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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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@ -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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