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authorEnrico Turri <enricoturri@seznam.cz>2020-01-28 11:13:54 +0300
committerEnrico Turri <enricoturri@seznam.cz>2020-01-28 11:13:54 +0300
commit15cb8ec65354d7509072b9afda99c446d4bcff1f (patch)
tree363d50ed4e869c18093c06f66813f6da632d60fb /src/slic3r/GUI/Camera.cpp
parent635def1648f8435705af5826e570f35bbb9186c5 (diff)
Another refactoring into class Camera
Diffstat (limited to 'src/slic3r/GUI/Camera.cpp')
-rw-r--r--src/slic3r/GUI/Camera.cpp72
1 files changed, 36 insertions, 36 deletions
diff --git a/src/slic3r/GUI/Camera.cpp b/src/slic3r/GUI/Camera.cpp
index adfaffd97..db0126d65 100644
--- a/src/slic3r/GUI/Camera.cpp
+++ b/src/slic3r/GUI/Camera.cpp
@@ -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()