/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2016 \/)\/ * * 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 2006/12/18 16:02:57 matteodelle minor eroor correction on variable names Revision 1.11 2006/12/18 15:26:24 callieri added a function to approximate a far plane value given a shot and the mesh bbox Revision 1.10 2006/12/18 14:28:07 matteodelle *** empty log message *** Revision 1.9 2006/12/18 09:46:39 callieri camera+shot revamp: changed field names to something with more sense, cleaning of various functions, correction of minor bugs/incongruences, removal of the infamous reference in shot. Revision 1.8 2006/01/11 16:06:25 matteodelle *** empty log message *** Revision 1.8 2005/01/11 17:06:30 dellepiane FromTrackball() coorected (similarity->Extrinsics Revision 1.7 2005/11/25 10:33:33 spinelli shot.camera -> shot.Intrinsics shot.similarity.Matrix() -> shot.Extrinsics.Matrix() Revision 1.6 2005/02/22 11:15:01 ganovelli added vcg namespace Revision 1.5 2005/02/11 11:43:09 tommyfranken FromTrackball() corrected Revision 1.4 2004/12/15 18:45:06 tommyfranken *** empty log message *** Revision 1.3 2004/11/03 09:41:57 ganovelli added FromTrackball and fixed include names (Poiint to point) 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 creation Revision 1.2 2004/09/06 21:41:30 ganovelli *** empty log message *** Revision 1.1 2004/09/03 13:01:51 ganovelli creation ****************************************************************************/ #ifndef __VCGLIB_GLSHOT #define __VCGLIB_GLSHOT // include vcg stuff #include #include #include #include // include wrap stuff #include #include #include template struct GlShot { typedef typename ShotType::ScalarType ScalarType; typedef GlCamera GlCameraType; /// returns the OpenGL 4x4 MODELVIEW matrix that describes the shot position and orientation (extrinsics) static void MatrixGL(ShotType & shot,vcg::Matrix44 & m) { m = shot.GetWorldToExtrinsicsMatrix(); } /// set the OpenGL MODELVIEW matrix to match the shot (extrinsics) static void TransformGL(vcg::Shot & shot) { vcg::Matrix44 m; MatrixGL(shot,m); glMultMatrix(m); } /// set the OpenGL PROJECTION and MODELVIEW matrix to match camera+shot. requires near and far plane static void SetView(vcg::Shot & shot, ScalarType nearDist, ScalarType farDist) { assert(glGetError() == 0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); assert(glGetError() == 0); GlCameraType::TransformGL(shot.Intrinsics, nearDist, farDist); // apply camera/projection transformation assert(glGetError() == 0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); GlShot::TransformGL(shot); // apply similarity/modelview transformation assert(glGetError() == 0); } /// restore the previous OpenGL modelview and projection state. to be called AFTER a SetView static void UnsetView() { glPushAttrib(GL_TRANSFORM_BIT); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } /// given a shot and the mesh bounding box, returns an approximate far plane distance /// distance is always approximated by excess static ScalarType GetFarPlane(vcg::Shot & shot, vcg::Box3 bbox) { ScalarType farDist; vcg::Point3 farcorner; vcg::Point3 campos = shot.Extrinsics.Tra(); if (abs(campos.X() - bbox.max.X()) > abs(campos.X() - bbox.min.X())) farcorner.X() = bbox.max.X(); else farcorner.X() = bbox.min.X(); if (abs(campos.Y() - bbox.max.Y()) > abs(campos.Y() - bbox.min.Y())) farcorner.Y() = bbox.max.Y(); else farcorner.Y() = bbox.min.Y(); if (abs(campos.Z() - bbox.max.Z()) > abs(campos.Z() - bbox.min.Z())) farcorner.Z() = bbox.max.Z(); else farcorner.Z() = bbox.min.Z(); farDist = (campos - farcorner).Norm(); return farDist; } /// given a shot and the mesh bounding box, return near and far plane (exact) static void GetNearFarPlanes(vcg::Shot & shot, vcg::Box3 bbox, ScalarType &nr, ScalarType &fr) { vcg::Point3 zaxis = shot.Axis(2); ScalarType offset = zaxis * shot.GetViewPoint(); bool first = true; for(int i = 0; i < 8; i++) { vcg::Point3 c = bbox.P(i); ScalarType d = -(zaxis * c - offset); if(first || d < nr) nr = d; if(first || d > fr) fr = d; first = false; } } static void SetSubView(vcg::Shot & shot, vcg::Point2 p1, vcg::Point2 p2) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); assert(glGetError() == 0); GlCameraType::SetSubView(shot.Intrinsics,p1,0,1000,p2); assert(glGetError() == 0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); GlShot::TransformGL(shot); // apply similarity/modelview transformation assert(glGetError() == 0); } /********************************** DEFINE SHOT FROM TRACKBALL Adds to a given shot the trackball transformations. After this operation the trackball should be resetted, to avoid multiple apply of the same transformation. ***********************************/ static void FromTrackball(const vcg::Trackball & tr, vcg::Shot & sShot, vcg::Shot & shot ) { vcg::Point3 cen; cen.Import(tr.center); vcg::Point3 tra; tra.Import(tr.track.tra); vcg::Matrix44 trM; trM.FromMatrix(tr.track.Matrix()); vcg::Point3 vp = Inverse(trM)*(sShot.GetViewPoint()-cen) +cen;// +tra; shot.SetViewPoint(vp); shot.Extrinsics.SetRot(sShot.Extrinsics.Rot()*trM); // shot.Extrinsics.sca = sShot.Extrinsics.sca*(ScalarType)tr.track.sca; } }; #endif