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camera.cpp
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Fri, Feb 14, 23:50
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Sun, Feb 16, 23:50 (1 d, 12 h)
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rDLMA Diffusion limited mixed aggregation
camera.cpp
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// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#include "camera.h"
#include "gpuhelper.h"
#include <GL/glu.h>
#include "Eigen/LU"
using
namespace
Eigen
;
Camera
::
Camera
()
:
mViewIsUptodate
(
false
),
mProjIsUptodate
(
false
)
{
mViewMatrix
.
setIdentity
();
mFovY
=
M_PI
/
3.
;
mNearDist
=
1.
;
mFarDist
=
50000.
;
mVpX
=
0
;
mVpY
=
0
;
setPosition
(
Vector3f
::
Constant
(
100.
));
setTarget
(
Vector3f
::
Zero
());
}
Camera
&
Camera
::
operator
=
(
const
Camera
&
other
)
{
mViewIsUptodate
=
false
;
mProjIsUptodate
=
false
;
mVpX
=
other
.
mVpX
;
mVpY
=
other
.
mVpY
;
mVpWidth
=
other
.
mVpWidth
;
mVpHeight
=
other
.
mVpHeight
;
mTarget
=
other
.
mTarget
;
mFovY
=
other
.
mFovY
;
mNearDist
=
other
.
mNearDist
;
mFarDist
=
other
.
mFarDist
;
mViewMatrix
=
other
.
mViewMatrix
;
mProjectionMatrix
=
other
.
mProjectionMatrix
;
return
*
this
;
}
Camera
::
Camera
(
const
Camera
&
other
)
{
*
this
=
other
;
}
Camera
::~
Camera
()
{
}
void
Camera
::
setViewport
(
uint
offsetx
,
uint
offsety
,
uint
width
,
uint
height
)
{
mVpX
=
offsetx
;
mVpY
=
offsety
;
mVpWidth
=
width
;
mVpHeight
=
height
;
mProjIsUptodate
=
false
;
}
void
Camera
::
setViewport
(
uint
width
,
uint
height
)
{
mVpWidth
=
width
;
mVpHeight
=
height
;
mProjIsUptodate
=
false
;
}
void
Camera
::
setFovY
(
float
value
)
{
mFovY
=
value
;
mProjIsUptodate
=
false
;
}
Vector3f
Camera
::
direction
(
void
)
const
{
return
-
(
orientation
()
*
Vector3f
::
UnitZ
());
}
Vector3f
Camera
::
up
(
void
)
const
{
return
orientation
()
*
Vector3f
::
UnitY
();
}
Vector3f
Camera
::
right
(
void
)
const
{
return
orientation
()
*
Vector3f
::
UnitX
();
}
void
Camera
::
setDirection
(
const
Vector3f
&
newDirection
)
{
// TODO implement it computing the rotation between newDirection and current dir ?
Vector3f
up
=
this
->
up
();
Matrix3f
camAxes
;
camAxes
.
col
(
2
)
=
(
-
newDirection
).
normalized
();
camAxes
.
col
(
0
)
=
up
.
cross
(
camAxes
.
col
(
2
)
).
normalized
();
camAxes
.
col
(
1
)
=
camAxes
.
col
(
2
).
cross
(
camAxes
.
col
(
0
)
).
normalized
();
setOrientation
(
Quaternionf
(
camAxes
));
mViewIsUptodate
=
false
;
}
void
Camera
::
setTarget
(
const
Vector3f
&
target
)
{
mTarget
=
target
;
if
(
!
mTarget
.
isApprox
(
position
()))
{
Vector3f
newDirection
=
mTarget
-
position
();
setDirection
(
newDirection
.
normalized
());
}
}
void
Camera
::
setPosition
(
const
Vector3f
&
p
)
{
mFrame
.
position
=
p
;
mViewIsUptodate
=
false
;
}
void
Camera
::
setOrientation
(
const
Quaternionf
&
q
)
{
mFrame
.
orientation
=
q
;
mViewIsUptodate
=
false
;
}
void
Camera
::
setFrame
(
const
Frame
&
f
)
{
mFrame
=
f
;
mViewIsUptodate
=
false
;
}
void
Camera
::
rotateAroundTarget
(
const
Quaternionf
&
q
)
{
Matrix4f
mrot
,
mt
,
mtm
;
// update the transform matrix
updateViewMatrix
();
Vector3f
t
=
mViewMatrix
*
mTarget
;
mViewMatrix
=
Translation3f
(
t
)
*
q
*
Translation3f
(
-
t
)
*
mViewMatrix
;
Quaternionf
qa
(
mViewMatrix
.
