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authorPaul Lemire <paul.lemire@kdab.com>2015-09-30 15:35:12 +0200
committerPaul Lemire <paul.lemire@kdab.com>2015-10-14 16:01:12 +0000
commit797f5b02691551ce276b335f1409c3378b973e3e (patch)
treec068219c70ee20ff9461523927de1930a596d5a2 /src/core/core-components/qcamera.cpp
parent2ee30c9a87f15404adce7267d364398e09906576 (diff)
QCamera: clean up and make useful method Q_INVOKABLE
- remove const float & - correct coding style - register the CameraTranslateOptions enum - make all translate/rotate methods Q_INVOKABLE Change-Id: I4f145a32aff9571c54c5eb63e76b237a0ff0ce35 Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'src/core/core-components/qcamera.cpp')
-rw-r--r--src/core/core-components/qcamera.cpp58
1 files changed, 29 insertions, 29 deletions
diff --git a/src/core/core-components/qcamera.cpp b/src/core/core-components/qcamera.cpp
index 5f7b2ef9a..0746b408b 100644
--- a/src/core/core-components/qcamera.cpp
+++ b/src/core/core-components/qcamera.cpp
@@ -135,24 +135,24 @@ void QCamera::translate( const QVector3D& vLocal, CameraTranslationOption option
// Calculate the amount to move by in world coordinates
QVector3D vWorld;
- if ( !qFuzzyIsNull( vLocal.x() ) )
+ if (!qFuzzyIsNull(vLocal.x()))
{
// Calculate the vector for the local x axis
- QVector3D x = QVector3D::crossProduct(viewVector, upVector()).normalized();
+ const QVector3D x = QVector3D::crossProduct(viewVector, upVector()).normalized();
vWorld += vLocal.x() * x;
}
- if ( !qFuzzyIsNull( vLocal.y() ) )
+ if (!qFuzzyIsNull(vLocal.y()))
vWorld += vLocal.y() * upVector();
- if ( !qFuzzyIsNull( vLocal.z() ) )
+ if (!qFuzzyIsNull(vLocal.z()))
vWorld += vLocal.z() * viewVector.normalized();
// Update the camera position using the calculated world vector
setPosition(position() + vWorld);
// May be also update the view center coordinates
- if ( option == TranslateViewCenter )
+ if (option == TranslateViewCenter)
setViewCenter(viewCenter() + vWorld);
// Refresh the camera -> view center vector
@@ -164,7 +164,7 @@ void QCamera::translate( const QVector3D& vLocal, CameraTranslationOption option
// 2) The local x vector is the normal to the plane in which the new up vector
// must lay. So we can take the cross product of this normal and the new
// x vector. The new normal vector forms the last part of the orthonormal basis
- QVector3D x = QVector3D::crossProduct(viewVector, upVector()).normalized();
+ const QVector3D x = QVector3D::crossProduct(viewVector, upVector()).normalized();
setUpVector(QVector3D::crossProduct(x, viewVector).normalized());
}
@@ -180,9 +180,9 @@ void QCamera::translateWorld(const QVector3D& vWorld , CameraTranslationOption o
QQuaternion QCamera::tiltRotation(float angle) const
{
- QVector3D viewVector = viewCenter() - position();
- QVector3D xBasis = QVector3D::crossProduct(upVector(), viewVector.normalized()).normalized();
- return QQuaternion::fromAxisAndAngle( xBasis, -angle );
+ const QVector3D viewVector = viewCenter() - position();
+ const QVector3D xBasis = QVector3D::crossProduct(upVector(), viewVector.normalized()).normalized();
+ return QQuaternion::fromAxisAndAngle(xBasis, -angle);
}
QQuaternion QCamera::panRotation(float angle) const
@@ -196,43 +196,43 @@ QQuaternion QCamera::rollRotation(float angle) const
return QQuaternion::fromAxisAndAngle(viewVector, -angle);
}
-void QCamera::tilt( const float& angle )
+void QCamera::tilt(float angle)
{
- QQuaternion q = tiltRotation( angle );
- rotate( q );
+ QQuaternion q = tiltRotation(angle);
+ rotate(q);
}
-void QCamera::pan( const float& angle )
+void QCamera::pan(float angle)
{
- QQuaternion q = panRotation( -angle );
- rotate( q );
+ QQuaternion q = panRotation(-angle);
+ rotate(q);
}
-void QCamera::roll( const float& angle )
+void QCamera::roll(float angle)
{
- QQuaternion q = rollRotation( -angle );
- rotate( q );
+ QQuaternion q = rollRotation(-angle);
+ rotate(q);
}
-void QCamera::tiltAboutViewCenter( const float& angle )
+void QCamera::tiltAboutViewCenter(float angle)
{
- QQuaternion q = tiltRotation( -angle );
- rotateAboutViewCenter( q );
+ QQuaternion q = tiltRotation(-angle);
+ rotateAboutViewCenter(q);
}
-void QCamera::panAboutViewCenter( const float& angle )
+void QCamera::panAboutViewCenter(float angle)
{
- QQuaternion q = panRotation( angle );
- rotateAboutViewCenter( q );
+ QQuaternion q = panRotation(angle);
+ rotateAboutViewCenter(q);
}
-void QCamera::rollAboutViewCenter( const float& angle )
+void QCamera::rollAboutViewCenter(float angle)
{
- QQuaternion q = rollRotation( angle );
- rotateAboutViewCenter( q );
+ QQuaternion q = rollRotation(angle);
+ rotateAboutViewCenter(q);
}
-void QCamera::rotate( const QQuaternion& q )
+void QCamera::rotate(const QQuaternion& q)
{
setUpVector(q * upVector());
QVector3D viewVector = viewCenter() - position();
@@ -240,7 +240,7 @@ void QCamera::rotate( const QQuaternion& q )
setViewCenter(position() + cameraToCenter);
}
-void QCamera::rotateAboutViewCenter( const QQuaternion& q )
+void QCamera::rotateAboutViewCenter(const QQuaternion& q)
{
setUpVector(q * upVector());
QVector3D viewVector = viewCenter() - position();