This is a great new feature, it's been on my todo list for a while and I never got around to adding it. Things look great in ortho mode, maybe it should be the default mode.
I've checked in the patch with a small change to rename "point" to "perspective" and simplified the math in the zoom function. Thanks again for all the patches! :) On Sun, Dec 15, 2013 at 1:52 PM, Rodney Rushing <[email protected]>wrote: > Let me try this with a compressed file so that the mailing list will let > it through. (What's everybody's favorite compressed file format?) > > * Implements Orthographic perspective > > - Projection transform is abstracted into lcProjection class. > - Two perspectives: Point and Orthographic. > - Each view has its own perspective. > - Ortho focal point/plane that defaults to wherever the camera target is. > > * Adds new View->Perspective menu > > * Adds new commands > > - Point perspective > - Orthographic perspective > - Cycle to next perspective > - Set perspective focal point to selection center > > * Assigns mouse middle click to cycle perspective > > * Tested with: > > - Windows 7 64-bit / Visual Studio 2010 > - Ubuntu 12.04 LTS 32-bit > > NOTES: > > Point view is the normal perspective view and works as it did previously. > > Orthographic view theoretically renders everything that is contained in a > box that is formed by "extruding" the view window forward from the camera > position to the far edge of the camera's rendering space. Zooming the > camera then has no scaling effect because every z-position along this box > has the same window size. Ortho zoom is achieved by scaling the size of the > window and thereby changing the "girth" of the box. The camera can still be > zoomed in order to position the camera between pieces in the Ortho view > path. > > In order to create some relation between the two perspectives, a focal > plane is established. This plane is the cross section of the Point field of > view that will match the Ortho view window size. Another way to think of > this is, the distance from the camera where things will remain the same > size when the perspective switches; when switching Point to Ortho, objects > further away from the plane will appear to become bigger and closer objects > will appear to become smaller. So that camera zoom works in a similar way > in both perspectives, the Ortho window scaling is proportional to the focal > plane distance - thus the mouse wheel will modify both camera position and > window scaling, giving a 3D zoom effect. > > Due to simple geometry, you can get some neat disintegration effects > depending on where the camera is positioned amongst objects in the Ortho > view path. The logic can't know what plane you're attention is on unless > you explicitly tell it, so if something you are interested in is being > demolished while you zoom in Ortho, or becomes tiny or gigantic when you > switch view, just set the focal point on one or more pieces of interest to > shift the focal plane there. > > Because Ortho view isn't saved you probably want to use Point perspective > when setting up build steps. I just noticed that real Lego instructions are > Ortho, so saving the perspective sounds like a good idea at some point. > > - Rod > _______________________________________________ > Leocad mailing list > [email protected] > https://list.gerf.org/listinfo/leocad > >
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