/**************************************************************************** * 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 1.15 2007/01/18 01:24:32 cignoni Added cast for mac compiling Revision 1.14 2005/10/15 15:23:32 ponchio Fixed viewport<->window coordinate change for the z. (z = 2*z -1 now) Accordingly to gluUnproject documentation. Revision 1.13 2005/02/11 11:53:18 tommyfranken changed pointf to point<t> in ViewLineFromWindow 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 <GL/gl.h> 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 <vcg/space/point3.h> #include <vcg/space/plane3.h> #include <vcg/space/line3.h> #include <vcg/math/matrix44.h> #ifdef WIN32 #include <windows.h> #endif #if defined(__APPLE__) #include <OpenGL/gl.h> #else #include <GL/gl.h> #endif 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 T> class View { public: void GetView(); void SetView(); Point3<T> Project(const Point3<T> &p) const; Point3<T> UnProject(const Point3<T> &p) const; Point3<T> ViewPoint() const; /// Return the plane perpendicular to the view axis and passing through point P. Plane3<T> ViewPlaneFromModel(const Point3<T> &p); /// Return the line of view passing through point P. Line3<T> ViewLineFromModel(const Point3<T> &p); /// Return the line passing through the point p and the observer. Line3<T> ViewLineFromWindow(const Point3<T> &p); /// Convert coordinates from the range -1..1 of Normalized Device Coords to range 0 viewport[2] Point3<T> NormDevCoordToWindowCoord(const Point3<T> &p) const; /// Convert coordinates from 0--viewport[2] to the range -1..1 of Normalized Device Coords to Point3<T> WindowCoordToNormDevCoord(const Point3<T> &p) const; Matrix44<T> proj; Matrix44<T> model; Matrix44<T> matrix; Matrix44<T> inverse; int viewport[4]; }; template <class T> void View<T>::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, (GLint*)viewport); matrix = proj*model; inverse = matrix; Invert(inverse); } template <class T> void View<T>::SetView() { } template <class T> Point3<T> View<T>::ViewPoint() const { Matrix44<T> mi=model; Invert(mi); return mi* Point3<T>(0, 0, 0); } // Note that p it is assumed to be in model coordinate. template <class T> Plane3<T> View<T>::ViewPlaneFromModel(const Point3<T> &p) { Point3<T> vp=ViewPoint(); Plane3<T> 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 <class T> Line3<T> View<T>::ViewLineFromModel(const Point3<T> &p) { Point3<T> vp=ViewPoint(); Line3<T> line; line.SetOrigin(vp); line.SetDirection(p - vp); return line; } // Note that p it is assumed to be in window coordinate. template <class T> Line3<T> View<T>::ViewLineFromWindow(const Point3<T> &p) { Line3<T> ln; // plane perpedicular to view direction and passing through manip center Point3<T> vp=ViewPoint(); Point3<T> pp=UnProject(p); ln.SetOrigin(vp); ln.SetDirection(pp-vp); return ln; } template <class T> Point3<T> View<T>::Project(const Point3<T> &p) const { Point3<T> r; r = matrix * p; return NormDevCoordToWindowCoord(r); } template <class T> Point3<T> View<T>::UnProject(const Point3<T> &p) const { Point3<T> 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 <class T> Point3<T> View<T>::NormDevCoordToWindowCoord(const Point3<T> &p) const { Point3<T> 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]+1)/2; return a; } template <class T> Point3<T> View<T>::WindowCoordToNormDevCoord(const Point3<T> &p) const { Point3<T> 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] = 2*p[2] - 1; return a; } }//namespace #endif