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#11693 Store camera position for each associated case
A top level view can change the connected grid case. Add option to store the camera position for each grid case. Add option Store View Settings for Case , default off.
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87
ApplicationLibCode/ProjectDataModel/RimCameraPosition.cpp
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87
ApplicationLibCode/ProjectDataModel/RimCameraPosition.cpp
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/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2024- Equinor ASA
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//
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// ResInsight is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// ResInsight is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
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// for more details.
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//
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/////////////////////////////////////////////////////////////////////////////////
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#include "RimCameraPosition.h"
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#include "RimEclipseCase.h"
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CAF_PDM_SOURCE_INIT( RimCameraPosition, "RimCameraPosition" );
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RimCameraPosition::RimCameraPosition()
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{
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CAF_PDM_InitObject( "Camera Position for Case" );
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CAF_PDM_InitFieldNoDefault( &m_eclipseCase, "EclipseCase", "Eclipse Case" );
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CAF_PDM_InitField( &m_cameraPosition, "CameraPosition", cvf::Mat4d::IDENTITY, "" );
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m_cameraPosition.uiCapability()->setUiHidden( true );
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CAF_PDM_InitField( &m_cameraPointOfInterest, "CameraPointOfInterest", cvf::Vec3d::ZERO, "" );
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m_cameraPointOfInterest.uiCapability()->setUiHidden( true );
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RimEclipseCase* RimCameraPosition::eclipseCase() const
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{
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return m_eclipseCase();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RimCameraPosition::setEclipseCase( RimEclipseCase* eclipseCase )
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{
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m_eclipseCase = eclipseCase;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::Mat4d RimCameraPosition::cameraPosition() const
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{
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return m_cameraPosition();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RimCameraPosition::setCameraPosition( const cvf::Mat4d& cameraPosition )
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{
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m_cameraPosition = cameraPosition;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::Vec3d RimCameraPosition::cameraPointOfInterest() const
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{
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return m_cameraPointOfInterest();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RimCameraPosition::setCameraPointOfInterest( const cvf::Vec3d& cameraPointOfInterest )
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{
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m_cameraPointOfInterest = cameraPointOfInterest;
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}
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