vec3d::UnitZ(), m_target, -Vec3d::UnitY());
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else if (direction == "front")
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else if (direction == "front")
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m_view_matrix = look_at(m_target - m_distance * Vec3d::UnitY(), m_target, Vec3d::UnitZ());
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look_at(m_target - m_distance * Vec3d::UnitY(), m_target, Vec3d::UnitZ());
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else if (direction == "rear")
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else if (direction == "rear")
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m_view_matrix = look_at(m_target + m_distance * Vec3d::UnitY(), m_target, Vec3d::UnitZ());
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look_at(m_target + m_distance * Vec3d::UnitY(), m_target, Vec3d::UnitZ());
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}
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}
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#else
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#else
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bool Camera::select_view(const std::string& direction)
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bool Camera::select_view(const std::string& direction)
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@ -460,32 +460,33 @@ double Camera::min_zoom() const
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std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const
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std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const
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{
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{
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std::pair<double, double> ret;
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std::pair<double, double> ret;
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auto& [near_z, far_z] = ret;
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while (true)
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while (true)
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{
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{
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// box in eye space
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// box in eye space
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BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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ret.first = -eye_box.max(2);
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near_z = -eye_box.max(2);
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ret.second = -eye_box.min(2);
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far_z = -eye_box.min(2);
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// apply margin
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// apply margin
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ret.first -= FrustrumZMargin;
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near_z -= FrustrumZMargin;
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ret.second += FrustrumZMargin;
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far_z += FrustrumZMargin;
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// ensure min size
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// ensure min size
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if (ret.second - ret.first < FrustrumMinZRange)
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if (far_z - near_z < FrustrumMinZRange)
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{
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{
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double mid_z = 0.5 * (ret.first + ret.second);
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double mid_z = 0.5 * (near_z + far_z);
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double half_size = 0.5 * FrustrumMinZRange;
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double half_size = 0.5 * FrustrumMinZRange;
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ret.first = mid_z - half_size;
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near_z = mid_z - half_size;
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ret.second = mid_z + half_size;
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far_z = mid_z + half_size;
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}
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}
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if (ret.first >= FrustrumMinNearZ)
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if (near_z >= FrustrumMinNearZ)
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break;
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break;
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// ensure min Near Z
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// ensure min Near Z
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set_distance(m_distance + FrustrumMinNearZ - ret.first);
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set_distance(m_distance + FrustrumMinNearZ - near_z);
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}
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}
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return ret;
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return ret;
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@ -638,35 +639,34 @@ void Camera::set_distance(double distance) const
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}
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}
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#if ENABLE_6DOF_CAMERA
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#if ENABLE_6DOF_CAMERA
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Transform3d Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up) const
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void Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up)
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{
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{
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Vec3d unit_z = (position - target).normalized();
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Vec3d unit_z = (position - target).normalized();
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Vec3d unit_x = up.cross(unit_z).normalized();
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Vec3d unit_x = up.cross(unit_z).normalized();
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Vec3d unit_y = unit_z.cross(unit_x).normalized();
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Vec3d unit_y = unit_z.cross(unit_x).normalized();
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Transform3d matrix;
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m_target = target;
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Vec3d new_position = m_target + m_distance * unit_z;
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matrix(0, 0) = unit_x(0);
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m_view_matrix(0, 0) = unit_x(0);
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matrix(0, 1) = unit_x(1);
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m_view_matrix(0, 1) = unit_x(1);
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matrix(0, 2) = unit_x(2);
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m_view_matrix(0, 2) = unit_x(2);
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matrix(0, 3) = -unit_x.dot(position);
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m_view_matrix(0, 3) = -unit_x.dot(new_position);
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matrix(1, 0) = unit_y(0);
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m_view_matrix(1, 0) = unit_y(0);
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matrix(1, 1) = unit_y(1);
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m_view_matrix(1, 1) = unit_y(1);
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matrix(1, 2) = unit_y(2);
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m_view_matrix(1, 2) = unit_y(2);
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matrix(1, 3) = -unit_y.dot(position);
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m_view_matrix(1, 3) = -unit_y.dot(new_position);
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matrix(2, 0) = unit_z(0);
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m_view_matrix(2, 0) = unit_z(0);
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matrix(2, 1) = unit_z(1);
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m_view_matrix(2, 1) = unit_z(1);
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matrix(2, 2) = unit_z(2);
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m_view_matrix(2, 2) = unit_z(2);
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matrix(2, 3) = -unit_z.dot(position);
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m_view_matrix(2, 3) = -unit_z.dot(new_position);
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matrix(3, 0) = 0.0;
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m_view_matrix(3, 0) = 0.0;
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matrix(3, 1) = 0.0;
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m_view_matrix(3, 1) = 0.0;
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matrix(3, 2) = 0.0;
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m_view_matrix(3, 2) = 0.0;
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matrix(3, 3) = 1.0;
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m_view_matrix(3, 3) = 1.0;
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return matrix;
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}
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}
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void Camera::set_default_orientation()
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void Camera::set_default_orientation()
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@ -159,7 +159,7 @@ private:
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void set_distance(double distance) const;
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void set_distance(double distance) const;
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#if ENABLE_6DOF_CAMERA
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#if ENABLE_6DOF_CAMERA
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Transform3d look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up) const;
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void look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up);
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void set_default_orientation();
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void set_default_orientation();
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Vec3d validate_target(const Vec3d& target) const;
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Vec3d validate_target(const Vec3d& target) const;
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#endif // ENABLE_6DOF_CAMERA
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#endif // ENABLE_6DOF_CAMERA
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