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https://github.com/alicevision/Meshroom.git
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[ui] convert to CG coordinate system: some renaming and comments
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parent
5a05628a14
commit
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2 changed files with 21 additions and 18 deletions
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@ -25,8 +25,8 @@ Entity {
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// Update node meshing slider values when the gizmo has changed: translation, rotation, scale, type
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transformGizmo.onGizmoChanged: {
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var previous_euler = Qt.vector3d(rotation.x, rotation.y, rotation.z)
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var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
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var rotationEuler_cv = Qt.vector3d(rotation.x, rotation.y, rotation.z)
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var rotation_gl = Transformations3DHelper.convertRotationFromCV2GL(rotationEuler_cv)
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switch(type) {
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case TransformGizmo.Type.TRANSLATION: {
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@ -39,7 +39,7 @@ Entity {
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case TransformGizmo.Type.ROTATION: {
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_reconstruction.setAttribute(
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root.currentMeshingNode.attribute("boundingBox.bboxRotation"),
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JSON.stringify([updated_rotation.x, updated_rotation.y, updated_rotation.z])
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JSON.stringify([rotation_gl.x, rotation_gl.y, rotation_gl.z])
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)
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break
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}
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@ -55,7 +55,7 @@ Entity {
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root.currentMeshingNode.attribute("boundingBox"),
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JSON.stringify([
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[translation.x, -translation.y, -translation.z],
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[updated_rotation.x, updated_rotation.y, updated_rotation.z],
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[rotation_gl.x, rotation_gl.y, rotation_gl.z],
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[scale.x, scale.y, scale.z]
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])
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)
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@ -77,9 +77,9 @@ Entity {
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var ry = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
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var rz = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
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var previous_euler = Qt.vector3d(rx, ry, rz)
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var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
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return updated_rotation.x
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var rotationEuler_cv = Qt.vector3d(rx, ry, rz)
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var rotation_gl = Transformations3DHelper.convertRotationFromCV2GL(rotationEuler_cv)
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return rotation_gl.x
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}
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property var nodeRotationY: {
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@ -87,9 +87,9 @@ Entity {
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var ry = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
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var rz = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
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var previous_euler = Qt.vector3d(rx, ry, rz)
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var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
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return updated_rotation.y
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var rotationEuler_cv = Qt.vector3d(rx, ry, rz)
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var rotation_gl = Transformations3DHelper.convertRotationFromCV2GL(rotationEuler_cv)
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return rotation_gl.y
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}
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property var nodeRotationZ: {
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@ -97,9 +97,9 @@ Entity {
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var ry = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.y").value : 0
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var rz = root.currentMeshingNode ? root.currentMeshingNode.attribute("boundingBox.bboxRotation.z").value : 0
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var previous_euler = Qt.vector3d(rx, ry, rz)
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var updated_rotation = Transformations3DHelper.transformRotationGL(previous_euler)
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return updated_rotation.z
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var rotationEuler_cv = Qt.vector3d(rx, ry, rz)
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var rotation_gl = Transformations3DHelper.convertRotationFromCV2GL(rotationEuler_cv)
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return rotation_gl.z
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}
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// Scale values from node (vector3d because this is the type of QTransform.scale3D)
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