2397 lines
85 KiB
C
2397 lines
85 KiB
C
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/****************************************************************************
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Copyright (c) 2018 GeometryFactory Sarl (France).
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Copyright (C) 2002-2014 Gilles Debunne. All rights reserved.
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This file is part of a fork of the QGLViewer library version 2.7.0.
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*****************************************************************************/
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// $URL: https://github.com/CGAL/cgal/blob/v5.1/GraphicsView/include/CGAL/Qt/camera_impl.h $
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// $Id: camera_impl.h 66040cb 2020-07-20T17:13:01+02:00 Laurent Rineau
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// SPDX-License-Identifier: GPL-3.0-only
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#ifdef CGAL_HEADER_ONLY
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#define CGAL_INLINE_FUNCTION inline
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#include <CGAL/license/GraphicsView.h>
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#else
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#define CGAL_INLINE_FUNCTION
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#endif
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#include <CGAL/Qt/camera.h>
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#include <CGAL/Qt/manipulatedCameraFrame.h>
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#include <CGAL/Qt/domUtils.h>
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#include <CGAL/Qt/keyFrameInterpolator.h>
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namespace CGAL{
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namespace qglviewer{
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/*! Default constructor.
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sceneCenter() is set to (0,0,0) and sceneRadius() is set to 1.0. type() is
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Camera::PERSPECTIVE, with a \c M_PI/4 fieldOfView().
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See IODistance(), physicalDistanceToScreen(), physicalScreenWidth() and
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focusDistance(). */
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CGAL_INLINE_FUNCTION
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Camera::Camera(QObject *parent)
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: frame_(nullptr), fieldOfView_(CGAL_PI / 4.0), modelViewMatrixIsUpToDate_(false),
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projectionMatrixIsUpToDate_(false) {
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m_zMin = 0;
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setParent(parent);
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// #CONNECTION# Camera copy constructor
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interpolationKfi_ = new KeyFrameInterpolator;
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// Requires the interpolationKfi_
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setFrame(new ManipulatedCameraFrame());
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// #CONNECTION# All these default values identical in initFromDOMElement.
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// Requires fieldOfView() to define focusDistance()
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setSceneRadius(1.0);
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// Initial value (only scaled after this)
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orthoCoef_ = tan(fieldOfView() / 2.0);
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// Also defines the pivotPoint(), which changes orthoCoef_. Requires a
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// frame().
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setSceneCenter(Vec(0.0, 0.0, 0.0));
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// Requires fieldOfView() when called with ORTHOGRAPHIC. Attention to
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// projectionMatrix_ below.
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setType(PERSPECTIVE);
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// #CONNECTION# initFromDOMElement default values
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setZNearCoefficient(0.005);
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setZClippingCoefficient(sqrt(3.0));
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// Dummy values
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setScreenWidthAndHeight(600, 400);
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// focusDistance is set from setFieldOfView()
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// #CONNECTION# Camera copy constructor
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for (unsigned short j = 0; j < 16; ++j) {
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modelViewMatrix_[j] = ((j % 5 == 0) ? 1.0 : 0.0);
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// #CONNECTION# computeProjectionMatrix() is lazy and assumes 0.0 almost
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// everywhere.
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projectionMatrix_[j] = 0.0;
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}
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computeProjectionMatrix();
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}
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/*! Virtual destructor.
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The frame() is deleted, but the different keyFrameInterpolator() are \e not
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deleted (in case they are shared). */
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CGAL_INLINE_FUNCTION
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Camera::~Camera() {
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delete frame_;
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delete interpolationKfi_;
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}
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/*! Copy constructor. Performs a deep copy using operator=(). */
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CGAL_INLINE_FUNCTION
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Camera::Camera(const Camera &camera) : QObject(), frame_(nullptr) {
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// #CONNECTION# Camera constructor
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interpolationKfi_ = new KeyFrameInterpolator;
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// Requires the interpolationKfi_
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setFrame(new ManipulatedCameraFrame(*camera.frame()));
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for (unsigned short j = 0; j < 16; ++j) {
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modelViewMatrix_[j] = ((j % 5 == 0) ? 1.0 : 0.0);
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// #CONNECTION# computeProjectionMatrix() is lazy and assumes 0.0 almost
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// everywhere.
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projectionMatrix_[j] = 0.0;
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}
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(*this) = camera;
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}
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/*! Equal operator.
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All the parameters of \p camera are copied. The frame() pointer is not
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modified, but its Frame::position() and Frame::orientation() are set to those
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of \p camera.
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\attention The Camera screenWidth() and screenHeight() are set to those of \p
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camera. If your Camera is associated with a CGAL::QGLViewer, you should update these
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value after the call to this method: \code
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*(camera()) = otherCamera;
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camera()->setScreenWidthAndHeight(width(), height());
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\endcode
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The same applies to sceneCenter() and sceneRadius(), if needed. */
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CGAL_INLINE_FUNCTION
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Camera &Camera::operator=(const Camera &camera) {
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setScreenWidthAndHeight(camera.screenWidth(), camera.screenHeight());
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setFieldOfView(camera.fieldOfView());
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setSceneRadius(camera.sceneRadius());
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setSceneCenter(camera.sceneCenter());
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setZNearCoefficient(camera.zNearCoefficient());
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setZClippingCoefficient(camera.zClippingCoefficient());
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setType(camera.type());
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orthoCoef_ = camera.orthoCoef_;
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projectionMatrixIsUpToDate_ = false;
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// frame_ and interpolationKfi_ pointers are not shared.
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frame_->setReferenceFrame(nullptr);
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frame_->setPosition(camera.position());
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frame_->setOrientation(camera.orientation());
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interpolationKfi_->resetInterpolation();
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kfi_ = camera.kfi_;
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computeProjectionMatrix();
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computeModelViewMatrix();
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return *this;
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}
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/*! Sets Camera screenWidth() and screenHeight() (expressed in pixels).
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You should not call this method when the Camera is associated with a CGAL::QGLViewer,
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since the latter automatically updates these values when it is resized (hence
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overwriting your values).
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Non-positive dimension are silently replaced by a 1 pixel value to ensure
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frustrum coherence.
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If your Camera is used without a CGAL::QGLViewer (offscreen rendering, shadow maps),
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use setAspectRatio() instead to define the projection matrix. */
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CGAL_INLINE_FUNCTION
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void Camera::setScreenWidthAndHeight(int width, int height) {
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// Prevent negative and zero dimensions that would cause divisions by zero.
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screenWidth_ = width > 0 ? width : 1;
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screenHeight_ = height > 0 ? height : 1;
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projectionMatrixIsUpToDate_ = false;
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}
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/*! Returns the near clipping plane distance used by the Camera projection
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matrix.
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The clipping planes' positions depend on the sceneRadius() and sceneCenter()
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rather than being fixed small-enough and large-enough values. A good scene
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dimension approximation will hence result in an optimal precision of the
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z-buffer.
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The near clipping plane is positioned at a distance equal to
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zClippingCoefficient() * sceneRadius() in front of the sceneCenter(): \code
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zNear = distanceToSceneCenter() - zClippingCoefficient()*sceneRadius();
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\endcode
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In order to prevent negative or too small zNear() values (which would degrade
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the z precision), zNearCoefficient() is used when the Camera is inside the
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sceneRadius() sphere: \code const qreal zMin = zNearCoefficient() *
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zClippingCoefficient() * sceneRadius(); if (zNear < zMin) zNear = zMin;
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// With an ORTHOGRAPHIC type, the value is simply clamped to 0.0
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\endcode
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See also the zFar(), zClippingCoefficient() and zNearCoefficient()
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documentations.
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If you need a completely different zNear computation, overload the zNear() and
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zFar() methods in a new class that publicly inherits from Camera and use
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CGAL::QGLViewer::setCamera(): \code class myCamera :: public CGAL::qglviewer::Camera
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{
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virtual qreal Camera::zNear() const { return 0.001; };
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virtual qreal Camera::zFar() const { return 100.0; };
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}
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\endcode
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See the <a href="../examples/standardCamera.html">standardCamera example</a>
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for an application.
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\attention The value is always positive although the clipping plane is
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positioned at a negative z value in the Camera coordinate system. This follows
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the \c gluPerspective standard. */
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CGAL_INLINE_FUNCTION
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qreal Camera::zNear() const {
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const qreal zNearScene = zClippingCoefficient() * sceneRadius();
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qreal z = distanceToSceneCenter() - zNearScene;
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// Prevents negative or null zNear values.
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const qreal zMin = zNearCoefficient() * zNearScene;
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if (z < zMin)
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switch (type()) {
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case Camera::PERSPECTIVE:
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z = zMin;
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break;
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case Camera::ORTHOGRAPHIC:
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z = m_zMin;
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break;
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}
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return z;
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}
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/*! Returns the far clipping plane distance used by the Camera projection
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matrix.
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The far clipping plane is positioned at a distance equal to
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zClippingCoefficient() * sceneRadius() behind the sceneCenter(): \code zFar =
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distanceToSceneCenter() + zClippingCoefficient()*sceneRadius(); \endcode
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See the zNear() documentation for details. */
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CGAL_INLINE_FUNCTION
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qreal Camera::zFar() const {
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return distanceToSceneCenter() + zClippingCoefficient() * sceneRadius();
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}
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/*! Sets the vertical fieldOfView() of the Camera (in radians).
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Note that focusDistance() is set to sceneRadius() / tan(fieldOfView()/2) by this
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method. */
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CGAL_INLINE_FUNCTION
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void Camera::setFieldOfView(qreal fov) {
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fieldOfView_ = fov;
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projectionMatrixIsUpToDate_ = false;
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}
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/*! Defines the Camera type().
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Changing the camera Type alters the viewport and the objects' sizes can be
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changed. This method guarantees that the two frustum match in a plane normal to
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viewDirection(), passing through the pivotPoint().
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Prefix the type with \c Camera if needed, as in:
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\code
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camera()->setType(Camera::ORTHOGRAPHIC);
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// or even CGAL::qglviewer::Camera::ORTHOGRAPHIC if you do not use namespace
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\endcode */
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CGAL_INLINE_FUNCTION
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void Camera::setType(Type type) {
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// make ORTHOGRAPHIC frustum fit PERSPECTIVE (at least in plane normal to
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// viewDirection(), passing through RAP). Done only when CHANGING type since
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// orthoCoef_ may have been changed with a setPivotPoint() in the meantime.
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if ((type == Camera::ORTHOGRAPHIC) && (type_ == Camera::PERSPECTIVE))
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orthoCoef_ = tan(fieldOfView() / 2.0);
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type_ = type;
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projectionMatrixIsUpToDate_ = false;
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}
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/*! Sets the Camera frame().
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If you want to move the Camera, use setPosition() and setOrientation() or one of
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the Camera positioning methods (lookAt(), fitSphere(), showEntireScene()...)
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instead.
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If you want to save the Camera position(), there's no need to call this method
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either. Use addKeyFrameToPath() and playPath() instead.
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This method is actually mainly useful if you derive the ManipulatedCameraFrame
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class and want to use an instance of your new class to move the Camera.
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A \c nullptr \p mcf pointer will silently be ignored. The calling method is
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responsible for deleting the previous frame() pointer if needed in order to
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prevent memory leaks. */
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CGAL_INLINE_FUNCTION
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void Camera::setFrame(ManipulatedCameraFrame *const mcf) {
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if (!mcf)
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return;
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if (frame_) {
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disconnect(frame_, SIGNAL(modified()), this, SLOT(onFrameModified()));
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}
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frame_ = mcf;
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interpolationKfi_->setFrame(frame());
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connect(frame_, SIGNAL(modified()), this, SLOT(onFrameModified()));
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onFrameModified();
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}
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/*! Returns the distance from the Camera center to sceneCenter(), projected
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along the Camera Z axis. Used by zNear() and zFar() to optimize the Z range.
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*/
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CGAL_INLINE_FUNCTION
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qreal Camera::distanceToSceneCenter() const {
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return fabs((frame()->coordinatesOf(sceneCenter())).z);
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}
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/*! Returns the \p halfWidth and \p halfHeight of the Camera orthographic
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frustum.
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These values are only valid and used when the Camera is of type()
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Camera::ORTHOGRAPHIC. They are expressed in OpenGL units and are used by
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loadProjectionMatrix() to define the projection matrix using: \code glOrtho(
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-halfWidth, halfWidth, -halfHeight, halfHeight, zNear(), zFar() ) \endcode
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These values are proportional to the Camera (z projected) distance to the
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pivotPoint(). When zooming on the object, the Camera is translated forward \e
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and its frustum is narrowed, making the object appear bigger on screen, as
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intuitively expected.
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Overload this method to change this behavior if desired, as is done in the
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<a href="../examples/standardCamera.html">standardCamera example</a>. */
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CGAL_INLINE_FUNCTION
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void Camera::getOrthoWidthHeight(GLdouble &halfWidth,
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GLdouble &halfHeight) const {
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const qreal dist = orthoCoef_ * fabs(cameraCoordinatesOf(pivotPoint()).z);
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//#CONNECTION# fitScreenRegion
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halfWidth = dist * ((aspectRatio() < 1.0) ? 1.0 : aspectRatio());
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halfHeight = dist * ((aspectRatio() < 1.0) ? 1.0 / aspectRatio() : 1.0);
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}
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/*! Computes the projection matrix associated with the Camera.
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If type() is Camera::PERSPECTIVE, defines a \c GL_PROJECTION matrix similar to
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what would \c gluPerspective() do using the fieldOfView(), window
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aspectRatio(), zNear() and zFar() parameters.
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If type() is Camera::ORTHOGRAPHIC, the projection matrix is as what \c
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glOrtho() would do. Frustum's width and height are set using
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getOrthoWidthHeight().
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Both types use zNear() and zFar() to place clipping planes. These values are
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determined from sceneRadius() and sceneCenter() so that they best fit the scene
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size.
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Use getProjectionMatrix() to retrieve this matrix. Overload
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loadProjectionMatrix() if you want your Camera to use an exotic projection
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matrix.
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\note You must call this method if your Camera is not associated with a
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CGAL::QGLViewer and is used for offscreen computations (using
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(un)projectedCoordinatesOf() for instance). loadProjectionMatrix() does it
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otherwise. */
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CGAL_INLINE_FUNCTION
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void Camera::computeProjectionMatrix() const {
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if (projectionMatrixIsUpToDate_)
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return;
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const qreal ZNear = zNear();
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const qreal ZFar = zFar();
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switch (type()) {
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case Camera::PERSPECTIVE: {
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// #CONNECTION# all non null coefficients were set to 0.0 in constructor.
