| // 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 = EIGEN_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: verify this transformation. | |
| Vector4f b = invModelview * Vector4f(a.x(), a.y(), a.z(), 1.); | |
| return Vector3f(b.x(), b.y(), b.z()); | |
| } |