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-rw-r--r--src/datavis3d/utils/camerahelper.cpp22
1 files changed, 9 insertions, 13 deletions
diff --git a/src/datavis3d/utils/camerahelper.cpp b/src/datavis3d/utils/camerahelper.cpp
index 4b8830a1..bd0f09f8 100644
--- a/src/datavis3d/utils/camerahelper.cpp
+++ b/src/datavis3d/utils/camerahelper.cpp
@@ -77,17 +77,17 @@ void CameraHelper::setCameraRotation(const QPointF &rotation)
m_defaultYRotation = m_yRotation;
}
-void CameraHelper::setDefaultCameraOrientation(const QVector3D &defaultPosition
- , const QVector3D &defaultTarget
- , const QVector3D &defaultUp)
+void CameraHelper::setDefaultCameraOrientation(const QVector3D &defaultPosition,
+ const QVector3D &defaultTarget,
+ const QVector3D &defaultUp)
{
m_position = defaultPosition;
m_target = defaultTarget;
m_up = defaultUp;
}
-QMatrix4x4 CameraHelper::calculateViewMatrix(const QPoint &mousePos, int zoom
- , int screenWidth, int screenHeight)
+QMatrix4x4 CameraHelper::calculateViewMatrix(const QPoint &mousePos, int zoom,
+ int screenWidth, int screenHeight)
{
QMatrix4x4 viewMatrix;
@@ -108,11 +108,7 @@ QMatrix4x4 CameraHelper::calculateViewMatrix(const QPoint &mousePos, int zoom
m_yRotation = 0;
// Apply to view matrix
- viewMatrix.lookAt(
- m_position // Camera is here
- , m_target // and looks here
- , m_up // Head is up (set to 0,-1,0 to look upside-down)
- );
+ viewMatrix.lookAt(m_position, m_target, m_up);
// Compensate for translation (if m_target is off origin)
viewMatrix.translate(m_target.x(), m_target.y(), m_target.z());
// Apply rotations
@@ -154,9 +150,9 @@ QVector3D CameraHelper::calculateLightPosition(const QVector3D &lightPosition, f
float yPos = lightPosition.y() * sin(yAngle);
// Keep light in the set position in relation to camera
// TODO: Does not work perfectly yet; Light seems wrong when viewing scene from sides (or isometrically)
- newLightPosition = QVector3D(-xPos + lightPosition.x()
- , yPos + lightPosition.y()
- , zPos + lightPosition.z());
+ newLightPosition = QVector3D(-xPos + lightPosition.x(),
+ yPos + lightPosition.y(),
+ zPos + lightPosition.z());
//qDebug() << newLightPosition << xAngle << yAngle << fixedRotation;
return newLightPosition;
}