GetFrustum moved from gl/camera to math/camera.h
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@ -23,6 +23,9 @@
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.17 2005/02/15 14:55:52 tommyfranken
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added principal point
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Revision 1.16 2005/01/18 16:40:50 ricciodimare
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*** empty log message ***
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@ -135,6 +138,9 @@ public:
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/// set the camera specifying the frustum view
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inline void SetFrustum(S dx, S sx, S bt, S tp, S nearend, S farend,vcg::Point2<S> viewport=vcg::Point2<S>(500,-1));
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/// get the camera frustum view
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inline void GetFrustum(const CameraType & camera,S & sx,S & dx,S & bt,S & tp, S & f ,S & fr);
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/// project a point from space 3d (in the reference system of the camera) to the camera's plane
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/// the result is in absolute coordinates
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inline vcg::Point2<S> Project(const vcg::Point3<S> & p);
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@ -212,6 +218,24 @@ template<class S>
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farend = far_thr;
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}
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template<class S>
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void Camera<S>:: GetFrustum(
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typename S & sx,
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typename S & dx,
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typename S & bt,
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typename S & tp,
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typename S & f ,
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typename S & fr
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){
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dx = c.X()*s.X(); //scaled center
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sx = -( viewport.X() - c.X() ) * s.X();
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bt = -c.Y()*s.Y();
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tp = ( viewport.Y() - c.Y() ) * s.Y();
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f = f;
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fr = farend;
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}
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}
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#endif
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@ -23,6 +23,9 @@
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.6 2004/12/16 14:41:36 ricciodimare
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*** empty log message ***
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Revision 1.5 2004/12/16 11:08:35 ricciodimare
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Cambiato il nome del costruttore era rimasto quello vecchio... e tolti alcune righe di codice commentate
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@ -49,9 +52,6 @@ creation
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// opengl
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#include <GL/glew.h>
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//<<<<<<< camera.h
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template <class CameraType>
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struct GlCamera{
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@ -60,18 +60,6 @@ struct GlCamera{
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static vcg::Matrix44<ScalarType>
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MatrixGL(const vcg::Camera<S> & cam, vcg::Matrix44<S> &m){
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//=======
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//
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//template <class CameraType>
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//struct GlCamera{
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//
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// typedef typename CameraType::ScalarType ScalarType;
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// typedef typename CameraType::ScalarType S;
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//
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// /// returns the opengl matrix corresponding to the camera
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//static vcg::Matrix44<ScalarType>
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//MatrixGL(const vcg::Camera<ScalarType> & cam, vcg::Matrix44<ScalarType> &m){
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//>>>>>>> 1.3
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glPushAttrib(GL_TRANSFORM_BIT);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -83,42 +71,11 @@ MatrixGL(const vcg::Camera<S> & cam, vcg::Matrix44<S> &m){
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return m;
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}
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//<<<<<<< camera.h
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static void GetFrustum(const CameraType & camera,
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typename S & sx,
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typename S & dx,
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typename S & bt,
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typename S & tp,
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typename S & f ,
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typename S & fr
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){
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dx = camera.c.X()*camera.s.X(); //scaled center
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sx = -( camera.viewport.X() - camera.c.X() ) * camera.s.X();
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bt = -camera.c.Y()*camera.s.Y();
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tp = ( camera.viewport.Y() - camera.c.Y() ) * camera.s.Y();
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f = camera.f;
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fr = camera.farend;
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static void GetFrustum(const CameraType & camera,typename S & sx,typename S & dx,typename S & bt, typename S & tp,typename S & f ,typename S & fr)
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{
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camera.GetFrustum(sx,dx,bt,tp,f,fr);
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}
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//=======
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// /// computes the parametrs as to call the glFrustum(..)
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//static void
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//GetFrustum(const CameraType & camera,
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// typename CameraType::ScalarType & sx,
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// typename CameraType::ScalarType & dx,
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// typename CameraType::ScalarType & bt,
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// typename CameraType::ScalarType & tp,
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// typename CameraType::ScalarType & f ,
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// typename CameraType::ScalarType & fr
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// )
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//{
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// dx = camera.c.X()*camera.s.X();
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// sx = -( camera.viewport.X() - camera.c.X() ) * camera.s.X();
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//>>>>>>> 1.3
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//<<<<<<< camera.h
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static void TransformGL(vcg::Camera<S> & camera,typename S farDist = -1 ) {
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S sx,dx,bt,tp,nr,fr;
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GetFrustum(camera,sx,dx,bt,tp,nr,fr);
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@ -129,47 +86,18 @@ static void TransformGL(vcg::Camera<S> & camera,typename S farDist = -1 ) {
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assert(glGetError()==0);
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};
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//=======
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// bt = -camera.c.Y()*camera.s.Y();
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// tp = ( camera.viewport.Y() - camera.c.Y() ) * camera.s.Y();
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//>>>>>>> 1.3
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//<<<<<<< camera.h
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static void GetViewSize(const vcg::Camera<S> & camera, typename S &width, typename S &height) {
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S sx,dx,bt,tp,nr,fr;
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GetFrustum(camera,sx,dx,bt,tp,nr,fr);
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width = dx-sx; //right - left = width
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height = tp-bt; //top - bottom = height
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};
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//=======
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// f = camera.f;
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// fr = camera.farend;
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//}
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//>>>>>>> 1.3
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//<<<<<<< camera.h
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static void SetSubView(const CameraType & camera,vcg::Point2<S> p0,vcg::Point2<S> p1){
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//typedef typename CameraType::ScalarType S;
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S sx,dx,bt,tp,nr,fr;
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GetFrustum(camera,sx,dx,bt,tp,nr,fr);
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//=======
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///// perform the opengl trasformatino correponding to the camera
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//static void TransformGL(const vcg::Camera<ScalarType> & camera,typename ScalarType farDist = -1 ) {
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// ScalarType sx,dx,bt,tp,nr,fr;
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// GetFrustum(camera,sx,dx,bt,tp,nr,fr);
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// assert(glGetError()==0);
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// glFrustum(sx,dx,bt,tp,nr,(farDist == -1)?fr:farDist);
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// assert(glGetError()==0);
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//}
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//
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///// set the view as from the camera but only in a portion of the view (c0,c1 in [0,1]x[0,1]
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//static void SetSubView(const CameraType & camera,vcg::Point2<S> c0,vcg::Point2<S> c1){
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// typedef typename CameraType::ScalarType S;
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// S sx,dx,bt,tp,nr,fr;
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// GetFrustum(camera,sx,dx,bt,tp,nr,fr);
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//>>>>>>> 1.3
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//<<<<<<< camera.h
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S width = dx-sx; //right - left = width
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S height = tp-bt; //top - bottom = height
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glFrustum(
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@ -178,17 +106,6 @@ static void SetSubView(const CameraType & camera,vcg::Point2<S> p0,vcg::Point2<S
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nr,fr);
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assert(glGetError()==0);
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};
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//=======
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// S cv[2];
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// cv[0] = dx-sx;
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// cv[1] = tp-bt;
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// glFrustum(sx + cv[0]* c0[0],sx + cv[0] * c1[0],
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// bt + cv[1]* c0[1],bt + cv[1] * c1[1],
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// nr,fr);
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// assert(glGetError()==0);
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//}
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//>>>>>>> 1.3
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};
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#endif
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