569 lines
18 KiB
C++
569 lines
18 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.28 2008/09/09 11:13:27 dellepiane
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new functions to handle distortion: should not affect previous stuff. tested but still error prone...
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Revision 1.28 2006/12/21 00:13:27 cignoni
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Corrected a syntax error detected only by gcc.
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Corrected the order of initialization in the constructor to match the declaration order
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Revision 1.27 2006/12/18 16:02:55 matteodelle
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minor eroor correction on variable names
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Revision 1.26 2006/12/18 09:46:38 callieri
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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.
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Revision 1.25 2005/12/12 16:52:55 callieri
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Added Unproject, from 2D local space + Zdepth to 3D camera space. Added ViewportToLocal, inverse of LocalToViewport
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Revision 1.24 2005/12/01 01:03:37 cignoni
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Removed excess ';' from end of template functions, for gcc compiling
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Revision 1.23 2005/10/12 16:43:32 ponchio
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Added IsOrtho...
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Revision 1.22 2005/07/11 13:12:34 cignoni
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small gcc-related compiling issues (typenames,ending cr, initialization order)
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Revision 1.21 2005/07/01 10:55:42 cignoni
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Removed default values from the implementation of SetCavalieri and SetIsometric
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Revision 1.20 2005/06/29 14:59:03 spinelli
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aggiunto:
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- l' enum dei tipi PERSPECTIVE, ORTHO, ISOMETRIC, CAVALIERI
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- inline void SetCavalieri(...)
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- inline void SetIsometric(...)
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- modificato
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- void SetOrtho( .. )
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Revision 1.19 2005/02/22 10:57:58 tommyfranken
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Corrected declaration and some syntax errors in GetFrustum
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Revision 1.18 2005/02/21 18:11:07 ganovelli
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GetFrustum moved from gl/camera to math/camera.h
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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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Revision 1.15 2005/01/18 15:14:22 ponchio
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Far and end are reserved.
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Revision 1.14 2005/01/14 15:28:33 ponchio
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vcg/Point.h -> vcg/point.h (again!)
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Revision 1.13 2005/01/05 13:25:29 ganovelli
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aggiunte conversione di coordinate
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Revision 1.12 2004/12/16 11:22:30 ricciodimare
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*** empty log message ***
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Revision 1.11 2004/12/16 11:21:03 ricciodimare
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*** empty log message ***
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Revision 1.10 2004/12/15 18:45:50 tommyfranken
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*** empty log message ***
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<<<<<<< camera.h
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=======
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Revision 1.8 2004/11/23 10:15:38 cignoni
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removed comment in comment gcc warning
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Revision 1.7 2004/11/03 09:40:53 ganovelli
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Point?.h to point?.h
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Revision 1.6 2004/11/03 09:32:50 ganovelli
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SetPerspective and SetFrustum added (same parameters as in opengl)
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>>>>>>> 1.8
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Revision 1.4 2004/10/07 14:39:57 fasano
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Remove glew.h include
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Revision 1.3 2004/10/07 14:22:38 ganovelli
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y axis reverse in projecting (!)