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const qreal f = 1.0 / tan(fieldOfView() / 2.0);
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projectionMatrix_[0] = f / aspectRatio();
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projectionMatrix_[5] = f;
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projectionMatrix_[10] = (ZNear + ZFar) / (ZNear - ZFar);
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projectionMatrix_[11] = -1.0;
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projectionMatrix_[14] = 2.0 * ZNear * ZFar / (ZNear - ZFar);
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projectionMatrix_[15] = 0.0;
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// same as gluPerspective( 180.0*fieldOfView()/CGAL_PI, aspectRatio(), zNear(),
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// zFar() );
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break;
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}
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case Camera::ORTHOGRAPHIC: {
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GLdouble w, h;
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getOrthoWidthHeight(w, h);
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projectionMatrix_[0] = 1.0 / w;
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projectionMatrix_[5] = 1.0 / h;
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projectionMatrix_[10] = -2.0 / (ZFar - ZNear);
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projectionMatrix_[11] = 0.0;
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projectionMatrix_[14] = -(ZFar + ZNear) / (ZFar - ZNear);
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projectionMatrix_[15] = 1.0;
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// same as glOrtho( -w, w, -h, h, zNear(), zFar() );
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break;
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}
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}
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projectionMatrixIsUpToDate_ = true;
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}
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/*! Computes the modelView matrix associated with the Camera's position() and
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orientation().
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This matrix converts from the world coordinates system to the Camera
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coordinates system, so that coordinates can then be projected on screen using
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the projection matrix (see computeProjectionMatrix()).
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Use getModelViewMatrix() to retrieve this matrix.
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\note You must call this method if your Camera is not associated with a
|
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CGAL::QGLViewer and is used for offscreen computations (using
|
||
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(un)projectedCoordinatesOf() for instance). loadModelViewMatrix() does it
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otherwise. */
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CGAL_INLINE_FUNCTION
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void Camera::computeModelViewMatrix() const {
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if (modelViewMatrixIsUpToDate_)
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return;
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|
||
|
const Quaternion q = frame()->orientation();
|
||
|
|
||
|
const qreal q00 = 2.0 * q[0] * q[0];
|
||
|
const qreal q11 = 2.0 * q[1] * q[1];
|
||
|
const qreal q22 = 2.0 * q[2] * q[2];
|
||
|
|
||
|
const qreal q01 = 2.0 * q[0] * q[1];
|
||
|
const qreal q02 = 2.0 * q[0] * q[2];
|
||
|
const qreal q03 = 2.0 * q[0] * q[3];
|
||
|
|
||
|
const qreal q12 = 2.0 * q[1] * q[2];
|
||
|
const qreal q13 = 2.0 * q[1] * q[3];
|
||
|
|
||
|
const qreal q23 = 2.0 * q[2] * q[3];
|
||
|
|
||
|
modelViewMatrix_[0] = 1.0 - q11 - q22;
|
||
|
modelViewMatrix_[1] = q01 - q23;
|
||
|
modelViewMatrix_[2] = q02 + q13;
|
||
|
modelViewMatrix_[3] = 0.0;
|
||
|
|
||
|
modelViewMatrix_[4] = q01 + q23;
|
||
|
modelViewMatrix_[5] = 1.0 - q22 - q00;
|
||
|
modelViewMatrix_[6] = q12 - q03;
|
||
|
modelViewMatrix_[7] = 0.0;
|
||
|
|
||
|
modelViewMatrix_[8] = q02 - q13;
|
||
|
modelViewMatrix_[9] = q12 + q03;
|
||
|
modelViewMatrix_[10] = 1.0 - q11 - q00;
|
||
|
modelViewMatrix_[11] = 0.0;
|
||
|
|
||
|
const Vec t = q.inverseRotate(frame()->position());
|
||
|
|
||
|
modelViewMatrix_[12] = -t.x;
|
||
|
modelViewMatrix_[13] = -t.y;
|
||
|
modelViewMatrix_[14] = -t.z;
|
||
|
modelViewMatrix_[15] = 1.0;
|
||
|
|
||
|
modelViewMatrixIsUpToDate_ = true;
|
||
|
}
|
||
|
|
||
|
/*! Loads the OpenGL \c GL_PROJECTION matrix with the Camera projection matrix.
|
||
|
|
||
|
The Camera projection matrix is computed using computeProjectionMatrix().
|
||
|
|
||
|
When \p reset is \c true (default), the method clears the previous projection
|
||
|
matrix by calling \c glLoadIdentity before setting the matrix. Setting \p reset
|
||
|
to \c false is useful for \c GL_SELECT mode, to combine the pushed matrix with
|
||
|
a picking matrix. See CGAL::QGLViewer::beginSelection() for details.
|
||
|
|
||
|
This method is used by CGAL::QGLViewer::preDraw() (called before user's
|
||
|
CGAL::QGLViewer::draw() method) to set the \c GL_PROJECTION matrix according to the
|
||
|
viewer's CGAL::QGLViewer::camera() settings.
|
||
|
|
||
|
Use getProjectionMatrix() to retrieve this matrix. Overload this method if you
|
||
|
want your Camera to use an exotic projection matrix. See also
|
||
|
loadModelViewMatrix().
|
||
|
|
||
|
\attention \c glMatrixMode is set to \c GL_PROJECTION.
|
||
|
|
||
|
\attention If you use several OpenGL contexts and bypass the Qt main refresh
|
||
|
loop, you should call QOpenGLWidget::makeCurrent() before this method in order
|
||
|
to activate the right OpenGL context. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::loadProjectionMatrix(bool ) const {
|
||
|
// WARNING: makeCurrent must be called by every calling method
|
||
|
computeProjectionMatrix();
|
||
|
}
|
||
|
|
||
|
/*! Loads the OpenGL \c GL_MODELVIEW matrix with the modelView matrix
|
||
|
corresponding to the Camera.
|
||
|
|
||
|
Calls computeModelViewMatrix() to compute the Camera's modelView matrix.
|
||
|
|
||
|
This method is used by CGAL::QGLViewer::preDraw() (called before user's
|
||
|
CGAL::QGLViewer::draw() method) to set the \c GL_MODELVIEW matrix according to the
|
||
|
viewer's CGAL::QGLViewer::camera() position() and orientation().
|
||
|
|
||
|
As a result, the vertices used in CGAL::QGLViewer::draw() can be defined in the so
|
||
|
called world coordinate system. They are multiplied by this matrix to get
|
||
|
converted to the Camera coordinate system, before getting projected using the
|
||
|
\c GL_PROJECTION matrix (see loadProjectionMatrix()).
|
||
|
|
||
|
When \p reset is \c true (default), the method loads (overwrites) the \c
|
||
|
GL_MODELVIEW matrix. Setting \p reset to \c false simply calls \c glMultMatrixd
|
||
|
(might be useful for some applications).
|
||
|
|
||
|
Overload this method or simply call glLoadMatrixd() at the beginning of
|
||
|
CGAL::QGLViewer::draw() if you want your Camera to use an exotic modelView matrix.
|
||
|
See also loadProjectionMatrix().
|
||
|
|
||
|
getModelViewMatrix() returns the 4x4 modelView matrix.
|
||
|
|
||
|
\attention glMatrixMode is set to \c GL_MODELVIEW
|
||
|
|
||
|
\attention If you use several OpenGL contexts and bypass the Qt main refresh
|
||
|
loop, you should call QOpenGLWidget::makeCurrent() before this method in order
|
||
|
to activate the right OpenGL context. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::loadModelViewMatrix(bool ) const {
|
||
|
// WARNING: makeCurrent must be called by every calling method
|
||
|
computeModelViewMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*! Fills \p m with the Camera projection matrix values.
|
||
|
|
||
|
Based on computeProjectionMatrix() to make sure the Camera projection matrix is
|
||
|
up to date.
|
||
|
|
||
|
This matrix only reflects the Camera's internal parameters and it may differ
|
||
|
from the \c GL_PROJECTION matrix retrieved using \c
|
||
|
glGetDoublev(GL_PROJECTION_MATRIX, m). It actually represents the state of the
|
||
|
\c GL_PROJECTION after CGAL::QGLViewer::preDraw(), at the beginning of
|
||
|
CGAL::QGLViewer::draw(). If you modified the \c GL_PROJECTION matrix (for instance
|
||
|
using CGAL::QGLViewer::startScreenCoordinatesSystem()), the two results differ.
|
||
|
|
||
|
The result is an OpenGL 4x4 matrix, which is given in \e column-major order
|
||
|
(see \c glMultMatrix man page for details).
|
||
|
|
||
|
See also getModelViewMatrix() and setFromProjectionMatrix(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getProjectionMatrix(GLdouble m[16]) const {
|
||
|
computeProjectionMatrix();
|
||
|
for (unsigned short i = 0; i < 16; ++i)
|
||
|
m[i] = projectionMatrix_[i];
|
||
|
}
|
||
|
|
||
|
/*! Overloaded getProjectionMatrix(GLdouble m[16]) method using a \c GLfloat
|
||
|
* array instead. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getProjectionMatrix(GLfloat m[16]) const {
|
||
|
static GLdouble mat[16];
|
||
|
getProjectionMatrix(mat);
|
||
|
for (unsigned short i = 0; i < 16; ++i)
|
||
|
m[i] = float(mat[i]);
|
||
|
}
|
||
|
|
||
|
/*! Fills \p m with the Camera modelView matrix values.
|
||
|
|
||
|
First calls computeModelViewMatrix() to define the Camera modelView matrix.
|
||
|
|
||
|
Note that this matrix may \e not be the one you would get from a \c
|
||
|
glGetDoublev(GL_MODELVIEW_MATRIX, m). It actually represents the state of the
|
||
|
\c GL_MODELVIEW after CGAL::QGLViewer::preDraw(), at the \e beginning of
|
||
|
CGAL::QGLViewer::draw(). It converts from the world to the Camera coordinate system.
|
||
|
As soon as you modify the \c GL_MODELVIEW in your CGAL::QGLViewer::draw() method
|
||
|
(using glTranslate, glRotate... or similar methods), the two matrices differ.
|
||
|
|
||
|
The result is an OpenGL 4x4 matrix, which is given in \e column-major order
|
||
|
(see \c glMultMatrix man page for details).
|
||
|
|
||
|
See also getProjectionMatrix() and setFromModelViewMatrix(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getModelViewMatrix(GLdouble m[16]) const {
|
||
|
// May not be needed, but easier like this.
|
||
|
computeModelViewMatrix();
|
||
|
for (unsigned short i = 0; i < 16; ++i)
|
||
|
m[i] = modelViewMatrix_[i];
|
||
|
}
|
||
|
|
||
|
/*! Overloaded getModelViewMatrix(GLdouble m[16]) method using a \c GLfloat
|
||
|
* array instead. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getModelViewMatrix(GLfloat m[16]) const {
|
||
|
static GLdouble mat[16];
|
||
|
getModelViewMatrix(mat);
|
||
|
for (unsigned short i = 0; i < 16; ++i)
|
||
|
m[i] = float(mat[i]);
|
||
|
}
|
||
|
|
||
|
/*! Fills \p m with the product of the ModelView and Projection matrices.
|
||
|
|
||
|
Calls getModelViewMatrix() and getProjectionMatrix() and then fills \p m with
|
||
|
the product of these two matrices. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getModelViewProjectionMatrix(GLdouble m[16]) const {
|
||
|
GLdouble mv[16];
|
||
|
GLdouble proj[16];
|
||
|
getModelViewMatrix(mv);
|
||
|
getProjectionMatrix(proj);
|
||
|
|
||
|
for (unsigned short i = 0; i < 4; ++i) {
|
||
|
for (unsigned short j = 0; j < 4; ++j) {
|
||
|
qreal sum = 0.0;
|
||
|
for (unsigned short k = 0; k < 4; ++k)
|
||
|
sum += proj[i + 4 * k] * mv[k + 4 * j];
|
||
|
m[i + 4 * j] = sum;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*! Overloaded getModelViewProjectionMatrix(GLdouble m[16]) method using a \c
|
||
|
* GLfloat array instead. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getModelViewProjectionMatrix(GLfloat m[16]) const {
|
||
|
static GLdouble mat[16];
|
||
|
getModelViewProjectionMatrix(mat);
|
||
|
for (unsigned short i = 0; i < 16; ++i)
|
||
|
m[i] = float(mat[i]);
|
||
|
}
|
||
|
|
||
|
/*! Sets the sceneRadius() value. Negative values are ignored.
|
||
|
|
||
|
\attention This methods also sets focusDistance() to sceneRadius() /
|
||
|
tan(fieldOfView()/2) and flySpeed() to 1% of sceneRadius(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setSceneRadius(qreal radius) {
|
||
|
if (radius <= 0.0) {
|
||
|
qWarning("Scene radius must be positive - Ignoring value");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
sceneRadius_ = radius;
|
||
|
projectionMatrixIsUpToDate_ = false;
|
||
|
|
||
|
frame()->setFlySpeed(0.01 * sceneRadius());
|
||
|
}
|
||
|
|
||
|
/*! Similar to setSceneRadius() and setSceneCenter(), but the scene limits are
|
||
|
defined by a (world axis aligned) bounding box. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setSceneBoundingBox(const Vec &min, const Vec &max) {
|
||
|
setSceneCenter((min + max) / 2.0);
|
||
|
setSceneRadius(0.5 * (max - min).norm());
|
||
|
}
|
||
|
|
||
|
/*! Sets the sceneCenter().
|
||
|
|
||
|
\attention This method also sets the pivotPoint() to sceneCenter(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setSceneCenter(const Vec ¢er) {
|
||
|
sceneCenter_ = center;
|
||
|
setPivotPoint(sceneCenter());
|
||
|
projectionMatrixIsUpToDate_ = false;
|
||
|
}
|
||
|
|
||
|
/*! setSceneCenter() to the result of pointUnderPixel(\p pixel).
|
||
|
|
||
|
Returns \c true if a pointUnderPixel() was found and sceneCenter() was
|
||
|
actually changed.
|
||
|
|
||
|
See also setPivotPointFromPixel(). See the pointUnderPixel() documentation. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
bool Camera::setSceneCenterFromPixel(const QPoint &pixel) {
|
||
|
bool found;
|
||
|
Vec point = pointUnderPixel(pixel, found);
|
||
|
if (found)
|
||
|
setSceneCenter(point);
|
||
|
return found;
|
||
|
}
|
||
|
|
||
|
/*! Changes the pivotPoint() to \p point (defined in the world coordinate
|
||
|
* system). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setPivotPoint(const Vec &point) {
|
||
|
const qreal prevDist = fabs(cameraCoordinatesOf(pivotPoint()).z);
|
||
|
|
||
|
// If frame's RAP is set directly, projectionMatrixIsUpToDate_ should also be
|
||
|
// set to false to ensure proper recomputation of the ORTHO projection matrix.
