Removed unnecessary const_cast calls inside Camera.
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a1283277d3
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2d9953069a
2 changed files with 17 additions and 18 deletions
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@ -116,23 +116,22 @@ void Camera::apply_view_matrix() const
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glsafe(::glMultMatrixd(m_view_matrix.data()));
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}
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void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double far_z) const
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void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double far_z)
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{
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double w = 0.0;
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double h = 0.0;
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const double old_distance = m_distance;
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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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m_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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frustrum_zs->first = std::max(std::min(frustrum_zs->first, near_z), FrustrumMinNearZ);
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m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ);
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if (far_z > 0.0)
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frustrum_zs->second = std::max(frustrum_zs->second, far_z);
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m_frustrum_zs.second = std::max(m_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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@ -146,16 +145,16 @@ 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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*const_cast<double*>(&m_gui_scale) = 1.0;
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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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const double scale = frustrum_zs->first / m_distance;
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const double scale = m_frustrum_zs.first / m_distance;
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w *= scale;
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h *= scale;
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*const_cast<double*>(&m_gui_scale) = scale;
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m_gui_scale = scale;
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break;
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}
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}
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@ -168,17 +167,17 @@ 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, frustrum_zs->first, frustrum_zs->second));
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glsafe(::glOrtho(-w, w, -h, h, m_frustrum_zs.first, m_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, frustrum_zs->first, frustrum_zs->second));
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glsafe(::glFrustum(-w, w, -h, h, m_frustrum_zs.first, m_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, const_cast<Transform3d*>(&m_projection_matrix)->data()));
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glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data()));
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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@ -292,7 +291,7 @@ void Camera::rotate_local_around_target(const Vec3d& rotation_rad)
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}
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}
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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)
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{
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std::pair<double, double> ret;
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auto& [near_z, far_z] = ret;
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@ -448,11 +447,11 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
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return std::min((double)m_viewport[2] / dx, (double)m_viewport[3] / dy);
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}
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void Camera::set_distance(double distance) const
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void Camera::set_distance(double distance)
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{
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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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m_view_matrix.translate((distance - m_distance) * get_dir_forward());
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m_distance = distance;
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}
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}
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@ -95,7 +95,7 @@ public:
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void apply_view_matrix() const;
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// Calculates and applies the projection matrix tighting the frustrum z range around the given box.
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// If larger z span is needed, pass the desired values of near and far z (negative values are ignored)
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void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0) const;
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void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0);
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void zoom_to_box(const BoundingBoxf3& box, double margin_factor = DefaultZoomToBoxMarginFactor);
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void zoom_to_volumes(const GLVolumePtrs& volumes, double margin_factor = DefaultZoomToVolumesMarginFactor);
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@ -132,10 +132,10 @@ public:
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private:
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// returns tight values for nearZ and farZ plane around the given bounding box
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// the camera MUST be outside of the bounding box in eye coordinate of the given box
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std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const;
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std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box);
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double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, double margin_factor = DefaultZoomToBoxMarginFactor) const;
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double calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& center, double margin_factor = DefaultZoomToVolumesMarginFactor) const;
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void set_distance(double distance) const;
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void set_distance(double distance);
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void set_default_orientation();
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Vec3d validate_target(const Vec3d& target) const;
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