From 8d729eef5a3f943511daec7ef7457f67ddd804fe Mon Sep 17 00:00:00 2001 From: Grant Sanderson Date: Mon, 23 Jan 2023 14:41:17 -0800 Subject: [PATCH] Rename perspective to view_matrix --- manimlib/camera/camera.py | 11 +++++------ manimlib/shaders/inserts/get_gl_Position.glsl | 4 ++-- 2 files changed, 7 insertions(+), 8 deletions(-) diff --git a/manimlib/camera/camera.py b/manimlib/camera/camera.py index 8e3d843c..5596c9b1 100644 --- a/manimlib/camera/camera.py +++ b/manimlib/camera/camera.py @@ -39,7 +39,7 @@ class CameraFrame(Mobject): self.frame_shape = frame_shape self.center_point = center_point self.focal_dist_to_height = focal_dist_to_height - self.perspective_transform = np.identity(4) + self.view_matrix = np.identity(4) super().__init__(**kwargs) def init_uniforms(self) -> None: @@ -83,12 +83,12 @@ class CameraFrame(Mobject): def get_inverse_camera_rotation_matrix(self): return self.get_orientation().as_matrix().T - def get_perspective_transform(self): + def get_view_matrix(self): """ Returns a 4x4 for the affine transformation mapping a point into the camera's internal coordinate system """ - result = self.perspective_transform + result = self.view_matrix result[:] = np.identity(4) result[:3, 3] = -self.get_center() rotation = np.identity(4) @@ -499,8 +499,7 @@ class Camera(object): def refresh_perspective_uniforms(self) -> None: frame = self.frame - # Orient light - perspective_transform = frame.get_perspective_transform() + view_matrix = frame.get_view_matrix() light_pos = self.light_source.get_location() cam_pos = self.frame.get_implied_camera_location() frame_shape = frame.get_shape() @@ -508,7 +507,7 @@ class Camera(object): self.perspective_uniforms.update( frame_shape=frame_shape, pixel_size=frame_shape[0] / self.get_pixel_shape()[0], - perspective=tuple(perspective_transform.T.flatten()), + view=tuple(view_matrix.T.flatten()), camera_position=tuple(cam_pos), light_position=tuple(light_pos), focal_distance=frame.get_focal_distance(), diff --git a/manimlib/shaders/inserts/get_gl_Position.glsl b/manimlib/shaders/inserts/get_gl_Position.glsl index 0c872515..bc666272 100644 --- a/manimlib/shaders/inserts/get_gl_Position.glsl +++ b/manimlib/shaders/inserts/get_gl_Position.glsl @@ -1,5 +1,5 @@ uniform float is_fixed_in_frame; -uniform mat4 perspective; +uniform mat4 view; uniform vec2 frame_shape; uniform float focal_distance; @@ -9,7 +9,7 @@ vec4 get_gl_Position(vec3 point){ vec4 result = vec4(point, 1.0); vec2 shape = DEFAULT_FRAME_SHAPE; if(!bool(is_fixed_in_frame)){ - result = perspective * result; + result = view * result; shape = frame_shape; }