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[ui] Components: fix typo in Scene3D
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1 changed files with 9 additions and 9 deletions
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@ -107,7 +107,7 @@ class TrackballController(QObject):
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class Transformations3DHelper(QObject):
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class Transformations3DHelper(QObject):
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#---------- Exposed to QML ----------#
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# ---------- Exposed to QML ---------- #
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@Slot(QVector4D, Qt3DRender.QCamera, QSize, result=QVector2D)
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@Slot(QVector4D, Qt3DRender.QCamera, QSize, result=QVector2D)
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def pointFromWorldToScreen(self, point, camera, windowSize):
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def pointFromWorldToScreen(self, point, camera, windowSize):
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@ -186,7 +186,7 @@ class Transformations3DHelper(QObject):
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scaleMat = QMatrix4x4()
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scaleMat = QMatrix4x4()
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scaleMat.scale(decomposition.get("scale"))
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scaleMat.scale(decomposition.get("scale"))
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return { "position": posMat, "rotation": rotMat, "scale": scaleMat, "quaternion": decomposition.get("quaternion") }
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return {"position": posMat, "rotation": rotMat, "scale": scaleMat, "quaternion": decomposition.get("quaternion")}
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@Slot(QVector3D, QVector3D, QVector3D, result=QMatrix4x4)
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@Slot(QVector3D, QVector3D, QVector3D, result=QMatrix4x4)
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def computeModelMatrixWithEuler(self, translation, rotation, scale):
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def computeModelMatrixWithEuler(self, translation, rotation, scale):
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@ -241,7 +241,7 @@ class Transformations3DHelper(QObject):
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value = screenVector.length()
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value = screenVector.length()
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return value if (value and value > 10) else 10 # Threshold to avoid problems in extreme case
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return value if (value and value > 10) else 10 # Threshold to avoid problems in extreme case
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#---------- "Private" Methods ----------#
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# ---------- "Private" Methods ---------- #
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def copyMatrix4x4(self, mat):
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def copyMatrix4x4(self, mat):
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""" Make a deep copy of a QMatrix4x4. """
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""" Make a deep copy of a QMatrix4x4. """
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@ -256,14 +256,14 @@ class Transformations3DHelper(QObject):
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quaternion = QQuaternion.fromDirection(modelMat.column(2).toVector3D(), modelMat.column(1).toVector3D())
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quaternion = QQuaternion.fromDirection(modelMat.column(2).toVector3D(), modelMat.column(1).toVector3D())
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scale = QVector3D(modelMat.column(0).length(), modelMat.column(1).length(), modelMat.column(2).length())
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scale = QVector3D(modelMat.column(0).length(), modelMat.column(1).length(), modelMat.column(2).length())
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return { "translation": translation, "quaternion": quaternion, "scale": scale }
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return {"translation": translation, "quaternion": quaternion, "scale": scale}
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def quaternionToRotationMatrix(self, q):
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def quaternionToRotationMatrix(self, q):
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""" Return a rotation matrix from a quaternion. """
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""" Return a rotation matrix from a quaternion. """
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rotMat3x3 = q.toRotationMatrix()
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rotMat3x3 = q.toRotationMatrix()
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return QMatrix4x4(
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return QMatrix4x4(
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rotMat3x3(0,0), rotMat3x3(0,1), rotMat3x3(0,2), 0,
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rotMat3x3(0, 0), rotMat3x3(0, 1), rotMat3x3(0, 2), 0,
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rotMat3x3(1,0), rotMat3x3(1,1), rotMat3x3(1,2), 0,
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rotMat3x3(1, 0), rotMat3x3(1, 1), rotMat3x3(1, 2), 0,
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rotMat3x3(2,0), rotMat3x3(2,1), rotMat3x3(2,2), 0,
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rotMat3x3(2, 0), rotMat3x3(2, 1), rotMat3x3(2, 2), 0,
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0, 0, 0, 1
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0, 0, 0, 1
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)
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)
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