Change the setViewAsLookAt method to use Vec3d rather than Vec3 for better precision

This commit is contained in:
Robert Osfield
2008-03-04 11:53:09 +00:00
parent 2db68f98a8
commit f7c33bb2e8
3 changed files with 28 additions and 14 deletions

View File

@@ -207,17 +207,20 @@ class OSG_EXPORT Camera : public Transform, public CullSettings
/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
inline void setViewMatrix(const osg::Matrixd& matrix) { _viewMatrix.set(matrix); dirtyBound();}
/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
/** Get the view matrix. */
osg::Matrixd& getViewMatrix() { return _viewMatrix; }
/** Get the const view matrix. */
const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
void setViewMatrixAsLookAt(const osg::Vec3d& eye,const osg::Vec3d& center,const osg::Vec3d& up);
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
void getViewMatrixAsLookAt(osg::Vec3d& eye,osg::Vec3d& center,osg::Vec3d& up,double lookDistance=1.0);
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
void getViewMatrixAsLookAt(osg::Vec3f& eye,osg::Vec3f& center,osg::Vec3f& up,float lookDistance=1.0f);
/** Get the inverse view matrix.*/
Matrixd getInverseViewMatrix() const;