#4987 - Fixed camera switches back to non-Perspective camera after slice
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@@ -29,19 +29,20 @@ struct Camera
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bool requires_zoom_to_bed;
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private:
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EType m_type;
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Vec3d m_target;
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float m_zenit;
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double m_zoom;
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EType m_type{ Perspective };
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bool m_update_config_on_type_change_enabled{ false };
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Vec3d m_target{ Vec3d::Zero() };
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float m_zenit{ 45.0f };
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double m_zoom{ 1.0 };
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// Distance between camera position and camera target measured along the camera Z axis
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mutable double m_distance;
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mutable double m_gui_scale;
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mutable double m_distance{ DefaultDistance };
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mutable double m_gui_scale{ 1.0 };
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mutable std::array<int, 4> m_viewport;
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mutable Transform3d m_view_matrix;
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mutable Transform3d m_view_matrix{ Transform3d::Identity() };
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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 Eigen::Quaterniond m_view_rotation{ 1.0, 0.0, 0.0, 0.0 };
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mutable Transform3d m_projection_matrix{ Transform3d::Identity() };
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mutable std::pair<double, double> m_frustrum_zs;
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BoundingBoxf3 m_scene_box;
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@@ -56,6 +57,8 @@ public:
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void set_type(const std::string& type);
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void select_next_type();
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void enable_update_config_on_type_change(bool enable) { m_update_config_on_type_change_enabled = enable; }
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const Vec3d& get_target() const { return m_target; }
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void set_target(const Vec3d& target);
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