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Revision 1.2 2004/10/05 19:04:25 ganovelli
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version 5-10-2004 in progress
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Revision 1.1 2004/09/15 22:58:05 ganovelli
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re-creation
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Revision 1.2 2004/09/06 21:41:30 ganovelli
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*** empty log message ***
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Revision 1.1 2004/09/03 13:01:51 ganovelli
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creation
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****************************************************************************/
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#ifndef __VCGLIB_CAMERA
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#define __VCGLIB_CAMERA
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// VCG
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#include <vcg/space/point3.h>
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#include <vcg/space/point2.h>
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#include <vcg/math/similarity.h>
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namespace vcg{
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template<class S>
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class Camera
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{
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public:
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typedef S ScalarType;
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enum {
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PERSPECTIVE = 0,
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ORTHO = 1,
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ISOMETRIC = 2,
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CAVALIERI = 3
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};
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Camera():
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FocalMm(0.f),
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ViewportPx(vcg::Point2<int>(0,0)),
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PixelSizeMm(vcg::Point2<S>(0.0,0.0)),
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CenterPx(vcg::Point2<S>(0.0,0.0)),
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DistorCenterPx(vcg::Point2<S>(0.0,0.0)),
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cameraType(0)
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{
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k[0] = k[1] = k[2] = k[3] = 0;
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}
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//------ camera intrinsics
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ScalarType FocalMm; /// Focal Distance: the distance between focal center and image plane. Expressed in mm
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Point2<int> ViewportPx; /// Dimension of the Image Plane (in pixels)
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Point2<S> PixelSizeMm; /// Dimension in mm of a single pixel
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Point2<S> CenterPx; /// Position of the projection of the focal center on the image plane. Expressed in pixels
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Point2<S> DistorCenterPx; /// Position of the radial distortion center on the image plane in pixels
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S k[4]; /// 1st & 2nd order radial lens distortion coefficient (only the first 2 terms are used)
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//------------------------
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int cameraType; /// Type of camera: PERSPECTIVE,ORTHO,ISOMETRIC,CAVALIERI
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template <class Q>
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static inline Camera Construct( const Camera<Q> &t)
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{
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Camera n;
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n.FocalMm = t.FocalMm;
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n.ViewportPx.Import(t.ViewportPx);
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n.PixelSizeMm.Import(t.PixelSizeMm);
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n.CenterPx.Import(t.CenterPx);
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n.DistorCenterPx.Import(t.DistorCenterPx);
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n.cameraType =t.cameraType;
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n.k[0] = t.k[0];
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n.k[1] = t.k[1];
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n.k[2] = t.k[2];
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n.k[3] = t.k[3];
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return n;
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}
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void SetOrtho( S l,S r, S b, S t, vcg::Point2<int> viewport)
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{
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cameraType = ORTHO;
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ViewportPx = viewport;
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PixelSizeMm[0] = (r-l) / (S)ViewportPx[0];
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PixelSizeMm[1] = (t-b) / (S)ViewportPx[1];
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CenterPx[0] = -l/(r-l) * (S)ViewportPx[0];
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CenterPx[1] = -b/(t-b) * (S)ViewportPx[1];
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};
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bool IsOrtho() const
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{
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return ( cameraType == ORTHO );
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}
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//--- Set-up methods
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/// set the camera specifying the perspecive view
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inline void SetPerspective(S AngleDeg, S AspectRatio, S Focal, vcg::Point2<int> Viewport);
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/// set the camera specifying the cavalieri view
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inline void SetCavalieri(S sx, S dx, S bt, S tp, S Focal, vcg::Point2<int> Viewport);
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/// set the camera specifying the isometric view
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inline void SetIsometric(S sx, S dx, S bt, S tp, S Focal, vcg::Point2<int> Viewport);
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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 Focal, vcg::Point2<int> Viewport);
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//------------------
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/// returns the projection matrix
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vcg::Matrix44<S> GetMatrix(S nearVal, S farVal);
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/// returns the frustum
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inline void GetFrustum(S & sx, S & dx, S & bt, S & tp, S & nr);
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//--- Space transformation methods
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/// project a point from 3d CAMERA space to the camera local plane
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inline vcg::Point2<S> Project(const vcg::Point3<S> & p) const;
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/// unproject a point from the camera local plane (plus depth) to 3d CAMERA space
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inline vcg::Point3<S> UnProject(const vcg::Point2<S> & p, const S & d) const;
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/// transforms local plane coords to vieport (pixel) coords
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inline vcg::Point2<S> LocalToViewportPx(const vcg::Point2<S> & p) const;
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/// transforms vieport (pixel) coords to local plane coords
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inline vcg::Point2<S> ViewportPxToLocal(const vcg::Point2<S> & p) const;
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/// transforms vieport (pixel) coords to [-1 1] coords
