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Improve camera XML format per review suggestion
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@ -268,8 +268,8 @@ QDomElement QgsCameraController::writeXml( QDomDocument &doc ) const
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// the same on loading
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QgsVector3D centerPoint = mCameraPose.centerPoint() + mOrigin;
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elemCamera.setAttribute( QStringLiteral( "xMap" ), centerPoint.x() );
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elemCamera.setAttribute( QStringLiteral( "yMap" ), centerPoint.z() );
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elemCamera.setAttribute( QStringLiteral( "elevMap" ), centerPoint.y() );
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elemCamera.setAttribute( QStringLiteral( "yMap" ), centerPoint.y() );
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elemCamera.setAttribute( QStringLiteral( "zMap" ), centerPoint.z() );
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elemCamera.setAttribute( QStringLiteral( "dist" ), mCameraPose.distanceFromCenterPoint() );
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elemCamera.setAttribute( QStringLiteral( "pitch" ), mCameraPose.pitchAngle() );
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elemCamera.setAttribute( QStringLiteral( "yaw" ), mCameraPose.headingAngle() );
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@ -286,17 +286,17 @@ void QgsCameraController::readXml( const QDomElement &elem, QgsVector3D savedOri
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if ( elem.hasAttribute( "xMap" ) )
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{
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// Prefer newer point saved in map coordinates ...
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const float x = elem.attribute( QStringLiteral( "xMap" ) ).toFloat();
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const float y = elem.attribute( QStringLiteral( "yMap" ) ).toFloat();
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const float elev = elem.attribute( QStringLiteral( "elevMap" ) ).toFloat();
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centerPoint = QgsVector3D( x, elev, y ) - mOrigin;
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const double x = elem.attribute( QStringLiteral( "xMap" ) ).toDouble();
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const double y = elem.attribute( QStringLiteral( "yMap" ) ).toDouble();
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const double z = elem.attribute( QStringLiteral( "zMap" ) ).toDouble();
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centerPoint = QgsVector3D( x, y, z ) - mOrigin;
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}
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else
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{
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// ... but allow use of older origin-relative coordinates.
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const float x = elem.attribute( QStringLiteral( "x" ) ).toFloat();
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const float y = elem.attribute( QStringLiteral( "y" ) ).toFloat();
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const float elev = elem.attribute( QStringLiteral( "elev" ) ).toFloat();
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const double x = elem.attribute( QStringLiteral( "x" ) ).toDouble();
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const double y = elem.attribute( QStringLiteral( "y" ) ).toDouble();
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const double elev = elem.attribute( QStringLiteral( "elev" ) ).toDouble();
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centerPoint = QgsVector3D( x, elev, y ) - savedOrigin + mOrigin;
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}
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setLookingAtPoint( centerPoint, dist, pitch, yaw );
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