|
||
|
frame()->setPivotPoint(point);
|
||
|
|
||
|
// orthoCoef_ is used to compensate for changes of the pivotPoint, so that the
|
||
|
// image does not change when the pivotPoint is changed in ORTHOGRAPHIC mode.
|
||
|
const qreal newDist = fabs(cameraCoordinatesOf(pivotPoint()).z);
|
||
|
// Prevents division by zero when rap is set to camera position
|
||
|
if ((prevDist > 1E-9) && (newDist > 1E-9))
|
||
|
orthoCoef_ *= prevDist / newDist;
|
||
|
projectionMatrixIsUpToDate_ = false;
|
||
|
}
|
||
|
|
||
|
/*! The pivotPoint() is set to the point located under \p pixel on screen.
|
||
|
|
||
|
Returns \c true if a pointUnderPixel() was found. If no point was found under \p
|
||
|
pixel, the pivotPoint() is left unchanged.
|
||
|
|
||
|
\p pixel is expressed in Qt format (origin in the upper left corner of the
|
||
|
window). See pointUnderPixel().
|
||
|
|
||
|
See also setSceneCenterFromPixel(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
bool Camera::setPivotPointFromPixel(const QPoint &pixel) {
|
||
|
bool found;
|
||
|
Vec point = pointUnderPixel(pixel, found);
|
||
|
if (found)
|
||
|
setPivotPoint(point);
|
||
|
return found;
|
||
|
}
|
||
|
|
||
|
/*! Returns the ratio between pixel and OpenGL units at \p position.
|
||
|
|
||
|
A line of \c n * pixelGLRatio() OpenGL units, located at \p position in the
|
||
|
world coordinates system, will be projected with a length of \c n pixels on
|
||
|
screen.
|
||
|
|
||
|
Use this method to scale objects so that they have a constant pixel size on
|
||
|
screen. The following code will draw a 20 pixel line, starting at sceneCenter()
|
||
|
and always directed along the screen vertical direction: \code
|
||
|
glBegin(GL_LINES);
|
||
|
glVertex3fv(sceneCenter());
|
||
|
glVertex3fv(sceneCenter() + 20 * pixelGLRatio(sceneCenter()) *
|
||
|
camera()->upVector()); glEnd(); \endcode */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
qreal Camera::pixelGLRatio(const Vec &position) const {
|
||
|
switch (type()) {
|
||
|
case Camera::PERSPECTIVE:
|
||
|
return 2.0 * fabs((frame()->coordinatesOf(position)).z) *
|
||
|
tan(fieldOfView() / 2.0) / screenHeight();
|
||
|
case Camera::ORTHOGRAPHIC: {
|
||
|
GLdouble w, h;
|
||
|
getOrthoWidthHeight(w, h);
|
||
|
return 2.0 * h / screenHeight();
|
||
|
}
|
||
|
}
|
||
|
// Bad compilers complain
|
||
|
return 1.0;
|
||
|
}
|
||
|
|
||
|
/*! Changes the Camera fieldOfView() so that the entire scene (defined by
|
||
|
CGAL::QGLViewer::sceneCenter() and CGAL::QGLViewer::sceneRadius()) is visible from the
|
||
|
Camera position().
|
||
|
|
||
|
The position() and orientation() of the Camera are not modified and you first
|
||
|
have to orientate the Camera in order to actually see the scene (see lookAt(),
|
||
|
showEntireScene() or fitSphere()).
|
||
|
|
||
|
This method is especially useful for \e shadow \e maps computation. Use the
|
||
|
Camera positioning tools (setPosition(), lookAt()) to position a Camera at the
|
||
|
light position. Then use this method to define the fieldOfView() so that the
|
||
|
shadow map resolution is optimally used: \code
|
||
|
// The light camera needs size hints in order to optimize its fieldOfView
|
||
|
lightCamera->setSceneRadius(sceneRadius());
|
||
|
lightCamera->setSceneCenter(sceneCenter());
|
||
|
|
||
|
// Place the light camera.
|
||
|
lightCamera->setPosition(lightFrame->position());
|
||
|
lightCamera->lookAt(sceneCenter());
|
||
|
lightCamera->setFOVToFitScene();
|
||
|
\endcode
|
||
|
|
||
|
See the (soon available) shadowMap contribution example for a practical
|
||
|
implementation.
|
||
|
|
||
|
\attention The fieldOfView() is clamped to CGAL_PI/2.0. This happens when the
|
||
|
Camera is at a distance lower than sqrt(2.0) * sceneRadius() from the
|
||
|
sceneCenter(). It optimizes the shadow map resolution, although it may miss
|
||
|
some parts of the scene. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setFOVToFitScene() {
|
||
|
if (distanceToSceneCenter() > sqrt(2.0) * sceneRadius())
|
||
|
setFieldOfView(2.0 * asin(sceneRadius() / distanceToSceneCenter()));
|
||
|
else
|
||
|
setFieldOfView(CGAL_PI / 2.0);
|
||
|
}
|
||
|
|
||
|
/*! Makes the Camera smoothly zoom on the pointUnderPixel() \p pixel.
|
||
|
|
||
|
Nothing happens if no pointUnderPixel() is found. Otherwise a
|
||
|
KeyFrameInterpolator is created that animates the Camera on a one second path
|
||
|
that brings the Camera closer to the point under \p pixel.
|
||
|
|
||
|
See also interpolateToFitScene(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::interpolateToZoomOnPixel(const QPoint &pixel) {
|
||
|
const qreal coef = 0.1;
|
||
|
|
||
|
bool found;
|
||
|
Vec target = pointUnderPixel(pixel, found);
|
||
|
|
||
|
if (!found)
|
||
|
return;
|
||
|
|
||
|
if (interpolationKfi_->interpolationIsStarted())
|
||
|
interpolationKfi_->stopInterpolation();
|
||
|
|
||
|
interpolationKfi_->deletePath();
|
||
|
interpolationKfi_->addKeyFrame(*(frame()));
|
||
|
|
||
|
interpolationKfi_->addKeyFrame(
|
||
|
Frame(0.3 * frame()->position() + 0.7 * target, frame()->orientation()),
|
||
|
0.4);
|
||
|
|
||
|
// Small hack: attach a temporary frame to take advantage of lookAt without
|
||
|
// modifying frame
|
||
|
static ManipulatedCameraFrame *tempFrame = new ManipulatedCameraFrame();
|
||
|
ManipulatedCameraFrame *const originalFrame = frame();
|
||
|
tempFrame->setPosition(coef * frame()->position() + (1.0 - coef) * target);
|
||
|
tempFrame->setOrientation(frame()->orientation());
|
||
|
setFrame(tempFrame);
|
||
|
lookAt(target);
|
||
|
setFrame(originalFrame);
|
||
|
|
||
|
interpolationKfi_->addKeyFrame(*(tempFrame), 1.0);
|
||
|
|
||
|
interpolationKfi_->startInterpolation();
|
||
|
}
|
||
|
|
||
|
/*! Interpolates the Camera on a one second KeyFrameInterpolator path so that
|
||
|
the entire scene fits the screen at the end.
|
||
|
|
||
|
The scene is defined by its sceneCenter() and its sceneRadius(). See
|
||
|
showEntireScene().
|
||
|
|
||
|
The orientation() of the Camera is not modified. See also
|
||
|
interpolateToZoomOnPixel(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::interpolateToFitScene() {
|
||
|
if (interpolationKfi_->interpolationIsStarted())
|
||
|
interpolationKfi_->stopInterpolation();
|
||
|
|
||
|
interpolationKfi_->deletePath();
|
||
|
interpolationKfi_->addKeyFrame(*(frame()));
|
||
|
|
||
|
// Small hack: attach a temporary frame to take advantage of lookAt without
|
||
|
// modifying frame
|
||
|
static ManipulatedCameraFrame *tempFrame = new ManipulatedCameraFrame();
|
||
|
ManipulatedCameraFrame *const originalFrame = frame();
|
||
|
tempFrame->setPosition(frame()->position());
|
||
|
tempFrame->setOrientation(frame()->orientation());
|
||
|
setFrame(tempFrame);
|
||
|
showEntireScene();
|
||
|
setFrame(originalFrame);
|
||
|
|
||
|
interpolationKfi_->addKeyFrame(*(tempFrame));
|
||
|
|
||
|
interpolationKfi_->startInterpolation();
|
||
|
}
|
||
|
|
||
|
/*! Smoothly interpolates the Camera on a KeyFrameInterpolator path so that it
|
||
|
goes to \p fr.
|
||
|
|
||
|
\p fr is expressed in world coordinates. \p duration tunes the interpolation
|
||
|
speed (default is 1 second).
|
||
|
|
||
|
See also interpolateToFitScene() and interpolateToZoomOnPixel(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::interpolateTo(const Frame &fr, qreal duration) {
|
||
|
if (interpolationKfi_->interpolationIsStarted())
|
||
|
interpolationKfi_->stopInterpolation();
|
||
|
|
||
|
interpolationKfi_->deletePath();
|
||
|
interpolationKfi_->addKeyFrame(*(frame()));
|
||
|
interpolationKfi_->addKeyFrame(fr, duration);
|
||
|
|
||
|
interpolationKfi_->startInterpolation();
|
||
|
}
|
||
|
|
||
|
/*! Returns the coordinates of the 3D point located at pixel (x,y) on screen.
|
||
|
|
||
|
Calls a \c glReadPixel to get the pixel depth and applies an
|
||
|
unprojectedCoordinatesOf() to the result. \p found indicates whether a point
|
||
|
was found or not (i.e. background pixel, result's depth is zFar() in that
|
||
|
case).
|
||
|
|
||
|
\p x and \p y are expressed in pixel units with an origin in the upper left
|
||
|
corner. Use screenHeight() - y to convert to OpenGL standard.
|
||
|
|
||
|
\attention This method assumes that a GL context is available, and that its
|
||
|
content was drawn using the Camera (i.e. using its projection and modelview
|
||
|
matrices). This method hence cannot be used for offscreen Camera computations.
|
||
|
Use cameraCoordinatesOf() and worldCoordinatesOf() to perform similar
|
||
|
operations in that case.
|
||
|
|
||
|
\note The precision of the z-Buffer highly depends on how the zNear() and
|
||
|
zFar() values are fitted to your scene. Loose boundaries will result in
|
||
|
imprecision along the viewing direction. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::pointUnderPixel(const QPoint &pixel, bool &found) const {
|
||
|
float depth;
|
||
|
// Qt uses upper corner for its origin while GL uses the lower corner.
|
||
|
dynamic_cast<QOpenGLFunctions*>(parent())->glReadPixels(pixel.x(), screenHeight() - 1 - pixel.y(), 1, 1,
|
||
|
GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
|
||
|
found = depth < 1.0;
|
||
|
Vec point(pixel.x(), pixel.y(), depth);
|
||
|
point = unprojectedCoordinatesOf(point);
|
||
|
return point;
|
||
|
}
|
||
|
|
||
|
/*! Moves the Camera so that the entire scene is visible.
|
||
|
|
||
|
Simply calls fitSphere() on a sphere defined by sceneCenter() and
|
||
|
sceneRadius().
|
||
|
|
||
|
You will typically use this method in CGAL::QGLViewer::init() after you defined a new
|
||
|
sceneRadius(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::showEntireScene() { fitSphere(sceneCenter(), sceneRadius()); }
|
||
|
|
||
|
/*! Moves the Camera so that its sceneCenter() is projected on the center of the
|
||
|
window. The orientation() and fieldOfView() are unchanged.
|
||
|
|
||
|
Simply projects the current position on a line passing through sceneCenter().
|
||
|
See also showEntireScene().*/
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::centerScene() {
|
||
|
frame()->projectOnLine(sceneCenter(), viewDirection());
|
||
|
}
|
||
|
|
||
|
/*! Sets the Camera orientation(), so that it looks at point \p target (defined
|
||
|
in the world coordinate system).
|
||
|
|
||
|
The Camera position() is not modified. Simply setViewDirection().
|
||
|
|
||
|
See also setUpVector(), setOrientation(), showEntireScene(), fitSphere() and
|
||
|
fitBoundingBox(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::lookAt(const Vec &target) {
|
||
|
setViewDirection(target - position());
|
||
|
}
|
||
|
|
||
|
/*! Moves the Camera so that the sphere defined by (\p center, \p radius) is
|
||
|
visible and fits in the frustum.
|
||
|
|
||
|
The Camera is simply translated to center the sphere in the screen and make it
|
||
|
fit the frustum. Its orientation() and its fieldOfView() are unchanged.
|
||
|
|
||
|
You should therefore orientate the Camera before you call this method. See
|
||
|
lookAt(), setOrientation() and setUpVector(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::fitSphere(const Vec ¢er, qreal radius) {
|
||
|
qreal distance = 0.0;
|
||
|
switch (type()) {
|
||
|
case Camera::PERSPECTIVE: {
|
||
|
const qreal yview = radius / sin(fieldOfView() / 2.0);
|
||
|
const qreal xview = radius / sin(horizontalFieldOfView() / 2.0);
|
||
|
distance = qMax(xview, yview);
|
||
|
break;
|
||
|
}
|
||
|
case Camera::ORTHOGRAPHIC: {
|
||
|
distance =
|
||
|
((center - pivotPoint()) * viewDirection()) + (radius / orthoCoef_);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
Vec newPos(center - distance * viewDirection());
|
||
|
frame()->setPositionWithConstraint(newPos);
|
||
|
}
|
||
|
|
||
|
/*! Moves the Camera so that the (world axis aligned) bounding box (\p min, \p
|
||
|
max) is entirely visible, using fitSphere(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::fitBoundingBox(const Vec &min, const Vec &max) {
|
||
|
qreal diameter = qMax(fabs(max[1] - min[1]), fabs(max[0] - min[0]));
|
||
|
diameter = qMax(fabs(max[2] - min[2]), diameter);
|
||
|
fitSphere(0.5 * (min + max), 0.5 * diameter);
|
||
|
}
|
||
|
|
||
|
/*! Moves the Camera so that the rectangular screen region defined by \p
|
||
|
rectangle (pixel units, with origin in the upper left corner) fits the screen.
