Another refactoring into class Camera

This commit is contained in:
Enrico Turri 2020-01-28 09:13:54 +01:00
parent 635def1648
commit 15cb8ec653
2 changed files with 37 additions and 37 deletions

View file

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

View file

@ -159,7 +159,7 @@ private:
void set_distance(double distance) const; void set_distance(double distance) const;
#if ENABLE_6DOF_CAMERA #if ENABLE_6DOF_CAMERA
Transform3d look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up) const; void look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up);
void set_default_orientation(); void set_default_orientation();
Vec3d validate_target(const Vec3d& target) const; Vec3d validate_target(const Vec3d& target) const;
#endif // ENABLE_6DOF_CAMERA #endif // ENABLE_6DOF_CAMERA