More camera related functionalities moved from GLCanvas3D to Camera

This commit is contained in:
Enrico Turri 2019-06-19 14:18:51 +02:00
parent a3e6412113
commit da8179d9c7
7 changed files with 131 additions and 114 deletions

View file

@ -21,7 +21,6 @@ struct Camera
Num_types
};
float zoom;
float phi;
bool requires_zoom_to_bed;
bool inverted_phi;
@ -30,6 +29,7 @@ private:
EType m_type;
Vec3d m_target;
float m_theta;
double m_zoom;
// Distance between camera position and camera target measured along the camera Z axis
double m_distance;
@ -54,8 +54,11 @@ public:
float get_theta() const { return m_theta; }
void set_theta(float theta, bool apply_limit);
double get_zoom() const { return m_zoom; }
void set_zoom(double zoom, const BoundingBoxf3& max_box, int canvas_w, int canvas_h);
const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
void set_scene_box(const BoundingBoxf3& box){ m_scene_box = box; }
void set_scene_box(const BoundingBoxf3& box) { m_scene_box = box; }
bool select_view(const std::string& direction);
@ -76,6 +79,8 @@ public:
void apply_view_matrix() const;
void apply_projection(const BoundingBoxf3& box) const;
void zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h);
#if ENABLE_CAMERA_STATISTICS
void debug_render() const;
#endif // ENABLE_CAMERA_STATISTICS
@ -84,6 +89,7 @@ private:
// returns tight values for nearZ and farZ plane around the given bounding box
// the camera MUST be outside of the bounding box in eye coordinate of the given box
std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const;
double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const;
};
} // GUI