vcglib/wrap/gui/frustum.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
2005-04-14 13:35:09 +02:00
Revision 1.9 2005/03/02 15:13:45 ponchio
Minimal fix in remoteness (Bugged anyway)
Revision 1.8 2005/02/22 14:33:04 ponchio
small bugs
2005-02-22 15:33:04 +01:00
Revision 1.7 2005/01/21 18:06:05 ponchio
Added remoteness ("distance" from frustum)
Revision 1.6 2004/10/04 12:33:02 ponchio
Cleaning up and planes init more stable.
Revision 1.5 2004/09/28 10:23:28 ponchio
Various generic changes.
2004-09-28 12:23:28 +02:00
Revision 1.4 2004/05/12 20:55:18 ponchio
*** empty log message ***
2004-05-12 22:55:18 +02:00
Revision 1.3 2004/03/31 15:06:41 ponchio
#include <camera> -> #include <view>
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Revision 1.2 2004/03/25 14:55:25 ponchio
Adding copyright.
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****************************************************************************/
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#ifndef FRUSTUM_H
#define FRUSTUM_H
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#include <wrap/gui/view.h>
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#include <vcg/space/plane3.h>
#include <vcg/space/line3.h>
#include <iostream>
using namespace std;
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namespace vcg {
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template <class T> class Frustum: public View<T> {
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public:
void GetView();
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Point3<T> ViewPoint();
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T Resolution(float dist = 1);
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bool IsOutside(Point3<T> &point);
float Remoteness(Point3<T> &point, T radius);
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bool IsOutside(Point3<T> &point, T radius);
T Distance(Point3<T> &point, int plane);
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protected:
T resolution;
Plane3<T> planes[6];
Point3<T> view_point;
};
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typedef Frustum<float> Frustumf;
typedef Frustum<double> Frustumd;
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//Implementation
template <class T> Point3<T> Frustum<T>::ViewPoint() {
return view_point;
}
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template <class T> T Frustum<T>::Resolution(float dist) {
return resolution * dist;
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}
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template <class T> bool Frustum<T>::IsOutside(Point3<T> &point) {
Point3<T> r = Project(point);
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if(r[0] < View<T>::viewport[0] || r[0] > View<T>::viewport[0]+View<T>::viewport[2] ||
r[1] < View<T>::viewport[1] || r[1] > View<T>::viewport[1]+View<T>::viewport[3])
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return true;
return false;
}
template <class T> float Frustum<T>::Remoteness(Point3<T> &point, T radius) {
Point3<T> r = Project(point);
T dist = (point - view_point).Norm();
if(dist < radius) return 0;
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T rad = 1 + radius / (resolution * dist);
T mindist = 0;
T tmp;
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tmp = View<T>::viewport[0] - r[0] - rad;
if(tmp > mindist) mindist = tmp;
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tmp = r[0] - rad - (View<T>::viewport[0] + View<T>::viewport[2]);
if(tmp > mindist) mindist = tmp;
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tmp = View<T>::viewport[1] - r[1] - rad;
if(tmp > mindist) mindist = tmp;
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tmp = r[1] - rad - (View<T>::viewport[1] + View<T>::viewport[3]);
if(tmp > mindist) mindist = tmp;
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if(mindist == 0) return 0;
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return 1 + (mindist / (View<T>::viewport[0] + View<T>::viewport[2]));
}
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template <class T> bool Frustum<T>::IsOutside(Point3<T> &point, T radius) {
for(int i = 0; i < 4; i++) {
T dist = Distance(point, i);
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if(dist < -radius)
return true;
}
return false;
}
template <class T> T Frustum<T>::Distance(Point3<T> &point, int plane) {
return vcg::Distance(planes[plane], point);
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}
template <class T> void Frustum<T>::GetView() {
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View<T>::GetView();
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float t = (float)(View<T>::viewport[1] +View<T>:: viewport[3]);
float b = (float)View<T>::viewport[1];
float r = (float)(View<T>::viewport[0] + View<T>::viewport[2]);
float l = (float)View<T>::viewport[0];
Point3<T> nw = UnProject(Point3<T>(l, b, 0.0f));
Point3<T> sw = UnProject(Point3<T>(l, t, 0.0f));
Point3<T> ne = UnProject(Point3<T>(r, b, 0.0f));
Point3<T> se = UnProject(Point3<T>(r, t, 0.0f));
Point3<T> NW = UnProject(Point3<T>(l, b, 1.0f));
Point3<T> SW = UnProject(Point3<T>(l, t, 1.0f));
Point3<T> NE = UnProject(Point3<T>(r, b, 1.0f));
Point3<T> SE = UnProject(Point3<T>(r, t, 1.0f));
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view_point = View<T>::ViewPoint();
planes[0].Init(nw, NW, NE);
planes[1].Init(ne, NE, SE);
planes[2].Init(se, SE, SW);
planes[3].Init(sw, SW, NW);
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planes[4].Init(se, sw, nw);
planes[5].Init(SW, SE, NE);
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//compute resolution: sizeo of a pixel unitary distance from view_point
resolution = ((ne + NE) - (nw + NW)).Norm() /
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(View<T>::viewport[2] * ((ne + NE) - view_point).Norm());
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}
}//namespace
#endif