/**************************************************************************** * 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 $ Revision 1.12 2005/02/10 20:09:11 tarini dispelled the mega-evil of GL_TRANSPOSE_*_MATRIX_ARB Revision 1.11 2005/01/19 10:29:45 cignoni Removed the inclusion of a glext.h Revision 1.10 2005/01/18 16:47:42 ricciodimare *** empty log message *** Revision 1.9 2004/09/28 10:22:00 ponchio Added #include Revision 1.8 2004/05/26 15:15:46 cignoni Removed inclusion of gl extension stuff Revision 1.7 2004/05/14 03:15:40 ponchio Added ViewLineFromModel Revision 1.6 2004/05/12 20:55:18 ponchio *** empty log message *** Revision 1.5 2004/05/07 12:46:08 cignoni Restructured and adapted in a better way to opengl Revision 1.4 2004/04/07 10:54:11 cignoni Commented out unused parameter names and other minor warning related issues Revision 1.3 2004/03/31 15:07:37 ponchio CAMERA_H -> VCG_CAMERA_H Revision 1.2 2004/03/25 14:55:25 ponchio Adding copyright. ****************************************************************************/ #ifndef VCG_CAMERA_H #define VCG_CAMERA_H /********************** WARNING Everything here assumes the opengl window coord system. the 0,0 is bottom left y is upward! **********************/ #include #include #include #include #ifdef WIN32 #include #endif #include namespace vcg { /** This class represent the viewing parameters under opengl. Mainly it stores the projection and modelview matrix and the viewport and it is used to simply project back and forth points, computing line of sight, planes etc. */ template class View { public: void GetView(); void SetView(); Point3 Project(const Point3 &p) const; Point3 UnProject(const Point3 &p) const; Point3 ViewPoint() const; /// Return the plane perpendicular to the view axis and passing through point P. Plane3 ViewPlaneFromModel(const Point3 &p); /// Return the line of view passing through point P. Line3 ViewLineFromModel(const Point3 &p); /// Return the line passing through the point p and the observer. Line3 ViewLineFromWindow(const Point3 &p); /// Convert coordinates from the range -1..1 of Normalized Device Coords to range 0 viewport[2] Point3 NormDevCoordToWindowCoord(const Point3 &p) const; /// Convert coordinates from 0--viewport[2] to the range -1..1 of Normalized Device Coords to Point3 WindowCoordToNormDevCoord(const Point3 &p) const; Matrix44 proj; Matrix44 model; Matrix44 matrix; Matrix44 inverse; int viewport[4]; }; template void View::GetView() { double m[16]; // Don't use GL_TRANSPOSE_*_MATRIX_ARB // they are veeeery evil! // On many OpenGL implementation they just don't work, causing endless hours of debugging! /* glGetDoublev(GL_TRANSPOSE_PROJECTION_MATRIX_ARB, m); proj.Import(Matrix44d(m)); glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX_ARB, m); model.Import(Matrix44d(m)); */ // Use standard routines, and transpose manually. // some 10^-20 seconds slower, but a lot safer glGetDoublev(GL_PROJECTION_MATRIX, m); proj.Import(Matrix44d(m)); Transpose(proj); glGetDoublev(GL_MODELVIEW_MATRIX, m); model.Import(Matrix44d(m)); Transpose(model); glGetIntegerv(GL_VIEWPORT, viewport); matrix = proj*model; inverse = matrix; Invert(inverse); } template void View::SetView() { } template Point3 View::ViewPoint() const { Matrix44 mi=model; Invert(mi); return mi* Point3(0, 0, 0); } // Note that p it is assumed to be in model coordinate. template Plane3 View::ViewPlaneFromModel(const Point3 &p) { Point3 vp=ViewPoint(); Plane3 pl; // plane perpedicular to view direction and passing through manip center pl.n=(vp-p); pl.d=pl.n*p; return pl; } // Note that p it is assumed to be in model coordinate. template Line3 View::ViewLineFromModel(const Point3 &p) { Point3 vp=ViewPoint(); Line3 line; line.SetOrigin(vp); line.SetDirection(p - vp); return line; } // Note that p it is assumed to be in window coordinate. template Line3 View::ViewLineFromWindow(const Point3 &p) { Line3 ln; // plane perpedicular to view direction and passing through manip center Point3 vp=ViewPoint(); Point3 pp=UnProject(p); ln.SetOrigin(vp); ln.SetDirection(pp-vp); return ln; } template Point3 View::Project(const Point3 &p) const { Point3 r; r = matrix * p; return NormDevCoordToWindowCoord(r); } template Point3 View::UnProject(const Point3 &p) const { Point3 s = WindowCoordToNormDevCoord(p); s = inverse * s ; return s; } // Come spiegato nelle glspec // dopo la perspective division le coordinate sono dette normalized device coords ( NDC ). // Per passare alle window coords si deve fare la viewport transformation. // Le coordinate di viewport stanno tra -1 e 1 template Point3 View::NormDevCoordToWindowCoord(const Point3 &p) const { Point3 a; a[0] = (p[0]+1)*(viewport[2]/(T)2.0)+viewport[0]; a[1] = (p[1]+1)*(viewport[3]/(T)2.0)+viewport[1]; //a[1] = viewport[3] - a[1]; a[2] = p[2]; return a; } template Point3 View::WindowCoordToNormDevCoord(const Point3 &p) const { Point3 a; a[0] = (p[0]- viewport[0])/ (viewport[2]/(T)2.0) - 1; a[1] = (p[1]- viewport[1])/ (viewport[3]/(T)2.0) - 1; //a[1] = -a[1]; a[2] = p[2]; return a; } }//namespace #endif