Camera refactored to use quaternions primarily for processing
rotations due to numerical reasons (no need for normalization and orthogonalization of the rotation matrix).
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@@ -43,6 +43,8 @@ private:
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mutable std::array<int, 4> m_viewport;
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mutable Transform3d m_view_matrix;
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// We are calculating the rotation part of the m_view_matrix from m_view_rotation.
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mutable Eigen::Quaterniond m_view_rotation;
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mutable Transform3d m_projection_matrix;
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mutable std::pair<double, double> m_frustrum_zs;
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@@ -107,7 +109,7 @@ public:
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#endif // ENABLE_CAMERA_STATISTICS
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// translate the camera in world space
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void translate_world(const Vec3d& displacement);
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void translate_world(const Vec3d& displacement) { this->set_target(m_target + displacement); }
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// rotate the camera on a sphere having center == m_target and radius == m_distance
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// using the given variations of spherical coordinates
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@@ -117,9 +119,6 @@ public:
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// rotate the camera around three axes parallel to the camera local axes and passing through m_target
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void rotate_local_around_target(const Vec3d& rotation_rad);
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// rotate the camera around three axes parallel to the camera local axes and passing through the given pivot point
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void rotate_local_around_pivot(const Vec3d& rotation_rad, const Vec3d& pivot);
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// returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
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bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
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