added FromTrackball and fixed include names (Poiint to point)

This commit is contained in:
ganovelli 2004-11-03 09:41:57 +00:00
parent e70b193cf0
commit 2a8d132abd
1 changed files with 45 additions and 35 deletions

View File

@ -23,6 +23,9 @@
/**************************************************************************** /****************************************************************************
History History
$Log: not supported by cvs2svn $ $Log: not supported by cvs2svn $
Revision 1.2 2004/10/05 19:04:45 ganovelli
changed from classes to functions
Revision 1.1 2004/09/15 22:59:13 ganovelli Revision 1.1 2004/09/15 22:59:13 ganovelli
creation creation
@ -38,73 +41,80 @@ creation
#ifndef __VCGLIB_GLSHOT #ifndef __VCGLIB_GLSHOT
#define __VCGLIB_GLSHOT #define __VCGLIB_GLSHOT
// #include <vector>
// #include <vcg/Matrix44.h> // include vcg stuff
// #include <vcg/Box3.h> #include <vcg/space/point2.h>
#include <vcg/space/point3.h>
#include <vcg/math/similarity.h> #include <vcg/math/similarity.h>
#include <vcg/space/Point2.h>
#include <vcg/space/Point3.h>
#include <vcg/math/shot.h> #include <vcg/math/shot.h>
// include wrap stuff
#include <wrap/gui/trackball.h>
#include <wrap/gl/math.h> #include <wrap/gl/math.h>
#include <wrap/gl/camera.h> #include <wrap/gl/camera.h>
#include <dbgUti.h> template <class ShotType>
struct GlShot {
typedef typename ShotType::ScalarType ScalarType;
typedef typename GlCamera<typename ShotType::CameraType> GlCameraType;
template<class ShotType> /// takes the opengl matrix corresponding to the shot
void MatrixGL(const ShotType & shot,vcg::Matrix44<typename ShotType::ScalarType> & m) { static void MatrixGL(const ShotType & shot,vcg::Matrix44<typename ShotType::ScalarType> & m) {
m = shot.similarity.Matrix(); m = shot.similarity.Matrix();
} }
/// perform the model transformation correspoding to the shot
template<class ShotType> static void TransformGL(const vcg::Shot<typename ShotType::ScalarType> & shot){
void TransformGL(const ShotType & shot){ vcg::Matrix44<ScalarType> m;
vcg::Matrix44<typename ShotType::ScalarType> m;
MatrixGL(shot,m); MatrixGL(shot,m);
glMultMatrix(m); glMultMatrix(m);
} }
template <class ShotType> /// set the view as from the shot
void SetView(const ShotType & shot){ static void SetView(const vcg::Shot<typename ShotType::ScalarType> & shot){
assert(glGetError() == 0); assert(glGetError() == 0);
glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); glPushMatrix();
glLoadIdentity(); glLoadIdentity();
assert(glGetError() == 0);
OutMatrix("mat.txt","a+");
assert(glGetError() == 0); assert(glGetError() == 0);
GlCameraType::TransformGL(shot.camera); // apply camera/modelview transformation
TransformGL(shot.camera,1.f);
assert(glGetError() == 0);
OutMatrix("mat.txt","a+");
assert(glGetError() == 0); assert(glGetError() == 0);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glLoadIdentity(); glLoadIdentity();
vcg::Matrix44<typename ShotType::ScalarType> m; vcg::Matrix44<ScalarType> m;
TransformGL(shot); TransformGL(shot); // apply similarity/modelview transformation
glPopAttrib();
assert(glGetError() == 0); assert(glGetError() == 0);
} }
#define UnsetView()\ /// unset the view
glPushAttrib(GL_TRANSFORM_BIT);\ static void UnsetView(){
glMatrixMode(GL_MODELVIEW);\ glPushAttrib(GL_TRANSFORM_BIT);
glPopMatrix();\ glMatrixMode(GL_MODELVIEW);
glMatrixMode(GL_PROJECTION);\ glPopMatrix();
glPopMatrix();\ glMatrixMode(GL_PROJECTION);
glPopAttrib();\ glPopMatrix();
glPopAttrib();
}
/// takes a shot and a trackball and retur the shot corresponding to the transformation
/// applied by the trackball
static void FromTrackball(const vcg::Trackball & tr, const vcg::Shot<typename ShotType::ScalarType> & sShot,
vcg::Shot<ScalarType> & shot ){
vcg::Point3<ScalarType> vp = sShot.ViewPoint()-tr.center;
vcg::Point3<ScalarType> nvp ;
vcg::Matrix44<ScalarType> trInv = tr.track.InverseMatrix();
nvp = trInv*vp;
shot.SetViewPoint(nvp+tr.center);
shot.similarity.rot = trInv*sShot.similarity.rot;
}
};
#endif #endif