Camera angle clamping moved to c++

This commit is contained in:
Enrico Turri 2018-05-14 12:08:23 +02:00
parent 1fd59144c7
commit a73cb45792
3 changed files with 118 additions and 33 deletions

View file

@ -4,23 +4,34 @@
#include <iostream>
static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
namespace Slic3r {
namespace GUI {
GLCanvas3D::Camera::Camera()
: type(CT_Ortho)
, zoom(1.0f)
, phi(45.0f)
, theta(45.0f)
, distance(0.0f)
, target(0.0, 0.0, 0.0)
: m_type(CT_Ortho)
, m_zoom(1.0f)
, m_phi(45.0f)
, m_theta(45.0f)
, m_distance(0.0f)
, m_target(0.0, 0.0, 0.0)
{
}
GLCanvas3D::Camera::EType GLCanvas3D::Camera::get_type() const
{
return m_type;
}
void GLCanvas3D::Camera::set_type(GLCanvas3D::Camera::EType type)
{
m_type = type;
}
std::string GLCanvas3D::Camera::get_type_as_string() const
{
switch (type)
switch (m_type)
{
default:
case CT_Unknown:
@ -32,6 +43,63 @@ std::string GLCanvas3D::Camera::get_type_as_string() const
};
}
float GLCanvas3D::Camera::get_zoom() const
{
return m_zoom;
}
void GLCanvas3D::Camera::set_zoom(float zoom)
{
m_zoom = zoom;
}
float GLCanvas3D::Camera::get_phi() const
{
return m_phi;
}
void GLCanvas3D::Camera::set_phi(float phi)
{
m_phi = phi;
}
float GLCanvas3D::Camera::get_theta() const
{
return m_theta;
}
void GLCanvas3D::Camera::set_theta(float theta)
{
m_theta = theta;
// clamp angle
if (m_theta > GIMBALL_LOCK_THETA_MAX)
m_theta = GIMBALL_LOCK_THETA_MAX;
if (m_theta < 0.0f)
m_theta = 0.0f;
}
float GLCanvas3D::Camera::get_distance() const
{
return m_distance;
}
void GLCanvas3D::Camera::set_distance(float distance)
{
m_distance = distance;
}
const Pointf3& GLCanvas3D::Camera::get_target() const
{
return m_target;
}
void GLCanvas3D::Camera::set_target(const Pointf3& target)
{
m_target = target;
}
GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
: m_canvas(canvas)
, m_context(context)
@ -62,12 +130,12 @@ bool GLCanvas3D::is_shown_on_screen() const
GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
{
return m_camera.type;
return m_camera.get_type();
}
void GLCanvas3D::set_camera_type(GLCanvas3D::Camera::EType type)
{
m_camera.type = type;
m_camera.set_type(type);
}
std::string GLCanvas3D::get_camera_type_as_string() const
@ -77,52 +145,52 @@ std::string GLCanvas3D::get_camera_type_as_string() const
float GLCanvas3D::get_camera_zoom() const
{
return m_camera.zoom;
return m_camera.get_zoom();
}
void GLCanvas3D::set_camera_zoom(float zoom)
{
m_camera.zoom = zoom;
m_camera.set_zoom(zoom);
}
float GLCanvas3D::get_camera_phi() const
{
return m_camera.phi;
return m_camera.get_phi();
}
void GLCanvas3D::set_camera_phi(float phi)
{
m_camera.phi = phi;
m_camera.set_phi(phi);
}
float GLCanvas3D::get_camera_theta() const
{
return m_camera.theta;
return m_camera.get_theta();
}
void GLCanvas3D::set_camera_theta(float theta)
{
m_camera.theta = theta;
m_camera.set_theta(theta);
}
float GLCanvas3D::get_camera_distance() const
{
return m_camera.distance;
return m_camera.get_distance();
}
void GLCanvas3D::set_camera_distance(float distance)
{
m_camera.distance = distance;
m_camera.set_distance(distance);
}
const Pointf3& GLCanvas3D::get_camera_target() const
{
return m_camera.target;
return m_camera.get_target();
}
void GLCanvas3D::set_camera_target(const Pointf3& target)
{
m_camera.target = target;
m_camera.set_target(target);
}
void GLCanvas3D::on_size(wxSizeEvent& evt)