mirror of https://github.com/vitalif/openscad
Camera handling fixes
parent
22a2583c70
commit
d4dfe51118
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@ -7,10 +7,8 @@
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#define FAR_FAR_AWAY 100000.0
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OffscreenView::OffscreenView(size_t width, size_t height)
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: orthomode(false), showaxes(true), showfaces(true), showedges(false),
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object_rot_x(35), object_rot_y(0), object_rot_z(25),
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camera_eye_x(0), camera_eye_y(0), camera_eye_z(0),
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camera_center_x(0), camera_center_y(0), camera_center_z(0)
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: orthomode(false), showaxes(false), showfaces(true), showedges(false),
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object_rot(35, 0, 25), camera_eye(0, 0, 0), camera_center(0, 0, 0)
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{
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for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
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this->ctx = create_offscreen_context(width, height);
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@ -160,8 +158,8 @@ void OffscreenView::setupPerspective()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90, w_h_ratio, 0.1*(this->camera_center_y - this->camera_eye_y),
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3*(this->camera_center_y - this->camera_eye_y));
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double dist = (this->camera_center - this->camera_eye).norm();
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gluPerspective(90, w_h_ratio, 0.1*dist, 10*dist);
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}
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void OffscreenView::setupOrtho(bool offset)
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@ -169,7 +167,7 @@ void OffscreenView::setupOrtho(bool offset)
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (offset) glTranslated(-0.8, -0.8, 0);
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double l = (this->camera_eye_y - this->camera_center_y)/10;
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double l = (this->camera_center - this->camera_eye).norm() / 10;
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glOrtho(-w_h_ratio*l, +w_h_ratio*l,
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-(1/w_h_ratio)*l, +(1/w_h_ratio)*l,
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-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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@ -189,13 +187,13 @@ void OffscreenView::paintGL()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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gluLookAt(this->camera_eye_x, this->camera_eye_y, this->camera_eye_z,
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this->camera_center_x, this->camera_center_y, this->camera_center_z,
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gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2],
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this->camera_center[0], this->camera_center[1], this->camera_center[2],
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0.0, 0.0, 1.0);
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glRotated(object_rot_x, 1.0, 0.0, 0.0);
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glRotated(object_rot_y, 0.0, 1.0, 0.0);
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glRotated(object_rot_z, 0.0, 0.0, 1.0);
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// glRotated(object_rot[0], 1.0, 0.0, 0.0);
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// glRotated(object_rot[1], 0.0, 1.0, 0.0);
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// glRotated(object_rot[2], 0.0, 0.0, 1.0);
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// Large gray axis cross inline with the model
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// FIXME: This is always gray - adjust color to keep contrast with background
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@ -204,7 +202,7 @@ void OffscreenView::paintGL()
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glLineWidth(1);
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glColor3d(0.5, 0.5, 0.5);
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glBegin(GL_LINES);
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double l = 3*(this->camera_eye_y - this->camera_center_y);
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double l = 3*(this->camera_center - this->camera_eye).norm();
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glVertex3d(-l, 0, 0);
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glVertex3d(+l, 0, 0);
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glVertex3d(0, -l, 0);
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@ -234,14 +232,9 @@ bool OffscreenView::save(const char *filename)
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return save_framebuffer(this->ctx, filename);
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}
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void OffscreenView::setCamera(double xpos, double ypos, double zpos,
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double xcenter, double ycenter, double zcenter)
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void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er)
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{
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this->camera_eye_x = xpos;
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this->camera_eye_y = ypos;
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this->camera_eye_z = zpos;
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this->camera_center_x = xcenter;
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this->camera_center_y = ycenter;
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this->camera_center_z = zcenter;
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this->camera_eye = pos;
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this->camera_center = center;
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}
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@ -2,6 +2,8 @@
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#define OFFSCREENVIEW_H_
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#include "OffscreenContext.h"
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#include <Eigen/Core>
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#include <Eigen/Geometry>
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#include <stdint.h>
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class OffscreenView
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@ -11,8 +13,7 @@ public:
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~OffscreenView();
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void setRenderer(class Renderer* r);
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void setCamera(double xpos, double ypos, double zpos,
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double xcenter, double ycenter, double zcenter);
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void setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er);
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void initializeGL();
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void resizeGL(int w, int h);
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void setupPerspective();
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@ -25,15 +26,9 @@ public:
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private:
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Renderer *renderer;
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double w_h_ratio;
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double object_rot_x;
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double object_rot_y;
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double object_rot_z;
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double camera_eye_x;
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double camera_eye_y;
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double camera_eye_z;
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double camera_center_x;
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double camera_center_y;
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double camera_center_z;
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Eigen::Vector3d object_rot;
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Eigen::Vector3d camera_eye;
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Eigen::Vector3d camera_center;
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bool orthomode;
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bool showaxes;
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@ -217,8 +217,11 @@ int main(int argc, char *argv[])
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Vector3d center = (bbox.min() + bbox.max()) / 2;
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double radius = (bbox.max() - bbox.min()).norm() / 2;
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csgInfo.glview->setCamera(center[0], center[1] - 2 * radius, center[2],
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center[0], center[1], center[2]);
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Vector3d cameradir(1, 1, -0.5);
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Vector3d camerapos = center - radius*1.5*cameradir;
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csgInfo.glview->setCamera(camerapos, center);
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glewInit();
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#ifdef DEBUG
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