|
||
|
|
||
|
The Camera is translated (its orientation() is unchanged) so that \p rectangle
|
||
|
is entirely visible. Since the pixel coordinates only define a \e frustum in
|
||
|
3D, it's the intersection of this frustum with a plane (orthogonal to the
|
||
|
viewDirection() and passing through the sceneCenter()) that is used to define
|
||
|
the 3D rectangle that is eventually fitted. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::fitScreenRegion(const QRect &rectangle) {
|
||
|
const Vec vd = viewDirection();
|
||
|
const qreal distToPlane = distanceToSceneCenter();
|
||
|
const QPoint center = rectangle.center();
|
||
|
|
||
|
Vec orig, dir;
|
||
|
convertClickToLine(center, orig, dir);
|
||
|
Vec newCenter = orig + distToPlane / (dir * vd) * dir;
|
||
|
|
||
|
convertClickToLine(QPoint(rectangle.x(), center.y()), orig, dir);
|
||
|
const Vec pointX = orig + distToPlane / (dir * vd) * dir;
|
||
|
|
||
|
convertClickToLine(QPoint(center.x(), rectangle.y()), orig, dir);
|
||
|
const Vec pointY = orig + distToPlane / (dir * vd) * dir;
|
||
|
|
||
|
qreal distance = 0.0;
|
||
|
switch (type()) {
|
||
|
case Camera::PERSPECTIVE: {
|
||
|
const qreal distX =
|
||
|
(pointX - newCenter).norm() / sin(horizontalFieldOfView() / 2.0);
|
||
|
const qreal distY = (pointY - newCenter).norm() / sin(fieldOfView() / 2.0);
|
||
|
distance = qMax(distX, distY);
|
||
|
break;
|
||
|
}
|
||
|
case Camera::ORTHOGRAPHIC: {
|
||
|
const qreal dist = ((newCenter - pivotPoint()) * vd);
|
||
|
//#CONNECTION# getOrthoWidthHeight
|
||
|
const qreal distX = (pointX - newCenter).norm() / orthoCoef_ /
|
||
|
((aspectRatio() < 1.0) ? 1.0 : aspectRatio());
|
||
|
const qreal distY = (pointY - newCenter).norm() / orthoCoef_ /
|
||
|
((aspectRatio() < 1.0) ? 1.0 / aspectRatio() : 1.0);
|
||
|
distance = dist + qMax(distX, distY);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vec newPos(newCenter - distance * vd);
|
||
|
frame()->setPositionWithConstraint(newPos);
|
||
|
}
|
||
|
|
||
|
/*! Rotates the Camera so that its upVector() becomes \p up (defined in the
|
||
|
world coordinate system).
|
||
|
|
||
|
The Camera is rotated around an axis orthogonal to \p up and to the current
|
||
|
upVector() direction. Use this method in order to define the Camera horizontal
|
||
|
plane.
|
||
|
|
||
|
When \p noMove is set to \c false, the orientation modification is compensated
|
||
|
by a translation, so that the pivotPoint() stays projected at the same position
|
||
|
on screen. This is especially useful when the Camera is used as an observer of
|
||
|
the scene (default mouse binding).
|
||
|
|
||
|
When \p noMove is \c true (default), the Camera position() is left unchanged,
|
||
|
which is an intuitive behavior when the Camera is in a walkthrough fly mode
|
||
|
(see the CGAL::QGLViewer::MOVE_FORWARD and CGAL::QGLViewer::MOVE_BACKWARD
|
||
|
CGAL::QGLViewer::MouseAction).
|
||
|
|
||
|
The frame()'s ManipulatedCameraFrame::sceneUpVector() is set accordingly.
|
||
|
|
||
|
See also setViewDirection(), lookAt() and setOrientation(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setUpVector(const Vec &up, bool noMove) {
|
||
|
Quaternion q(Vec(0.0, 1.0, 0.0), frame()->transformOf(up));
|
||
|
|
||
|
if (!noMove)
|
||
|
frame()->setPosition(pivotPoint() -
|
||
|
(frame()->orientation() * q)
|
||
|
.rotate(frame()->coordinatesOf(pivotPoint())));
|
||
|
|
||
|
frame()->rotate(q);
|
||
|
|
||
|
// Useful in fly mode to keep the horizontal direction.
|
||
|
frame()->updateSceneUpVector();
|
||
|
}
|
||
|
|
||
|
/*! Sets the orientation() of the Camera using polar coordinates.
|
||
|
|
||
|
\p theta rotates the Camera around its Y axis, and \e then \p phi rotates it
|
||
|
around its X axis. The polar coordinates are defined in the world coordinates
|
||
|
system: \p theta = \p phi = 0 means that the Camera is directed towards the
|
||
|
world Z axis. Both angles are expressed in radians.
|
||
|
|
||
|
See also setUpVector(). The position() of the Camera is unchanged, you may want
|
||
|
to call showEntireScene() after this method to move the Camera.
|
||
|
|
||
|
This method can be useful to create Quicktime VR panoramic sequences, see the
|
||
|
CGAL::QGLViewer::saveSnapshot() documentation for details. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setOrientation(qreal theta, qreal phi) {
|
||
|
Vec axis(0.0, 1.0, 0.0);
|
||
|
const Quaternion rot1(axis, theta);
|
||
|
axis = Vec(-cos(theta), 0.0, sin(theta));
|
||
|
const Quaternion rot2(axis, phi);
|
||
|
setOrientation(rot1 * rot2);
|
||
|
}
|
||
|
|
||
|
/*! Sets the Camera orientation(), defined in the world coordinate system. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setOrientation(const Quaternion &q) {
|
||
|
frame()->setOrientation(q);
|
||
|
frame()->updateSceneUpVector();
|
||
|
}
|
||
|
|
||
|
/*! Rotates the Camera so that its viewDirection() is \p direction (defined in
|
||
|
the world coordinate system).
|
||
|
|
||
|
The Camera position() is not modified. The Camera is rotated so that the
|
||
|
horizon (defined by its upVector()) is preserved. See also lookAt() and
|
||
|
setUpVector(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setViewDirection(const Vec &direction) {
|
||
|
if (direction.squaredNorm() < 1E-10)
|
||
|
return;
|
||
|
|
||
|
Vec xAxis = direction ^ upVector();
|
||
|
if (xAxis.squaredNorm() < 1E-10) {
|
||
|
// target is aligned with upVector, this means a rotation around X axis
|
||
|
// X axis is then unchanged, let's keep it !
|
||
|
xAxis = frame()->inverseTransformOf(Vec(1.0, 0.0, 0.0));
|
||
|
}
|
||
|
|
||
|
Quaternion q;
|
||
|
q.setFromRotatedBasis(xAxis, xAxis ^ direction, -direction);
|
||
|
frame()->setOrientationWithConstraint(q);
|
||
|
}
|
||
|
|
||
|
// Compute a 3 by 3 determinant.
|
||
|
static qreal det(qreal m00, qreal m01, qreal m02, qreal m10, qreal m11,
|
||
|
qreal m12, qreal m20, qreal m21, qreal m22) {
|
||
|
return m00 * m11 * m22 + m01 * m12 * m20 + m02 * m10 * m21 - m20 * m11 * m02 -
|
||
|
m10 * m01 * m22 - m00 * m21 * m12;
|
||
|
}
|
||
|
|
||
|
// Computes the index of element [i][j] in a \c qreal matrix[3][4].
|
||
|
static inline unsigned int ind(unsigned int i, unsigned int j) {
|
||
|
return (i * 4 + j);
|
||
|
}
|
||
|
|
||
|
/*! Returns the Camera position (the eye), defined in the world coordinate
|
||
|
system.
|
||
|
|
||
|
Use setPosition() to set the Camera position. Other convenient methods are
|
||
|
showEntireScene() or fitSphere(). Actually returns \c frame()->position().
|
||
|
|
||
|
This position corresponds to the projection center of a Camera::PERSPECTIVE
|
||
|
Camera. It is not located in the image plane, which is at a zNear() distance
|
||
|
ahead. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::position() const { return frame()->position(); }
|
||
|
|
||
|
/*! Returns the normalized up vector of the Camera, defined in the world
|
||
|
coordinate system.
|
||
|
|
||
|
Set using setUpVector() or setOrientation(). It is orthogonal to viewDirection()
|
||
|
and to rightVector().
|
||
|
|
||
|
It corresponds to the Y axis of the associated frame() (actually returns
|
||
|
frame()->inverseTransformOf(Vec(0.0, 1.0, 0.0)) ). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::upVector() const {
|
||
|
return frame()->inverseTransformOf(Vec(0.0, 1.0, 0.0));
|
||
|
}
|
||
|
/*! Returns the normalized view direction of the Camera, defined in the world
|
||
|
coordinate system.
|
||
|
|
||
|
Change this value using setViewDirection(), lookAt() or setOrientation(). It is
|
||
|
orthogonal to upVector() and to rightVector().
|
||
|
|
||
|
This corresponds to the negative Z axis of the frame() (
|
||
|
frame()->inverseTransformOf(Vec(0.0, 0.0, -1.0)) ). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::viewDirection() const {
|
||
|
return frame()->inverseTransformOf(Vec(0.0, 0.0, -1.0));
|
||
|
}
|
||
|
|
||
|
/*! Returns the normalized right vector of the Camera, defined in the world
|
||
|
coordinate system.
|
||
|
|
||
|
This vector lies in the Camera horizontal plane, directed along the X axis
|
||
|
(orthogonal to upVector() and to viewDirection()). Set using setUpVector(),
|
||
|
lookAt() or setOrientation().
|
||
|
|
||
|
Simply returns frame()->inverseTransformOf(Vec(1.0, 0.0, 0.0)). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::rightVector() const {
|
||
|
return frame()->inverseTransformOf(Vec(1.0, 0.0, 0.0));
|
||
|
}
|
||
|
|
||
|
/*! Returns the Camera orientation, defined in the world coordinate system.
|
||
|
|
||
|
Actually returns \c frame()->orientation(). Use setOrientation(), setUpVector()
|
||
|
or lookAt() to set the Camera orientation. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Quaternion Camera::orientation() const { return frame()->orientation(); }
|
||
|
|
||
|
/*! Sets the Camera position() (the eye), defined in the world coordinate
|
||
|
* system. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setPosition(const Vec &pos) { frame()->setPosition(pos); }
|
||
|
|
||
|
/*! Returns the Camera frame coordinates of a point \p src defined in world
|
||
|
coordinates.
|
||
|
|
||
|
worldCoordinatesOf() performs the inverse transformation.
|
||
|
|
||
|
Note that the point coordinates are simply converted in a different coordinate
|
||
|
system. They are not projected on screen. Use projectedCoordinatesOf() for that.
|
||
|
*/
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::cameraCoordinatesOf(const Vec &src) const {
|
||
|
return frame()->coordinatesOf(src);
|
||
|
}
|
||
|
|
||
|
/*! Returns the world coordinates of the point whose position \p src is defined
|
||
|
in the Camera coordinate system.
|
||
|
|
||
|
cameraCoordinatesOf() performs the inverse transformation. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::worldCoordinatesOf(const Vec &src) const {
|
||
|
return frame()->inverseCoordinatesOf(src);
|
||
|
}
|
||
|
|
||
|
/*! Returns the fly speed of the Camera.
|
||
|
|
||
|
Simply returns frame()->flySpeed(). See the ManipulatedCameraFrame::flySpeed()
|
||
|
documentation. This value is only meaningful when the MouseAction bindings is
|
||
|
CGAL::QGLViewer::MOVE_FORWARD or CGAL::QGLViewer::MOVE_BACKWARD.
|
||
|
|
||
|
Set to 1% of the sceneRadius() by setSceneRadius(). See also setFlySpeed(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
qreal Camera::flySpeed() const { return frame()->flySpeed(); }
|
||
|
|
||
|
/*! Sets the Camera flySpeed().
|
||
|
|
||
|
\attention This value is modified by setSceneRadius(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setFlySpeed(qreal speed) { frame()->setFlySpeed(speed); }
|
||
|
|
||
|
/*! The point the Camera pivots around with the CGAL::QGLViewer::ROTATE mouse binding.
|
||
|
Defined in world coordinate system.
|
||
|
|
||
|
Default value is the sceneCenter().
|
||
|
|
||
|
\attention setSceneCenter() changes this value. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::pivotPoint() const { return frame()->pivotPoint(); }
|
||
|
|
||
|
/*! Sets the Camera's position() and orientation() from an OpenGL ModelView
|
||
|
matrix.
|
||
|
|
||
|
This enables a Camera initialisation from an other OpenGL application. \p
|
||
|
modelView is a 16 GLdouble vector representing a valid OpenGL ModelView matrix,
|
||
|
such as one can get using: \code GLdouble mvm[16];
|
||
|
glGetDoublev(GL_MODELVIEW_MATRIX, mvm);
|
||
|
myCamera->setFromModelViewMatrix(mvm);
|
||
|
\endcode
|
||
|
|
||
|
After this method has been called, getModelViewMatrix() returns a matrix
|
||
|
equivalent to \p modelView.
|
||
|
|
||
|
Only the orientation() and position() of the Camera are modified.
|
||
|
|
||
|
\note If you defined your matrix as \c GLdouble \c mvm[4][4], pass \c
|
||
|
&(mvm[0][0]) as a parameter. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setFromModelViewMatrix(const GLdouble *const modelViewMatrix) {
|
||
|
// Get upper left (rotation) matrix
|
||
|
qreal upperLeft[3][3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
for (int j = 0; j < 3; ++j)
|
||
|
upperLeft[i][j] = modelViewMatrix[i * 4 + j];
|
||
|
|
||
|
// Transform upperLeft into the associated Quaternion
|
||
|
Quaternion q;
|
||
|
q.setFromRotationMatrix(upperLeft);
|
||
|
|
||
|
setOrientation(q);
|
||
|
setPosition(-q.rotate(
|
||
|
Vec(modelViewMatrix[12], modelViewMatrix[13], modelViewMatrix[14])));
|
||
|
}
|
||
|
|
||
|
/*! Defines the Camera position(), orientation() and fieldOfView() from a
|
||
|
projection matrix.
|
||
|
|
||
|
\p matrix has to be given in the format used by vision algorithm. It has 3
|
||
|
lines and 4 columns. It transforms a point from the world homogeneous
|
||
|
coordinate system (4 coordinates: \c sx, \c sy, \c sz and \c s) into a point in
|
||
|
the screen homogeneous coordinate system (3 coordinates: \c sx, \c sy, and \c
|
||
|
s, where \c x and \c y are the pixel coordinates on the screen).
