Another refactoring into class Camera
This commit is contained in:
parent
635def1648
commit
15cb8ec653
2 changed files with 37 additions and 37 deletions
|
@ -153,17 +153,17 @@ void Camera::select_view(const std::string& direction)
|
|||
if (direction == "iso")
|
||||
set_default_orientation();
|
||||
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")
|
||||
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")
|
||||
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")
|
||||
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")
|
||||
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")
|
||||
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
|
||||
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> ret;
|
||||
auto& [near_z, far_z] = ret;
|
||||
|
||||
while (true)
|
||||
{
|
||||
// box in eye space
|
||||
BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
|
||||
ret.first = -eye_box.max(2);
|
||||
ret.second = -eye_box.min(2);
|
||||
near_z = -eye_box.max(2);
|
||||
far_z = -eye_box.min(2);
|
||||
|
||||
// apply margin
|
||||
ret.first -= FrustrumZMargin;
|
||||
ret.second += FrustrumZMargin;
|
||||
near_z -= FrustrumZMargin;
|
||||
far_z += FrustrumZMargin;
|
||||
|
||||
// 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;
|
||||
ret.first = mid_z - half_size;
|
||||
ret.second = mid_z + half_size;
|
||||
near_z = mid_z - half_size;
|
||||
far_z = mid_z + half_size;
|
||||
}
|
||||
|
||||
if (ret.first >= FrustrumMinNearZ)
|
||||
if (near_z >= FrustrumMinNearZ)
|
||||
break;
|
||||
|
||||
// ensure min Near Z
|
||||
set_distance(m_distance + FrustrumMinNearZ - ret.first);
|
||||
set_distance(m_distance + FrustrumMinNearZ - near_z);
|
||||
}
|
||||
|
||||
return ret;
|
||||
|
@ -638,35 +639,34 @@ void Camera::set_distance(double distance) const
|
|||
}
|
||||
|
||||
#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_x = up.cross(unit_z).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);
|
||||
matrix(0, 1) = unit_x(1);
|
||||
matrix(0, 2) = unit_x(2);
|
||||
matrix(0, 3) = -unit_x.dot(position);
|
||||
m_view_matrix(0, 0) = unit_x(0);
|
||||
m_view_matrix(0, 1) = unit_x(1);
|
||||
m_view_matrix(0, 2) = unit_x(2);
|
||||
m_view_matrix(0, 3) = -unit_x.dot(new_position);
|
||||
|
||||
matrix(1, 0) = unit_y(0);
|
||||
matrix(1, 1) = unit_y(1);
|
||||
matrix(1, 2) = unit_y(2);
|
||||
matrix(1, 3) = -unit_y.dot(position);
|
||||
m_view_matrix(1, 0) = unit_y(0);
|
||||
m_view_matrix(1, 1) = unit_y(1);
|
||||
m_view_matrix(1, 2) = unit_y(2);
|
||||
m_view_matrix(1, 3) = -unit_y.dot(new_position);
|
||||
|
||||
matrix(2, 0) = unit_z(0);
|
||||
matrix(2, 1) = unit_z(1);
|
||||
matrix(2, 2) = unit_z(2);
|
||||
matrix(2, 3) = -unit_z.dot(position);
|
||||
m_view_matrix(2, 0) = unit_z(0);
|
||||
m_view_matrix(2, 1) = unit_z(1);
|
||||
m_view_matrix(2, 2) = unit_z(2);
|
||||
m_view_matrix(2, 3) = -unit_z.dot(new_position);
|
||||
|
||||
matrix(3, 0) = 0.0;
|
||||
matrix(3, 1) = 0.0;
|
||||
matrix(3, 2) = 0.0;
|
||||
matrix(3, 3) = 1.0;
|
||||
|
||||
return matrix;
|
||||
m_view_matrix(3, 0) = 0.0;
|
||||
m_view_matrix(3, 1) = 0.0;
|
||||
m_view_matrix(3, 2) = 0.0;
|
||||
m_view_matrix(3, 3) = 1.0;
|
||||
}
|
||||
|
||||
void Camera::set_default_orientation()
|
||||
|
|
|
@ -159,7 +159,7 @@ private:
|
|||
void set_distance(double distance) const;
|
||||
|
||||
#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();
|
||||
Vec3d validate_target(const Vec3d& target) const;
|
||||
#endif // ENABLE_6DOF_CAMERA
|
||||
|
|
Loading…
Reference in a new issue