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renamed apply_ori to more intuitive scr_to_ori, also invert the matrix
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10
models.cpp
10
models.cpp
@@ -122,11 +122,13 @@ EX namespace models {
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EX ld cos_ball, sin_ball;
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EX bool model_straight, model_straight_yz;
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EX void apply_ori(hyperpoint& h) { if(!model_straight) h = pconf.mori().get() * h; }
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EX void apply_iori(hyperpoint& h) { if(!model_straight) h = iso_inverse(pconf.mori().get()) * h; }
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/** screen coordinates to orientation logical coordinates */
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EX void ori_to_scr(hyperpoint& h) { if(!model_straight) h = pconf.mori().get() * h; }
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/** orientation logical coordinates to screen coordinates */
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EX void scr_to_ori(hyperpoint& h) { if(!model_straight) h = iso_inverse(pconf.mori().get()) * h; }
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#if HDR
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// screen coordinates to logical coordinates: apply_orientation(x,y)
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// logical coordinates back to screen coordinates: apply_orientation(y,x)
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template<class A>
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void apply_ball(A& x, A& y) { tie(x,y) = make_pair(x*cos_ball + y*sin_ball, y*cos_ball - x*sin_ball); }
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#endif
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