|
||
|
|
||
|
Its three lines correspond to the homogeneous coordinates of the normals to the
|
||
|
planes x=0, y=0 and z=0, defined in the Camera coordinate system.
|
||
|
|
||
|
The elements of the matrix are ordered in line major order: you can call \c
|
||
|
setFromProjectionMatrix(&(matrix[0][0])) if you defined your matrix as a \c
|
||
|
qreal \c matrix[3][4].
|
||
|
|
||
|
\attention Passing the result of getProjectionMatrix() or getModelViewMatrix()
|
||
|
to this method is not possible (purposefully incompatible matrix dimensions).
|
||
|
\p matrix is more likely to be the product of these two matrices, without the
|
||
|
last line.
|
||
|
|
||
|
Use setFromModelViewMatrix() to set position() and orientation() from a \c
|
||
|
GL_MODELVIEW matrix. fieldOfView() can also be retrieved from a \e perspective
|
||
|
\c GL_PROJECTION matrix using 2.0 * atan(1.0/projectionMatrix[5]).
|
||
|
|
||
|
This code was written by Sylvain Paris. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setFromProjectionMatrix(const qreal matrix[12]) {
|
||
|
// The 3 lines of the matrix are the normals to the planes x=0, y=0, z=0
|
||
|
// in the camera CS. As we normalize them, we do not need the 4th coordinate.
|
||
|
Vec line_0(matrix[ind(0, 0)], matrix[ind(0, 1)], matrix[ind(0, 2)]);
|
||
|
Vec line_1(matrix[ind(1, 0)], matrix[ind(1, 1)], matrix[ind(1, 2)]);
|
||
|
Vec line_2(matrix[ind(2, 0)], matrix[ind(2, 1)], matrix[ind(2, 2)]);
|
||
|
|
||
|
line_0.normalize();
|
||
|
line_1.normalize();
|
||
|
line_2.normalize();
|
||
|
|
||
|
// The camera position is at (0,0,0) in the camera CS so it is the
|
||
|
// intersection of the 3 planes. It can be seen as the kernel
|
||
|
// of the 3x4 projection matrix. We calculate it through 4 dimensional
|
||
|
// vectorial product. We go directly into 3D that is to say we directly
|
||
|
// divide the first 3 coordinates by the 4th one.
|
||
|
|
||
|
// We derive the 4 dimensional vectorial product formula from the
|
||
|
// computation of a 4x4 determinant that is developped according to
|
||
|
// its 4th column. This implies some 3x3 determinants.
|
||
|
const Vec cam_pos =
|
||
|
Vec(det(matrix[ind(0, 1)], matrix[ind(0, 2)], matrix[ind(0, 3)],
|
||
|
matrix[ind(1, 1)], matrix[ind(1, 2)], matrix[ind(1, 3)],
|
||
|
matrix[ind(2, 1)], matrix[ind(2, 2)], matrix[ind(2, 3)]),
|
||
|
|
||
|
-det(matrix[ind(0, 0)], matrix[ind(0, 2)], matrix[ind(0, 3)],
|
||
|
matrix[ind(1, 0)], matrix[ind(1, 2)], matrix[ind(1, 3)],
|
||
|
matrix[ind(2, 0)], matrix[ind(2, 2)], matrix[ind(2, 3)]),
|
||
|
|
||
|
det(matrix[ind(0, 0)], matrix[ind(0, 1)], matrix[ind(0, 3)],
|
||
|
matrix[ind(1, 0)], matrix[ind(1, 1)], matrix[ind(1, 3)],
|
||
|
matrix[ind(2, 0)], matrix[ind(2, 1)], matrix[ind(2, 3)])) /
|
||
|
|
||
|
(-det(matrix[ind(0, 0)], matrix[ind(0, 1)], matrix[ind(0, 2)],
|
||
|
matrix[ind(1, 0)], matrix[ind(1, 1)], matrix[ind(1, 2)],
|
||
|
matrix[ind(2, 0)], matrix[ind(2, 1)], matrix[ind(2, 2)]));
|
||
|
|
||
|
// We compute the rotation matrix column by column.
|
||
|
|
||
|
// GL Z axis is front facing.
|
||
|
Vec column_2 = -line_2;
|
||
|
|
||
|
// X-axis is almost like line_0 but should be orthogonal to the Z axis.
|
||
|
Vec column_0 = ((column_2 ^ line_0) ^ column_2);
|
||
|
column_0.normalize();
|
||
|
|
||
|
// Y-axis is almost like line_1 but should be orthogonal to the Z axis.
|
||
|
// Moreover line_1 is downward oriented as the screen CS.
|
||
|
Vec column_1 = -((column_2 ^ line_1) ^ column_2);
|
||
|
column_1.normalize();
|
||
|
|
||
|
qreal rot[3][3];
|
||
|
rot[0][0] = column_0[0];
|
||
|
rot[1][0] = column_0[1];
|
||
|
rot[2][0] = column_0[2];
|
||
|
|
||
|
rot[0][1] = column_1[0];
|
||
|
rot[1][1] = column_1[1];
|
||
|
rot[2][1] = column_1[2];
|
||
|
|
||
|
rot[0][2] = column_2[0];
|
||
|
rot[1][2] = column_2[1];
|
||
|
rot[2][2] = column_2[2];
|
||
|
|
||
|
// We compute the field of view
|
||
|
|
||
|
// line_1^column_0 -> vector of intersection line between
|
||
|
// y_screen=0 and x_camera=0 plane.
|
||
|
// column_2*(...) -> cos of the angle between Z vector et y_screen=0 plane
|
||
|
// * 2 -> field of view = 2 * half angle
|
||
|
|
||
|
// We need some intermediate values.
|
||
|
Vec dummy = line_1 ^ column_0;
|
||
|
dummy.normalize();
|
||
|
qreal fov = acos(column_2 * dummy) * 2.0;
|
||
|
|
||
|
// We set the camera.
|
||
|
Quaternion q;
|
||
|
q.setFromRotationMatrix(rot);
|
||
|
setOrientation(q);
|
||
|
setPosition(cam_pos);
|
||
|
setFieldOfView(fov);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// persp : projectionMatrix_[0] = f/aspectRatio();
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setFromProjectionMatrix(const GLdouble* projectionMatrix)
|
||
|
{
|
||
|
QString message;
|
||
|
if ((fabs(projectionMatrix[1]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[2]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[3]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[4]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[6]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[7]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[8]) > 1E-3) ||
|
||
|
(fabs(projectionMatrix[9]) > 1E-3))
|
||
|
message = "Non null coefficient in projection matrix - Aborting";
|
||
|
else
|
||
|
if ((fabs(projectionMatrix[11]+1.0) < 1E-5) && (fabs(projectionMatrix[15]) <
|
||
|
1E-5))
|
||
|
{
|
||
|
if (projectionMatrix[5] < 1E-4)
|
||
|
message="Negative field of view in Camera::setFromProjectionMatrix";
|
||
|
else
|
||
|
setType(Camera::PERSPECTIVE);
|
||
|
}
|
||
|
else
|
||
|
if ((fabs(projectionMatrix[11]) < 1E-5) && (fabs(projectionMatrix[15]-1.0) <
|
||
|
1E-5)) setType(Camera::ORTHOGRAPHIC); else message = "Unable to determine camera
|
||
|
type in setFromProjectionMatrix - Aborting";
|
||
|
|
||
|
if (!message.isEmpty())
|
||
|
{
|
||
|
qWarning(message);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch (type())
|
||
|
{
|
||
|
case Camera::PERSPECTIVE:
|
||
|
{
|
||
|
setFieldOfView(2.0 * atan(1.0/projectionMatrix[5]));
|
||
|
const qreal far = projectionMatrix[14] / (2.0 * (1.0 + projectionMatrix[10]));
|
||
|
const qreal near = (projectionMatrix[10]+1.0) / (projectionMatrix[10]-1.0) *
|
||
|
far; setSceneRadius((far-near)/2.0); setSceneCenter(position() + (near +
|
||
|
sceneRadius())*viewDirection()); break;
|
||
|
}
|
||
|
case Camera::ORTHOGRAPHIC:
|
||
|
{
|
||
|
GLdouble w, h;
|
||
|
getOrthoWidthHeight(w,h);
|
||
|
projectionMatrix_[0] = 1.0/w;
|
||
|
projectionMatrix_[5] = 1.0/h;
|
||
|
projectionMatrix_[10] = -2.0/(ZFar - ZNear);
|
||
|
projectionMatrix_[11] = 0.0;
|
||
|
projectionMatrix_[14] = -(ZFar + ZNear)/(ZFar - ZNear);
|
||
|
projectionMatrix_[15] = 1.0;
|
||
|
// same as glOrtho( -w, w, -h, h, zNear(), zFar() );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
///////////////////////// Camera to world transform ///////////////////////
|
||
|
|
||
|
/*! Same as cameraCoordinatesOf(), but with \c qreal[3] parameters (\p src and
|
||
|
* \p res may be identical pointers). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getCameraCoordinatesOf(const qreal src[3], qreal res[3]) const {
|
||
|
Vec r = cameraCoordinatesOf(Vec(src));
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
res[i] = r[i];
|
||
|
}
|
||
|
|
||
|
/*! Same as worldCoordinatesOf(), but with \c qreal[3] parameters (\p src and \p
|
||
|
* res may be identical pointers). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getWorldCoordinatesOf(const qreal src[3], qreal res[3]) const {
|
||
|
Vec r = worldCoordinatesOf(Vec(src));
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
res[i] = r[i];
|
||
|
}
|
||
|
|
||
|
/*! Fills \p viewport with the Camera OpenGL viewport.
|
||
|
|
||
|
This method is mainly used in conjunction with \c gluProject, which requires
|
||
|
such a viewport. Returned values are (0, screenHeight(), screenWidth(), -
|
||
|
screenHeight()), so that the origin is located in the \e upper left corner of
|
||
|
the window (Qt style coordinate system). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getViewport(GLint viewport[4]) const {
|
||
|
viewport[0] = 0;
|
||
|
viewport[1] = screenHeight();
|
||
|
viewport[2] = screenWidth();
|
||
|
viewport[3] = -screenHeight();
|
||
|
}
|
||
|
|
||
|
//source code of GluProject and GluUnproject, imported here to avoid the dependency to Glu
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
int project(qreal objx, qreal objy, qreal objz, GLdouble *modelview,
|
||
|
GLdouble *projection, int *viewport, GLdouble*winX, GLdouble *winY,GLdouble *winZ)
|
||
|
{
|
||
|
//Transformation vectors
|
||
|
GLdouble fTempo[8];
|
||
|
//Modelview transform
|
||
|
fTempo[0]=modelview[0]*objx+modelview[4]*objy+modelview[8]*objz+modelview[12]; //w is always 1
|
||
|
fTempo[1]=modelview[1]*objx+modelview[5]*objy+modelview[9]*objz+modelview[13];
|
||
|
fTempo[2]=modelview[2]*objx+modelview[6]*objy+modelview[10]*objz+modelview[14];
|
||
|
fTempo[3]=modelview[3]*objx+modelview[7]*objy+modelview[11]*objz+modelview[15];
|
||
|
fTempo[4]=projection[0]*fTempo[0]+projection[4]*fTempo[1]+projection[8]*fTempo[2]+projection[12]*fTempo[3];
|
||
|
fTempo[5]=projection[1]*fTempo[0]+projection[5]*fTempo[1]+projection[9]*fTempo[2]+projection[13]*fTempo[3];
|
||
|
fTempo[6]=projection[2]*fTempo[0]+projection[6]*fTempo[1]+projection[10]*fTempo[2]+projection[14]*fTempo[3];
|
||
|
fTempo[7]=projection[3]*fTempo[0]+projection[7]*fTempo[1]+projection[11]*fTempo[2]+projection[15]*fTempo[3];
|
||
|
//The result normalizes between -1 and 1
|
||
|
if(fTempo[7]==0.0) //The w value
|
||
|
return 0;
|
||
|
fTempo[7]=1.0/fTempo[7];
|
||
|
//Perspective division
|
||
|
fTempo[4]*=fTempo[7];
|
||
|
fTempo[5]*=fTempo[7];
|
||
|
fTempo[6]*=fTempo[7];
|
||
|
//Window coordinates
|
||
|
//Map x, y to range 0-1
|
||
|
*winX=(fTempo[4]*0.5+0.5)*viewport[2]+viewport[0];
|
||
|
*winY=(fTempo[5]*0.5+0.5)*viewport[3]+viewport[1];
|
||
|
//This is only correct when glDepthRange(0.0, 1.0)
|
||
|
*winZ=(1.0+fTempo[6])*0.5; //Between 0 and 1
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void MultiplyMatrices4by4OpenGL_GLdouble(GLdouble *result, GLdouble *matrix1, GLdouble *matrix2)
|
||
|
{
|
||
|
result[0]=matrix1[0]*matrix2[0]+
|
||
|
matrix1[4]*matrix2[1]+
|
||
|
matrix1[8]*matrix2[2]+
|
||
|
matrix1[12]*matrix2[3];
|
||
|
result[4]=matrix1[0]*matrix2[4]+
|
||
|
matrix1[4]*matrix2[5]+
|
||
|
matrix1[8]*matrix2[6]+
|
||
|
matrix1[12]*matrix2[7];
|
||
|
result[8]=matrix1[0]*matrix2[8]+
|
||
|
matrix1[4]*matrix2[9]+
|
||
|
matrix1[8]*matrix2[10]+
|
||
|
matrix1[12]*matrix2[11];
|
||
|
result[12]=matrix1[0]*matrix2[12]+
|
||
|
matrix1[4]*matrix2[13]+
|
||
|
matrix1[8]*matrix2[14]+
|
||
|
matrix1[12]*matrix2[15];
|
||
|
result[1]=matrix1[1]*matrix2[0]+
|
||
|
matrix1[5]*matrix2[1]+
|
||
|
matrix1[9]*matrix2[2]+
|
||
|
matrix1[13]*matrix2[3];
|
||
|
result[5]=matrix1[1]*matrix2[4]+
|
||
|
matrix1[5]*matrix2[5]+
|
||
|
matrix1[9]*matrix2[6]+
|
||
|
matrix1[13]*matrix2[7];
|
||
|
result[9]=matrix1[1]*matrix2[8]+
|
||
|
matrix1[5]*matrix2[9]+
|
||
|
matrix1[9]*matrix2[10]+
|
||
|
matrix1[13]*matrix2[11];
|
||
|
result[13]=matrix1[1]*matrix2[12]+
|
||
|
matrix1[5]*matrix2[13]+
|
||
|
matrix1[9]*matrix2[14]+
|
||
|
matrix1[13]*matrix2[15];
|
||
|
result[2]=matrix1[2]*matrix2[0]+
|
||
|
matrix1[6]*matrix2[1]+
|
||
|
matrix1[10]*matrix2[2]+
|
||
|
matrix1[14]*matrix2[3];
|
||
|
result[6]=matrix1[2]*matrix2[4]+
|
||
|
matrix1[6]*matrix2[5]+
|
||
|
matrix1[10]*matrix2[6]+
|
||
|
matrix1[14]*matrix2[7];
|
||
|
result[10]=matrix1[2]*matrix2[8]+
|
||
|
matrix1[6]*matrix2[9]+
|
||
|
matrix1[10]*matrix2[10]+
|
||
|
matrix1[14]*matrix2[11];
|
||
|
result[14]=matrix1[2]*matrix2[12]+
|
||
|
