2004-03-25 15:55:25 +01:00
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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2004-04-07 12:54:11 +02:00
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Revision 1.2 2004/03/25 14:55:25 ponchio
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Adding copyright.
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2004-03-25 15:55:25 +01:00
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****************************************************************************/
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2004-03-25 15:50:08 +01:00
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#include "trackmode.h"
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#include <vcg/space/point3.h>
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#include <vcg/math/similarity.h>
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using namespace vcg;
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2004-04-07 12:54:11 +02:00
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Similarityf SphereMode::Apply(const Point3f &p, const Similarityf & /* m */) {
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2004-03-25 15:50:08 +01:00
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float u = p[0];
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float w = p[1];
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float thr = 1/math::Sqrt(2.0f); //in the plane x-y distance from origin, above this use hyperboloid
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float dist = math::Sqrt(u * u + w * w);
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Point3f result;
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if(dist < thr) { // First case: The ray is nearer to the sphere than r/sqrt(2)
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float z = math::Sqrt(1 - u * u - w* w);
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result = Point3f(u, w, z);
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} else { // Second case: The ray should hit the 1/d hyperboloid
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float a = thr;
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result = Point3f(u, w, -a*(u*u + w * w) + 3*a/2);
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result.Normalize();
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}
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if(result == Point3f(0, 0, 1))
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return Similarityf().SetIdentity();
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Point3f axis = Point3f(0, 0, 1)^result; /* Axis of rotation */
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axis.Normalize();
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Point3f d = result - Point3f(0, 0, 1);
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float t = d.Norm() / 2.0f;
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if(t > thr)
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t += (t - thr) * 0.7f;
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if (t > 1.0f) t = 1.0f;
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if (t < -1.0f) t = -1.0f;
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float phi = 2 * math::Asin(t);
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//return Similarityf().SetRotate(phi * 180/(float)M_PI, axis);
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return Similarityf().SetRotate(phi, axis);
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}
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Similarityf PlaneMode::Apply(const Point3f &p, const Similarityf &a) {
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return Similarityf(Point3f(p[0], p[1], 0));
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Point3f r = x * a;
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Point3f u = y * a;
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int leading = 0; //leadiing x.
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if(fabs(u[2]) < fabs(r[2])) //sceglie l'asse principale: quello che piu' e' parallelo al piano di vista.
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leading = 1;
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r[2] = 0;
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u[2] = 0;
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if(r == Point3f(0,0,0)) //casi degeneri: un asse e' perpendicolare al piano di vista.
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r = Point3f(0, 1, 0);
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if(u == Point3f(0,0,0))
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u = Point3f(0, 1, 0);
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r.Normalize();
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u.Normalize();
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float cu, cr;
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if(leading == 0) { //leading x
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if(u == r || u == -r) { //caso degenere: i due assi si proiettano sullo stesso
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u[0] = -r[1];
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u[1] = r[0];
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}
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u = u - r * (r * u);
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u.Normalize();
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} else {
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if(r == u || r == -u) { //caso degenere: i due assi si proiettano sullo stesso
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r[0] = -u[1];
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r[1] = u[0];
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}
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r = r - u * (u * r);
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r.Normalize();
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}
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cr = r * p;
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cu = u * p;
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return Similarityf(x * cr + y * cu);
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}
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