With the major revision 2.0 of VTK-m, many items previously marked as
deprecated were removed. If updating to a new version of VTK-m, it is
recommended to first update to VTK-m 1.9, which will include the deprecated
features but provide warnings (with the right compiler) that will point to
the replacement code. Once the deprecations have been fixed, updating to
2.0 should be smoother.
Sandia National Laboratories recently changed management from the
Sandia Corporation to the National Technology & Engineering Solutions
of Sandia, LLC (NTESS). The copyright statements need to be updated
accordingly.
Change the VTKM_CONT_EXPORT to VTKM_CONT. (Likewise for EXEC and
EXEC_CONT.) Remove the inline from these macros so that they can be
applied to everything, including implementations in a library.
Because inline is not declared in these modifies, you have to add the
keyword to functions and methods where the implementation is not inlined
in the class.
Instead of labeling each method that needs to have visibility
we can label entire classes, this reduces the amount of noise and
potential for mistakes when writing classes.
The intension was that if Camera::Zoom was called with a Float64, it
would call the Float32 version. However, I made a type where it called
itself. The latest version of XCode called me out on this infinite
recursion.
I think this is the equivalent of the compiler calling me a dumb-ass.
Microsoft visual studio treats these as keywords. These keywords were
used for pointers on 16-bit architectures. That makes them pretty much
obsolete for any software written in the last 20 years, but happily they
stick around to give us confusing compile errors.
It is more common to use degrees when specifying a transform (thanks to
the classic OpenGL interface). Also, camera specifies the field of view in
degrees, which made rotations inconsistent. This change unifies all that.
All of the Camera math (currently) uses 32-bit floats. However, to make
it easier to use the Camera class, I've duplicated the accessor methods
to also accept 64-bit floats.
Also implement pan and zoom for 2D cameras.
Update the rendering tests to do these camera rotations. This matches
better the viewpoint used before the previous camera changes.
Affine transformations of homogeneous coordinates using 4x4 matrices are
quite common in visualization. Create a new math header file in the base
vtkm namespace that has common functions for such coordinates.
Much of this implementation was taken from the rendering matrix helpers.
With only a few exceptions for simple structures, we do not expose the
members of classes. Instead, we provide accessor methods. Do this for
Camera as well as add some helper methods.
The width and height are maintained out of necessity by the canvas. A
second copy was maintained by the camera, which was only used for
computing the aspect ratio and similar metrics for projections.
Having to maintain the width/height in two places is a bit of a hassle
and provides the opportunity for bugs if they get out of sync. Instead,
have the width/height managed in one place (the canvas) and pass them as
parameters as necessary.