matrix1[6]*matrix2[13]+
|
||
|
matrix1[10]*matrix2[14]+
|
||
|
matrix1[14]*matrix2[15];
|
||
|
result[3]=matrix1[3]*matrix2[0]+
|
||
|
matrix1[7]*matrix2[1]+
|
||
|
matrix1[11]*matrix2[2]+
|
||
|
matrix1[15]*matrix2[3];
|
||
|
result[7]=matrix1[3]*matrix2[4]+
|
||
|
matrix1[7]*matrix2[5]+
|
||
|
matrix1[11]*matrix2[6]+
|
||
|
matrix1[15]*matrix2[7];
|
||
|
result[11]=matrix1[3]*matrix2[8]+
|
||
|
matrix1[7]*matrix2[9]+
|
||
|
matrix1[11]*matrix2[10]+
|
||
|
matrix1[15]*matrix2[11];
|
||
|
result[15]=matrix1[3]*matrix2[12]+
|
||
|
matrix1[7]*matrix2[13]+
|
||
|
matrix1[11]*matrix2[14]+
|
||
|
matrix1[15]*matrix2[15];
|
||
|
}
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void MultiplyMatrixByVector4by4OpenGL_GLdouble(GLdouble *resultvector, const GLdouble *matrix, const GLdouble *pvector)
|
||
|
{
|
||
|
resultvector[0]=matrix[0]*pvector[0]+matrix[4]*pvector[1]+matrix[8]*pvector[2]+matrix[12]*pvector[3];
|
||
|
resultvector[1]=matrix[1]*pvector[0]+matrix[5]*pvector[1]+matrix[9]*pvector[2]+matrix[13]*pvector[3];
|
||
|
resultvector[2]=matrix[2]*pvector[0]+matrix[6]*pvector[1]+matrix[10]*pvector[2]+matrix[14]*pvector[3];
|
||
|
resultvector[3]=matrix[3]*pvector[0]+matrix[7]*pvector[1]+matrix[11]*pvector[2]+matrix[15]*pvector[3];
|
||
|
}
|
||
|
|
||
|
#define SWAP_ROWS_DOUBLE(a, b) { double *_tmp = a; (a)=(b); (b)=_tmp; }
|
||
|
#define SWAP_ROWS_GLdouble(a, b) { GLdouble *_tmp = a; (a)=(b); (b)=_tmp; }
|
||
|
#define MAT(m,r,c) (m)[(c)*4+(r)]
|
||
|
//This code comes directly from GLU except that it is for GLdouble
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
int glhInvertMatrixf2(GLdouble *m, GLdouble *out)
|
||
|
{
|
||
|
GLdouble wtmp[4][8];
|
||
|
GLdouble m0, m1, m2, m3, s;
|
||
|
GLdouble *r0, *r1, *r2, *r3;
|
||
|
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
|
||
|
r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1),
|
||
|
r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3),
|
||
|
r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
|
||
|
r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1),
|
||
|
r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3),
|
||
|
r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
|
||
|
r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1),
|
||
|
r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3),
|
||
|
r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
|
||
|
r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1),
|
||
|
r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3),
|
||
|
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
|
||
|
/* choose pivot - or die */
|
||
|
if (fabs(r3[0]) > fabs(r2[0]))
|
||
|
SWAP_ROWS_GLdouble(r3, r2);
|
||
|
if (fabs(r2[0]) > fabs(r1[0]))
|
||
|
SWAP_ROWS_GLdouble(r2, r1);
|
||
|
if (fabs(r1[0]) > fabs(r0[0]))
|
||
|
SWAP_ROWS_GLdouble(r1, r0);
|
||
|
if (0.0 == r0[0])
|
||
|
return 0;
|
||
|
/* eliminate first variable */
|
||
|
m1 = r1[0] / r0[0];
|
||
|
m2 = r2[0] / r0[0];
|
||
|
m3 = r3[0] / r0[0];
|
||
|
s = r0[1];
|
||
|
r1[1] -= m1 * s;
|
||
|
r2[1] -= m2 * s;
|
||
|
r3[1] -= m3 * s;
|
||
|
s = r0[2];
|
||
|
r1[2] -= m1 * s;
|
||
|
r2[2] -= m2 * s;
|
||
|
r3[2] -= m3 * s;
|
||
|
s = r0[3];
|
||
|
r1[3] -= m1 * s;
|
||
|
r2[3] -= m2 * s;
|
||
|
r3[3] -= m3 * s;
|
||
|
s = r0[4];
|
||
|
if (s != 0.0) {
|
||
|
r1[4] -= m1 * s;
|
||
|
r2[4] -= m2 * s;
|
||
|
r3[4] -= m3 * s;
|
||
|
}
|
||
|
s = r0[5];
|
||
|
if (s != 0.0) {
|
||
|
r1[5] -= m1 * s;
|
||
|
r2[5] -= m2 * s;
|
||
|
r3[5] -= m3 * s;
|
||
|
}
|
||
|
s = r0[6];
|
||
|
if (s != 0.0) {
|
||
|
r1[6] -= m1 * s;
|
||
|
r2[6] -= m2 * s;
|
||
|
r3[6] -= m3 * s;
|
||
|
}
|
||
|
s = r0[7];
|
||
|
if (s != 0.0) {
|
||
|
r1[7] -= m1 * s;
|
||
|
r2[7] -= m2 * s;
|
||
|
r3[7] -= m3 * s;
|
||
|
}
|
||
|
/* choose pivot - or die */
|
||
|
if (fabs(r3[1]) > fabs(r2[1]))
|
||
|
SWAP_ROWS_GLdouble(r3, r2);
|
||
|
if (fabs(r2[1]) > fabs(r1[1]))
|
||
|
SWAP_ROWS_GLdouble(r2, r1);
|
||
|
if (0.0 == r1[1])
|
||
|
return 0;
|
||
|
/* eliminate second variable */
|
||
|
m2 = r2[1] / r1[1];
|
||
|
m3 = r3[1] / r1[1];
|
||
|
r2[2] -= m2 * r1[2];
|
||
|
r3[2] -= m3 * r1[2];
|
||
|
r2[3] -= m2 * r1[3];
|
||
|
r3[3] -= m3 * r1[3];
|
||
|
s = r1[4];
|
||
|
if (0.0 != s) {
|
||
|
r2[4] -= m2 * s;
|
||
|
r3[4] -= m3 * s;
|
||
|
}
|
||
|
s = r1[5];
|
||
|
if (0.0 != s) {
|
||
|
r2[5] -= m2 * s;
|
||
|
r3[5] -= m3 * s;
|
||
|
}
|
||
|
s = r1[6];
|
||
|
if (0.0 != s) {
|
||
|
r2[6] -= m2 * s;
|
||
|
r3[6] -= m3 * s;
|
||
|
}
|
||
|
s = r1[7];
|
||
|
if (0.0 != s) {
|
||
|
r2[7] -= m2 * s;
|
||
|
r3[7] -= m3 * s;
|
||
|
}
|
||
|
/* choose pivot - or die */
|
||
|
if (fabs(r3[2]) > fabs(r2[2]))
|
||
|
SWAP_ROWS_GLdouble(r3, r2);
|
||
|
if (0.0 == r2[2])
|
||
|
return 0;
|
||
|
/* eliminate third variable */
|
||
|
m3 = r3[2] / r2[2];
|
||
|
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
|
||
|
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
|
||
|
/* last check */
|
||
|
if (0.0 == r3[3])
|
||
|
return 0;
|
||
|
s = 1.0 / r3[3]; /* now back substitute row 3 */
|
||
|
r3[4] *= s;
|
||
|
r3[5] *= s;
|
||
|
r3[6] *= s;
|
||
|
r3[7] *= s;
|
||
|
m2 = r2[3]; /* now back substitute row 2 */
|
||
|
s = 1.0 / r2[2];
|
||
|
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
|
||
|
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
|
||
|
m1 = r1[3];
|
||
|
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
|
||
|
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
|
||
|
m0 = r0[3];
|
||
|
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
|
||
|
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
|
||
|
m1 = r1[2]; /* now back substitute row 1 */
|
||
|
s = 1.0 / r1[1];
|
||
|
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
|
||
|
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
|
||
|
m0 = r0[2];
|
||
|
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
|
||
|
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
|
||
|
m0 = r0[1]; /* now back substitute row 0 */
|
||
|
s = 1.0 / r0[0];
|
||
|
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
|
||
|
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
|
||
|
MAT(out, 0, 0) = r0[4];
|
||
|
MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6];
|
||
|
MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4];
|
||
|
MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6];
|
||
|
MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4];
|
||
|
MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6];
|
||
|
MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4];
|
||
|
MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6];
|
||
|
MAT(out, 3, 3) = r3[7];
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
#undef MAT
|
||
|
#undef SWAP_ROWS_GLdouble
|
||
|
#undef SWAP_ROWS_DOUBLE
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
int unProject(GLdouble winx, GLdouble winy, GLdouble winz, GLdouble *modelview, GLdouble *projection, int *viewport,
|
||
|
GLdouble *objX,GLdouble *objY,GLdouble *objZ)
|
||
|
{
|
||
|
//Transformation matrices
|
||
|
GLdouble m[16], A[16];
|
||
|
GLdouble in[4], out[4];
|
||
|
//Calculation for inverting a matrix, compute projection x modelview
|
||
|
//and store in A[16]
|
||
|
MultiplyMatrices4by4OpenGL_GLdouble(A, projection, modelview);
|
||
|
//Now compute the inverse of matrix A
|
||
|
if(glhInvertMatrixf2(A, m)==0)
|
||
|
return 0;
|
||
|
//Transformation of normalized coordinates between -1 and 1
|
||
|
in[0]=(winx-(GLdouble)viewport[0])/(GLdouble)viewport[2]*2.0-1.0;
|
||
|
in[1]=(winy-(GLdouble)viewport[1])/(GLdouble)viewport[3]*2.0-1.0;
|
||
|
in[2]=2.0*winz-1.0;
|
||
|
in[3]=1.0;
|
||
|
//Objects coordinates
|
||
|
MultiplyMatrixByVector4by4OpenGL_GLdouble(out, m, in);
|
||
|
if(out[3]==0.0)
|
||
|
return 0;
|
||
|
out[3]=1.0/out[3];
|
||
|
*objX=out[0]*out[3];
|
||
|
*objY=out[1]*out[3];
|
||
|
*objZ=out[2]*out[3];
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
/*! Returns the screen projected coordinates of a point \p src defined in the \p frame coordinate
|
||
|
system.
|
||
|
When \p frame in \c nullptr (default), \p src is expressed in the world coordinate system.
|
||
|
The x and y coordinates of the returned Vec are expressed in pixel, (0,0) being the \e upper left
|
||
|
corner of the window. The z coordinate ranges between 0.0 (near plane) and 1.0 (excluded, far
|
||
|
plane). See the \c gluProject man page for details.
|
||
|
unprojectedCoordinatesOf() performs the inverse transformation.
|
||
|
See the <a href="../examples/screenCoordSystem.html">screenCoordSystem example</a>.
|
||
|
This method only uses the intrinsic Camera parameters (see getModelViewMatrix(),
|
||
|
getProjectionMatrix() and getViewport()) and is completely independent of the OpenGL \c
|
||
|
GL_MODELVIEW, \c GL_PROJECTION and viewport matrices. You can hence define a virtual Camera and use
|
||
|
this method to compute projections out of a classical rendering context.
|
||
|
\attention However, if your Camera is not attached to a CGAL::QGLViewer (used for offscreen computations
|
||
|
for instance), make sure the Camera matrices are updated before calling this method. Call
|
||
|
computeModelViewMatrix() and computeProjectionMatrix() to do so.
|
||
|
If you call this method several times with no change in the matrices, consider precomputing the
|
||
|
projection times modelview matrix to save computation time if required (\c P x \c M in the \c
|
||
|
gluProject man page).
|
||
|
Here is the code corresponding to what this method does (kindly submitted by Robert W. Kuhn) :
|
||
|
\code
|
||
|
Vec project(Vec point)
|
||
|
{
|
||
|
GLint Viewport[4];
|
||
|
GLdouble Projection[16], Modelview[16];
|
||
|
GLdouble matrix[16];
|
||
|
// Precomputation begin
|
||
|
glGetIntegerv(GL_VIEWPORT , Viewport);
|
||
|
glGetDoublev (GL_MODELVIEW_MATRIX , Modelview);
|
||
|
glGetDoublev (GL_PROJECTION_MATRIX, Projection);
|
||
|
for (unsigned short m=0; m<4; ++m)
|
||
|
{
|
||
|
for (unsigned short l=0; l<4; ++l)
|
||
|
{
|
||
|
qreal sum = 0.0;
|
||
|
for (unsigned short k=0; k<4; ++k)
|
||
|
sum += Projection[l+4*k]*Modelview[k+4*m];
|
||
|
matrix[l+4*m] = sum;
|
||
|
}
|
||
|
}
|
||
|
// Precomputation end
|
||
|
GLdouble v[4], vs[4];
|
||
|
v[0]=point[0]; v[1]=point[1]; v[2]=point[2]; v[3]=1.0;
|
||
|
vs[0]=matrix[0 ]*v[0] + matrix[4 ]*v[1] + matrix[8 ]*v[2] + matrix[12 ]*v[3];
|
||
|
vs[1]=matrix[1 ]*v[0] + matrix[5 ]*v[1] + matrix[9 ]*v[2] + matrix[13 ]*v[3];
|
||
|
vs[2]=matrix[2 ]*v[0] + matrix[6 ]*v[1] + matrix[10]*v[2] + matrix[14 ]*v[3];
|
||
|
vs[3]=matrix[3 ]*v[0] + matrix[7 ]*v[1] + matrix[11]*v[2] + matrix[15 ]*v[3];
|
||
|
vs[0] /= vs[3];
|
||
|
vs[1] /= vs[3];
|
||
|
vs[2] /= vs[3];
|
||
|
vs[0] = vs[0] * 0.5 + 0.5;
|
||
|
vs[1] = vs[1] * 0.5 + 0.5;
|
||
|
vs[2] = vs[2] * 0.5 + 0.5;
|
||
|
vs[0] = vs[0] * Viewport[2] + Viewport[0];
|
||
|
vs[1] = vs[1] * Viewport[3] + Viewport[1];
|
||
|
return Vec(vs[0], Viewport[3]-vs[1], vs[2]);
|
||
|
}
|
||
|
\endcode
|
||
|
*/
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::projectedCoordinatesOf(const Vec& src, const Frame* frame) const
|
||
|
{
|
||
|
GLdouble x = 0.f, y = 0.f, z = 0.f;
|
||
|
static GLint viewport[4];
|
||
|
getViewport(viewport);
|
||
|
|
||
|
if (frame)
|
||
|
{
|
||
|
const Vec tmp = frame->inverseCoordinatesOf(src);
|
||
|
project(tmp.x,tmp.y,tmp.z, modelViewMatrix_, projectionMatrix_, viewport, &x,&y,&z);
|
||
|
}
|
||
|
else
|
||
|
project(src.x,src.y,src.z, modelViewMatrix_, projectionMatrix_, viewport, &x,&y,&z);
|
||
|
|
||
|
return Vec(x,y,z);
|
||
|
}
|
||
|
|
||
|
/*! Returns the world unprojected coordinates of a point \p src defined in the screen coordinate
|
||
|
system.