linear
());
qa
=
qa
.
conjugate
();
setOrientation
(
qa
);
setPosition
(
-
(
qa
*
mViewMatrix
.
translation
())
);
mViewIsUptodate
=
true
;
}
void
Camera
::
localRotate
(
const
Quaternionf
&
q
)
{
float
dist
=
(
position
()
-
mTarget
).
norm
();
setOrientation
(
orientation
()
*
q
);
mTarget
=
position
()
+
dist
*
direction
();
mViewIsUptodate
=
false
;
}
void
Camera
::
zoom
(
float
d
)
{
float
dist
=
(
position
()
-
mTarget
).
norm
();
if
(
dist
>
d
)
{
setPosition
(
position
()
+
direction
()
*
d
);
mViewIsUptodate
=
false
;
}
}
void
Camera
::
localTranslate
(
const
Vector3f
&
t
)
{
Vector3f
trans
=
orientation
()
*
t
;
setPosition
(
position
()
+
trans
);
setTarget
(
mTarget
+
trans
);
mViewIsUptodate
=
false
;
}
void
Camera
::
updateViewMatrix
(
void
)
const
{
if
(
!
mViewIsUptodate
)
{
Quaternionf
q
=
orientation
().
conjugate
();
mViewMatrix
.
linear
()
=
q
.
toRotationMatrix
();
mViewMatrix
.
translation
()
=
-
(
mViewMatrix
.
linear
()
*
position
());
mViewIsUptodate
=
true
;
}
}
const
Affine3f
&
Camera
::
viewMatrix
(
void
)
const
{
updateViewMatrix
();
return
mViewMatrix
;
}
void
Camera
::
updateProjectionMatrix
(
void
)
const
{
if
(
!
mProjIsUptodate
)
{
mProjectionMatrix
.
setIdentity
();
float
aspect
=
float
(
mVpWidth
)
/
float
(
mVpHeight
);
float
theta
=
mFovY
*
0.5
;
float
range
=
mFarDist
-
mNearDist
;
float
invtan
=
1.
/
tan
(
theta
);
mProjectionMatrix
(
0
,
0
)
=
invtan
/
aspect
;
mProjectionMatrix
(
1
,
1
)
=
invtan
;
mProjectionMatrix
(
2
,
2
)
=
-
(
mNearDist
+
mFarDist
)
/
range
;
mProjectionMatrix
(
3
,
2
)
=
-
1
;
mProjectionMatrix
(
2
,
3
)
=
-
2
*
mNearDist
*
mFarDist
/
range
;
mProjectionMatrix
(
3
,
3
)
=
0
;
mProjIsUptodate
=
true
;
}
}
const
Matrix4f
&
Camera
::
projectionMatrix
(
void
)
const
{
updateProjectionMatrix
();
return
mProjectionMatrix
;
}
void
Camera
::
activateGL
(
void
)
{
glViewport
(
vpX
(),
vpY
(),
vpWidth
(),
vpHeight
());
gpu
.
loadMatrix
(
projectionMatrix
(),
GL_PROJECTION
);
gpu
.
loadMatrix
(
viewMatrix
().
matrix
(),
GL_MODELVIEW
);
}
Vector3f
Camera
::
unProject
(
const
Vector2f
&
uv
,
float
depth
)
const
{
Matrix4f
inv
=
mViewMatrix
.
inverse
().
matrix
();
return
unProject
(
uv
,
depth
,
inv
);
}
Vector3f
Camera
::
unProject
(
const
Vector2f
&
uv
,
float
depth
,
const
Matrix4f
&
invModelview
)
const
{
updateViewMatrix
();
updateProjectionMatrix
();
Vector3f
a
(
2.
*
uv
.
x
()
/
float
(
mVpWidth
)
-
1.
,
2.
*
uv
.
y
()
/
float
(
mVpHeight
)
-
1.
,
1.
);
a
.
x
()
*=
depth
/
mProjectionMatrix
(
0
,
0
);
a
.
y
()
*=
depth
/
mProjectionMatrix
(
1
,
1
);
a
.
z
()
=
-
depth
;
// FIXME /\/|
Vector4f
b
=
invModelview
*
Vector4f
(
a
.
x
(),
a
.
y
(),
a
.
z
(),
1.
);
return
Vector3f
(
b
.
x
(),
b
.
y
(),
b
.
z
());
}
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