|
||
|
The \p src.x and \p src.y input values are expressed in pixels, (0,0) being the \e upper left corner
|
||
|
of the window. \p src.z is a depth value ranging in [0..1[ (respectively corresponding to the near
|
||
|
and far planes). Note that src.z is \e not a linear interpolation between zNear and zFar.
|
||
|
/code
|
||
|
src.z = zFar() / (zFar() - zNear()) * (1.0 - zNear() / z);
|
||
|
/endcode
|
||
|
Where z is the distance from the point you project to the camera, along the viewDirection().
|
||
|
See the \c gluUnProject man page for details.
|
||
|
The result is expressed in the \p frame coordinate system. When \p frame is \c nullptr (default), the
|
||
|
result is expressed in the world coordinates system. The possible \p frame Frame::referenceFrame()
|
||
|
are taken into account.
|
||
|
projectedCoordinatesOf() performs the inverse transformation.
|
||
|
This method only uses the intrinsic Camera parameters (see getModelViewMatrix(),
|
||
|
getProjectionMatrix() and getViewport()) and is completely independent of the OpenGL \c
|
||
|
GL_MODELVIEW, \c GL_PROJECTION and viewport matrices. You can hence define a virtual Camera and use
|
||
|
this method to compute un-projections out of a classical rendering context.
|
||
|
\attention However, if your Camera is not attached to a CGAL::QGLViewer (used for offscreen computations
|
||
|
for instance), make sure the Camera matrices are updated before calling this method (use
|
||
|
computeModelViewMatrix(), computeProjectionMatrix()). See also setScreenWidthAndHeight().
|
||
|
This method is not computationally optimized. If you call it several times with no change in the
|
||
|
matrices, you should buffer the entire inverse projection matrix (modelview, projection and then
|
||
|
viewport) to speed-up the queries. See the \c gluUnProject man page for details. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
Vec Camera::unprojectedCoordinatesOf(const Vec& src, const Frame* frame) const
|
||
|
{
|
||
|
GLdouble x = 0.f, y = 0.f, z = 0.f;
|
||
|
static GLint viewport[4];
|
||
|
getViewport(viewport);
|
||
|
unProject(src.x,src.y,src.z, modelViewMatrix_, projectionMatrix_, viewport, &x,&y,&z);
|
||
|
if (frame)
|
||
|
return frame->coordinatesOf(Vec(x,y,z));
|
||
|
else
|
||
|
return Vec(x,y,z);
|
||
|
}
|
||
|
|
||
|
/*! Same as projectedCoordinatesOf(), but with \c qreal parameters (\p src and
|
||
|
* \p res can be identical pointers). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getProjectedCoordinatesOf(const qreal src[3], qreal res[3],
|
||
|
const Frame *frame) const {
|
||
|
Vec r = projectedCoordinatesOf(Vec(src), frame);
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
res[i] = r[i];
|
||
|
}
|
||
|
|
||
|
/*! Same as unprojectedCoordinatesOf(), but with \c qreal parameters (\p src and
|
||
|
* \p res can be identical pointers). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getUnprojectedCoordinatesOf(const qreal src[3], qreal res[3],
|
||
|
const Frame *frame) const {
|
||
|
Vec r = unprojectedCoordinatesOf(Vec(src), frame);
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
res[i] = r[i];
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////// KFI
|
||
|
////////////////////////////////////////////
|
||
|
|
||
|
/*! Returns the KeyFrameInterpolator that defines the Camera path number \p i.
|
||
|
|
||
|
If path \p i is not defined for this index, the method returns a \c nullptr
|
||
|
pointer. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
KeyFrameInterpolator *Camera::keyFrameInterpolator(unsigned int i) const {
|
||
|
if (kfi_.contains(i))
|
||
|
return kfi_[i];
|
||
|
else
|
||
|
return nullptr;
|
||
|
}
|
||
|
|
||
|
/*! Sets the KeyFrameInterpolator that defines the Camera path of index \p i.
|
||
|
|
||
|
The previous keyFrameInterpolator() is lost and should be deleted by the
|
||
|
calling method if needed.
|
||
|
|
||
|
The KeyFrameInterpolator::interpolated() signal of \p kfi probably needs to be
|
||
|
connected to the Camera's associated CGAL::QGLViewer::update() slot, so that when the
|
||
|
Camera position is interpolated using \p kfi, every interpolation step updates
|
||
|
the display: \code myViewer.camera()->deletePath(3);
|
||
|
myViewer.camera()->setKeyFrameInterpolator(3, myKeyFrameInterpolator);
|
||
|
connect(myKeyFrameInterpolator, SIGNAL(interpolated()), myViewer,
|
||
|
SLOT(update()); \endcode
|
||
|
|
||
|
\note These connections are done automatically when a Camera is attached to a
|
||
|
CGAL::QGLViewer, or when a new KeyFrameInterpolator is defined using the
|
||
|
CGAL::QGLViewer::addKeyFrameKeyboardModifiers() and CGAL::QGLViewer::pathKey() (default is
|
||
|
Alt+F[1-12]). See the <a href="../keyboard.html">keyboard page</a> for details.
|
||
|
*/
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setKeyFrameInterpolator(unsigned int i,
|
||
|
KeyFrameInterpolator *const kfi) {
|
||
|
if (kfi)
|
||
|
kfi_[i] = kfi;
|
||
|
else
|
||
|
kfi_.remove(i);
|
||
|
}
|
||
|
|
||
|
/*! Adds the current Camera position() and orientation() as a keyFrame to the
|
||
|
path number \p i.
|
||
|
|
||
|
This method can also be used if you simply want to save a Camera point of view
|
||
|
(a path made of a single keyFrame). Use playPath() to make the Camera play the
|
||
|
keyFrame path (resp. restore the point of view). Use deletePath() to clear the
|
||
|
path.
|
||
|
|
||
|
The default keyboard shortcut for this method is Alt+F[1-12]. Set
|
||
|
CGAL::QGLViewer::pathKey() and CGAL::QGLViewer::addKeyFrameKeyboardModifiers().
|
||
|
|
||
|
If you use directly this method and the keyFrameInterpolator(i) does not exist,
|
||
|
a new one is created. Its KeyFrameInterpolator::interpolated() signal should
|
||
|
then be connected to the CGAL::QGLViewer::update() slot (see
|
||
|
setKeyFrameInterpolator()). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::addKeyFrameToPath(unsigned int i) {
|
||
|
if (!kfi_.contains(i))
|
||
|
setKeyFrameInterpolator(i, new KeyFrameInterpolator(frame()));
|
||
|
|
||
|
kfi_[i]->addKeyFrame(*(frame()));
|
||
|
}
|
||
|
|
||
|
/*! Makes the Camera follow the path of keyFrameInterpolator() number \p i.
|
||
|
|
||
|
If the interpolation is started, it stops it instead.
|
||
|
|
||
|
This method silently ignores undefined (empty) paths (see
|
||
|
keyFrameInterpolator()).
|
||
|
|
||
|
The default keyboard shortcut for this method is F[1-12]. Set
|
||
|
CGAL::QGLViewer::pathKey() and CGAL::QGLViewer::playPathKeyboardModifiers(). */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::playPath(unsigned int i) {
|
||
|
if (kfi_.contains(i)) {
|
||
|
if (kfi_[i]->interpolationIsStarted())
|
||
|
kfi_[i]->stopInterpolation();
|
||
|
else
|
||
|
kfi_[i]->startInterpolation();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*! Resets the path of the keyFrameInterpolator() number \p i.
|
||
|
|
||
|
If this path is \e not being played (see playPath() and
|
||
|
KeyFrameInterpolator::interpolationIsStarted()), resets it to its starting
|
||
|
position (see KeyFrameInterpolator::resetInterpolation()). If the path is
|
||
|
played, simply stops interpolation. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::resetPath(unsigned int i) {
|
||
|
if (kfi_.contains(i)) {
|
||
|
if ((kfi_[i]->interpolationIsStarted()))
|
||
|
kfi_[i]->stopInterpolation();
|
||
|
else {
|
||
|
kfi_[i]->resetInterpolation();
|
||
|
kfi_[i]->interpolateAtTime(kfi_[i]->interpolationTime());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*! Deletes the keyFrameInterpolator() of index \p i.
|
||
|
|
||
|
Disconnect the keyFrameInterpolator() KeyFrameInterpolator::interpolated()
|
||
|
signal before deleting the keyFrameInterpolator() if needed: \code
|
||
|
disconnect(camera()->keyFrameInterpolator(i), SIGNAL(interpolated()), this,
|
||
|
SLOT(update())); camera()->deletePath(i); \endcode */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::deletePath(unsigned int i) {
|
||
|
if (kfi_.contains(i)) {
|
||
|
kfi_[i]->stopInterpolation();
|
||
|
delete kfi_[i];
|
||
|
kfi_.remove(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
/*! Returns an XML \c QDomElement that represents the Camera.
|
||
|
|
||
|
\p name is the name of the QDomElement tag. \p doc is the \c QDomDocument
|
||
|
factory used to create QDomElement.
|
||
|
|
||
|
Concatenates the Camera parameters, the ManipulatedCameraFrame::domElement()
|
||
|
and the paths' KeyFrameInterpolator::domElement().
|
||
|
|
||
|
Use initFromDOMElement() to restore the Camera state from the resulting \c
|
||
|
QDomElement.
|
||
|
|
||
|
If you want to save the Camera state in a file, use:
|
||
|
\code
|
||
|
QDomDocument document("myCamera");
|
||
|
doc.appendChild( myCamera->domElement("Camera", document) );
|
||
|
|
||
|
QFile f("myCamera.xml");
|
||
|
if (f.open(IO_WriteOnly))
|
||
|
{
|
||
|
QTextStream out(&f);
|
||
|
document.save(out, 2);
|
||
|
}
|
||
|
\endcode
|
||
|
|
||
|
Note that the CGAL::QGLViewer::camera() is automatically saved by
|
||
|
CGAL::QGLViewer::saveStateToFile() when a CGAL::QGLViewer is closed. Use
|
||
|
CGAL::QGLViewer::restoreStateFromFile() to restore it back. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
QDomElement Camera::domElement(const QString &name,
|
||
|
QDomDocument &document) const {
|
||
|
QDomElement de = document.createElement(name);
|
||
|
QDomElement paramNode = document.createElement("Parameters");
|
||
|
paramNode.setAttribute("fieldOfView", QString::number(fieldOfView()));
|
||
|
paramNode.setAttribute("zNearCoefficient",
|
||
|
QString::number(zNearCoefficient()));
|
||
|
paramNode.setAttribute("zClippingCoefficient",
|
||
|
QString::number(zClippingCoefficient()));
|
||
|
paramNode.setAttribute("orthoCoef", QString::number(orthoCoef_));
|
||
|
paramNode.setAttribute("sceneRadius", QString::number(sceneRadius()));
|
||
|
paramNode.appendChild(sceneCenter().domElement("SceneCenter", document));
|
||
|
|
||
|
switch (type()) {
|
||
|
case Camera::PERSPECTIVE:
|
||
|
paramNode.setAttribute("Type", "PERSPECTIVE");
|
||
|
break;
|
||
|
case Camera::ORTHOGRAPHIC:
|
||
|
paramNode.setAttribute("Type", "ORTHOGRAPHIC");
|
||
|
break;
|
||
|
}
|
||
|
de.appendChild(paramNode);
|
||
|
|
||
|
de.appendChild(frame()->domElement("ManipulatedCameraFrame", document));
|
||
|
|
||
|
// KeyFrame paths
|
||
|
for (QMap<unsigned int, KeyFrameInterpolator *>::ConstIterator
|
||
|
it = kfi_.begin(),
|
||
|
end = kfi_.end();
|
||
|
it != end; ++it) {
|
||
|
QDomElement kfNode =
|
||
|
(it.value())->domElement("KeyFrameInterpolator", document);
|
||
|
kfNode.setAttribute("index", QString::number(it.key()));
|
||
|
de.appendChild(kfNode);
|
||
|
}
|
||
|
|
||
|
return de;
|
||
|
}
|
||
|
|
||
|
/*! Restores the Camera state from a \c QDomElement created by domElement().
|
||
|
|
||
|
Use the following code to retrieve a Camera state from a file created using
|
||
|
domElement(): \code
|
||
|
// Load DOM from file
|
||
|
QDomDocument document;
|
||
|
QFile f("myCamera.xml");
|
||
|
if (f.open(IO_ReadOnly))
|
||
|
{
|
||
|
document.setContent(&f);
|
||
|
f.close();
|
||
|
}
|
||
|
|
||
|
// Parse the DOM tree
|
||
|
QDomElement main = document.documentElement();
|
||
|
myCamera->initFromDOMElement(main);
|
||
|
\endcode
|
||
|
|
||
|
The frame() pointer is not modified by this method. The frame() state is
|
||
|
however modified.
|
||
|
|
||
|
\attention The original keyFrameInterpolator() are deleted and should be copied
|
||
|
first if they are shared. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::initFromDOMElement(const QDomElement &element) {
|
||
|
QDomElement child = element.firstChild().toElement();
|
||
|
|
||
|
QMutableMapIterator<unsigned int, KeyFrameInterpolator *> it(kfi_);
|
||
|
while (it.hasNext()) {
|
||
|
it.next();
|
||
|
deletePath(it.key());
|
||
|
}
|
||
|
|
||
|
while (!child.isNull()) {
|
||
|
if (child.tagName() == "Parameters") {
|
||
|
// #CONNECTION# Default values set in constructor
|
||
|
setFieldOfView(DomUtils::qrealFromDom(child, "fieldOfView", CGAL_PI / 4.0));
|
||
|
setZNearCoefficient(
|
||
|
DomUtils::qrealFromDom(child, "zNearCoefficient", 0.005));
|
||
|
setZClippingCoefficient(
|
||
|
DomUtils::qrealFromDom(child, "zClippingCoefficient", sqrt(3.0)));
|
||
|
orthoCoef_ =
|
||
|
DomUtils::qrealFromDom(child, "orthoCoef", tan(fieldOfView() / 2.0));
|
||
|
setSceneRadius(
|
||
|
DomUtils::qrealFromDom(child, "sceneRadius", sceneRadius()));
|
||
|
|
||
|
setType(PERSPECTIVE);
|
||
|
QString type = child.attribute("Type", "PERSPECTIVE");
|
||
|
if (type == "PERSPECTIVE")
|
||
|
setType(Camera::PERSPECTIVE);
|
||
|
if (type == "ORTHOGRAPHIC")
|
||
|
setType(Camera::ORTHOGRAPHIC);
|
||
|
|
||
|
QDomElement child2 = child.firstChild().toElement();
|
||
|
while (!child2.isNull()) {
|
||
|
/* Although the scene does not change when a camera is loaded, restore
|
||
|
the saved center and radius values. Mainly useful when a the viewer is
|
||
|
restored on startup, with possible additional cameras. */
|
||
|
if (child2.tagName() == "SceneCenter")
|
||
|
setSceneCenter(Vec(child2));
|
||
|
|
||
|
child2 = child2.nextSibling().toElement();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (child.tagName() == "ManipulatedCameraFrame")
|
||
|
frame()->initFromDOMElement(child);
|
||
|
|
||
|
|
||
|
if (child.tagName() == "KeyFrameInterpolator") {
|
||
|
unsigned int index = DomUtils::uintFromDom(child, "index", 0);
|
||
|
setKeyFrameInterpolator(index, new KeyFrameInterpolator(frame()));
|
||
|
if (keyFrameInterpolator(index))
|
||
|
keyFrameInterpolator(index)->initFromDOMElement(child);
|
||
|
}
|
||
|
|
||
|
child = child.nextSibling().toElement();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*! Gives the coefficients of a 3D half-line passing through the Camera eye and
|
||
|
pixel (x,y).
|
||
|
|
||
|
The origin of the half line (eye position) is stored in \p orig, while \p dir
|
||
|
contains the properly oriented and normalized direction of the half line.
|
||
|
|
||
|
\p x and \p y are expressed in Qt format (origin in the upper left corner). Use
|
||
|
screenHeight() - y to convert to OpenGL units.
|
||
|
|
||
|
This method is useful for analytical intersection in a selection method.
|
||
|
|
||
|
See the <a href="../examples/select.html">select example</a> for an
|
||
|
illustration. */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::convertClickToLine(const QPoint &pixel, Vec &orig,
|
||
|
Vec &dir) const {
|
||
|
switch (type()) {
|
||
|
case Camera::PERSPECTIVE:
|
||
|
orig = position();
|
||
|
dir = Vec(((2.0 * pixel.x() / screenWidth()) - 1.0) *
|
||
|
tan(fieldOfView() / 2.0) * aspectRatio(),
|
||
|
((2.0 * (screenHeight() - pixel.y()) / screenHeight()) - 1.0) *
|
||
|
tan(fieldOfView() / 2.0),
|
||
|
-1.0);
|
||
|
dir = worldCoordinatesOf(dir) - orig;
|
||
|
dir.normalize();
|
||
|
break;
|
||
|
|
||
|
case Camera::ORTHOGRAPHIC: {
|
||
|
GLdouble w, h;
|
||
|
getOrthoWidthHeight(w, h);
|
||
|
orig = Vec((2.0 * pixel.x() / screenWidth() - 1.0) * w,
|
||
|
-(2.0 * pixel.y() / screenHeight() - 1.0) * h, 0.0);
|
||
|
orig = worldCoordinatesOf(orig);
|
||
|
dir = viewDirection();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*! Returns the 6 plane equations of the Camera frustum.
|
||
|
|
||
|
The six 4-component vectors of \p coef respectively correspond to the left,
|
||
|
right, near, far, top and bottom Camera frustum planes. Each vector holds a
|
||
|
plane equation of the form: \code a*x + b*y + c*z + d = 0 \endcode where \c a,
|
||
|
\c b, \c c and \c d are the 4 components of each vector, in that order.
|
||
|
|
||
|
See the <a href="../examples/frustumCulling.html">frustumCulling example</a> for
|
||
|
an application.
|
||
|
|
||
|
This format is compatible with the \c glClipPlane() function. One camera frustum
|
||
|
plane can hence be applied in an other viewer to visualize the culling results:
|
||
|
\code
|
||
|
// Retrieve plane equations
|
||
|
GLdouble coef[6][4];
|
||
|
mainViewer->camera()->getFrustumPlanesCoefficients(coef);
|
||
|
|
||
|
// These two additional clipping planes (which must have been enabled)
|
||
|
// will reproduce the mainViewer's near and far clipping.
|
||
|
glClipPlane(GL_CLIP_PLANE0, coef[2]);
|
||
|
glClipPlane(GL_CLIP_PLANE1, coef[3]);
|
||
|
\endcode */
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getFrustumPlanesCoefficients(GLdouble coef[6][4]) const {
|
||
|
// Computed once and for all
|
||
|
const Vec pos = position();
|
||
|
const Vec viewDir = viewDirection();
|
||
|
const Vec up = upVector();
|
||
|
const Vec right = rightVector();
|
||
|
const qreal posViewDir = pos * viewDir;
|
||
|
|
||
|
static Vec normal[6];
|
||
|
static GLdouble dist[6];
|
||
|
|
||
|
switch (type()) {
|
||
|
case Camera::PERSPECTIVE: {
|
||
|
const qreal hhfov = horizontalFieldOfView() / 2.0;
|
||
|
const qreal chhfov = cos(hhfov);
|
||
|
const qreal shhfov = sin(hhfov);
|
||
|
normal[0] = -shhfov * viewDir;
|
||
|
normal[1] = normal[0] + chhfov * right;
|
||
|
normal[0] = normal[0] - chhfov * right;
|
||
|
|
||
|
normal[2] = -viewDir;
|
||
|
normal[3] = viewDir;
|
||
|
|
||
|
const qreal hfov = fieldOfView() / 2.0;
|
||
|
const qreal chfov = cos(hfov);
|
||
|
const qreal shfov = sin(hfov);
|
||
|
normal[4] = -shfov * viewDir;
|
||
|
normal[5] = normal[4] - chfov * up;
|
||
|
normal[4] = normal[4] + chfov * up;
|
||
|
|
||
|
for (int i = 0; i < 2; ++i)
|
||
|
dist[i] = pos * normal[i];
|
||
|
for (int j = 4; j < 6; ++j)
|
||
|
dist[j] = pos * normal[j];
|
||
|
|
||
|
// Natural equations are:
|
||
|
// dist[0,1,4,5] = pos * normal[0,1,4,5];
|
||
|
// dist[2] = (pos + zNear() * viewDir) * normal[2];
|
||
|
// dist[3] = (pos + zFar() * viewDir) * normal[3];
|
||
|
|
||
|
// 2 times less computations using expanded/merged equations. Dir vectors
|
||
|
// are normalized.
|
||
|
const qreal posRightCosHH = chhfov * pos * right;
|
||
|
dist[0] = -shhfov * posViewDir;
|
||
|
dist[1] = dist[0] + posRightCosHH;
|
||
|
dist[0] = dist[0] - posRightCosHH;
|
||
|
const qreal posUpCosH = chfov * pos * up;
|
||
|
dist[4] = -shfov * posViewDir;
|
||
|
dist[5] = dist[4] - posUpCosH;
|
||
|
dist[4] = dist[4] + posUpCosH;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
case Camera::ORTHOGRAPHIC:
|
||
|
normal[0] = -right;
|
||
|
normal[1] = right;
|
||
|
normal[4] = up;
|
||
|
normal[5] = -up;
|
||
|
|
||
|
GLdouble hw, hh;
|
||
|
getOrthoWidthHeight(hw, hh);
|
||
|
dist[0] = (pos - hw * right) * normal[0];
|
||
|
dist[1] = (pos + hw * right) * normal[1];
|
||
|
dist[4] = (pos + hh * up) * normal[4];
|
||
|
dist[5] = (pos - hh * up) * normal[5];
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Front and far planes are identical for both camera types.
|
||
|
normal[2] = -viewDir;
|
||
|
normal[3] = viewDir;
|
||
|
dist[2] = -posViewDir - zNear();
|
||
|
dist[3] = posViewDir + zFar();
|
||
|
|
||
|
for (int i = 0; i < 6; ++i) {
|
||
|
coef[i][0] = GLdouble(normal[i].x);
|
||
|
coef[i][1] = GLdouble(normal[i].y);
|
||
|
coef[i][2] = GLdouble(normal[i].z);
|
||
|
coef[i][3] = dist[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::onFrameModified() {
|
||
|
projectionMatrixIsUpToDate_ = false;
|
||
|
modelViewMatrixIsUpToDate_ = false;
|
||
|
}
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setHorizontalFieldOfView(qreal hfov) {
|
||
|
setFieldOfView(2.0 * atan(tan(hfov / 2.0) / aspectRatio()));
|
||
|
}
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
qreal Camera::horizontalFieldOfView() const {
|
||
|
return 2.0 * atan(tan(fieldOfView() / 2.0) * aspectRatio());
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::setFrustum(double frustum[6])
|
||
|
{
|
||
|
double l(frustum[0]),r(frustum[1]),t(frustum[2]),
|
||
|
b(frustum[3]),n(frustum[4]),f(frustum[5]);
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||
|
if(type() == PERSPECTIVE)
|
||
|
{
|
||
|
double A = 2*n/(r-l);
|
||
|
double B = (r+l)/(r-l);
|
||
|
double C = 2*n/(t-b);
|
||
|
double D = (t+b)/(t-b);
|
||
|
double E = -(f+n)/(f-n);
|
||
|
double F = -2*(f*n)/(f-n);
|
||
|
projectionMatrix_[0] = A; projectionMatrix_[4] = 0; projectionMatrix_[8] = B ; projectionMatrix_[12] = 0;
|
||
|
projectionMatrix_[1] = 0; projectionMatrix_[5] = C; projectionMatrix_[9] = D ; projectionMatrix_[13] = 0;
|
||
|
projectionMatrix_[2] = 0; projectionMatrix_[6] = 0; projectionMatrix_[10] = E ; projectionMatrix_[14] = F;
|
||
|
projectionMatrix_[3] =0; projectionMatrix_[7] =0; projectionMatrix_[11] =-1; projectionMatrix_[15] =0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
double A = 2/(r-l);
|
||
|
double B = -(r+l)/(r-l);
|
||
|
double C = 2/(t-b);
|
||
|
double D = -(t+b)/(t-b);
|
||
|
double E = -(f+n)/(f-n);
|
||
|
double F = -2/(f-n);
|
||
|
projectionMatrix_[0] = A; projectionMatrix_[1] = 0; projectionMatrix_[2] = 0 ; projectionMatrix_[3] = 0;
|
||
|
projectionMatrix_[4] = 0; projectionMatrix_[5] = C; projectionMatrix_[6] = 0 ; projectionMatrix_[7] = 0;
|
||
|
projectionMatrix_[8] = 0; projectionMatrix_[9] = 0; projectionMatrix_[10] = F ; projectionMatrix_[11] = 0;
|
||
|
projectionMatrix_[12] = B; projectionMatrix_[13] = D; projectionMatrix_[14] = E; projectionMatrix_[15] = 1;
|
||
|
}
|
||
|
projectionMatrixIsUpToDate_ = true;
|
||
|
}
|
||
|
|
||
|
CGAL_INLINE_FUNCTION
|
||
|
void Camera::getFrustum(double frustum[6])
|
||
|
{
|
||
|
double l,r,t,b,n,f;
|
||
|
if(type() == PERSPECTIVE)
|
||
|
{
|
||
|
n = projectionMatrix_[14]/2*((projectionMatrix_[10]+1)/(projectionMatrix_[10]-1)-1);
|
||
|
f = n*(projectionMatrix_[10]-1)/(projectionMatrix_[10]+1);
|
||
|
l = ((2*n/projectionMatrix_[0])*(projectionMatrix_[8]-1)/(projectionMatrix_[8]+1))/(1-(projectionMatrix_[8]-1)/(projectionMatrix_[8]+1));
|
||
|
r = 2*n/projectionMatrix_[0]+l;
|
||
|
b=(-2*n/projectionMatrix_[5]*(1-projectionMatrix_[9])/(1+projectionMatrix_[9]))/(1+(1-projectionMatrix_[9])/(1+projectionMatrix_[9]));
|
||
|
t = 2*n/projectionMatrix_[5]+b;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
double A(projectionMatrix_[0]),B(projectionMatrix_[12]),
|
||
|
C(projectionMatrix_[5]),D(projectionMatrix_[13]),
|
||
|
E(projectionMatrix_[14]),F(projectionMatrix_[10]);
|
||
|
double B1 = (B+1)/(1-B), D1 = (1-D)/(D+1),
|
||
|
E1=(E+1)/(1-E);
|
||
|
|
||
|
l = -2*B1/(1+B1*A);
|
||
|
r = 2+A*l;
|
||
|
t = 2*D1/(C*(1+D1));
|
||
|
b =t -2/C;
|
||
|
n = -2/(F*(1+E1));
|
||
|
f=n-2/F;
|
||
|
|
||
|
}
|
||
|
frustum[0] = l;
|
||
|
frustum[1] = r;
|
||
|
frustum[2] = t;
|
||
|
frustum[3] = b;
|
||
|
frustum[4] = n;
|
||
|
frustum[5] = f;
|
||
|
}
|
||
|
}}//end of namespace
|