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inline vcg::Point2<S> ViewportPxTo_neg1_1(const vcg::Point2<S> & p) const;
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/// transforms [-1 1] coords to vieport (pixel) coords MICHELE IO
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inline vcg::Point2<S> Neg1_1ToViewportPx(const vcg::Point2<S> & p) const;
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/// transforms local plane coords to [0 1] coords
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inline vcg::Point2<S> LocalTo_0_1(const vcg::Point2<S> & p) const;
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/// transforms local plane coords to [-1 1] coords
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inline vcg::Point2<S> LocalTo_neg1_1(const vcg::Point2<S> & p) const;
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/// transforms an undistorted 2D camera plane point in a distorted 2D camera plane point
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vcg::Point2<S> UndistortedToDistorted(vcg::Point2<S> u) const;
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/// transforms a distorted 2D camera plane point in an undistorted 2D camera plane point
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vcg::Point2<S> DistortedToUndistorted(vcg::Point2<S> d) const;
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//--------------------------------
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};
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/// project a point from 3d CAMERA space to the camera's plane]
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template<class S>
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vcg::Point2<S> Camera<S>::Project(const vcg::Point3<S> & p) const
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{
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vcg::Point2<S> q = Point2<S>(p[0],p[1]);
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// vcg::Point2<S> d = Point2<S>(p[0],p[1]);
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if(!IsOrtho())
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{
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q[0] *= FocalMm/p.Z();
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q[1] *= FocalMm/p.Z();
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if(k[0]!=0)
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{
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vcg::Point2<S> d;
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d=UndistortedToDistorted(q);
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q=d;
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}
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}
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return q;
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}
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template <class S> vcg::Matrix44<S> Camera<S>::GetMatrix(S nearVal, S farVal) {
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S left, right, bottom, top, nr;
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GetFrustum(left, right, bottom,top, nr);
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if(cameraType == PERSPECTIVE) {
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S ratio = nearVal/nr;
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left *= ratio;
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right *= ratio;
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bottom *= ratio;
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top *= ratio;
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}
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vcg::Matrix44<S> m;
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m[0][0] = 2.0*nearVal/(right - left);
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m[0][1] = 0;
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m[0][2] = (right + left)/(right - left);
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m[0][3] = 0;
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m[1][0] = 0;
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m[1][1] = 2*nearVal/(top - bottom);
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m[1][2] = (top + bottom)/(top - bottom);
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m[1][3] = 0;
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m[2][0] = 0;
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m[2][1] = 0;
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m[2][2] = -(farVal + nearVal)/(farVal - nearVal);
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m[2][3] = - 2*farVal*nearVal/(farVal - nearVal);
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m[3][0] = 0;
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m[3][1] = 0;
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m[3][2] = -1;
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m[3][3] = 0;
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return m;
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}
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/// unproject a point from the camera 2d plane [-1,-1]x[1,1] (plus depth) to 3d CAMERA space
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template<class S>
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vcg::Point3<S> Camera<S>::UnProject(const vcg::Point2<S> & p, const S & d) const
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{
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vcg::Point3<S> np = Point3<S>(p[0], p[1], d);
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if(!IsOrtho())
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{
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if(k[0]!=0)
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{
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vcg::Point2<S> d = Point2<S>(p[0], p[1]);
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vcg::Point2<S> u=DistortedToUndistorted(d);
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np[0]=u[0];
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np[1]=u[1];
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}
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np[0] /= FocalMm/d;
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np[1] /= FocalMm/d;
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}
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return np;
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}
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/// transforms local plane coords to vieport (pixel) coords
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template<class S>
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vcg::Point2<S> Camera<S>::LocalToViewportPx(const vcg::Point2<S> & p) const
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{
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vcg::Point2<S> np;
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np[0] = (p[0] / PixelSizeMm.X()) + CenterPx.X();
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np[1] = (p[1] / PixelSizeMm.Y()) + CenterPx.Y();
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return np;
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}
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/// transforms vieport (pixel) coords to local plane coords
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template<class S>
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vcg::Point2<S> Camera<S>::ViewportPxToLocal(const vcg::Point2<S> & p) const
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{
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vcg::Point2<S> ps;
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ps[0] = (p[0]-CenterPx.X()) * PixelSizeMm.X();
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ps[1] = (p[1]-CenterPx.Y()) * PixelSizeMm.Y();
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return ps;
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}
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/// transforms vieport (pixel) coords to [-1 1] coords
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template<class S>
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vcg::Point2<S> Camera<S>::ViewportPxTo_neg1_1(const vcg::Point2<S> & p) const
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{
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vcg::Point2<S> ps;
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ps[0] = 2.0f * ((p[0]-CenterPx.X()) * PixelSizeMm.X())/ ( PixelSizeMm.X() * (S)ViewportPx[0] );
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ps[1] = 2.0f * ((p[1]-CenterPx.Y()) * PixelSizeMm.Y())/ ( PixelSizeMm.Y() * (S)ViewportPx[1] );
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return ps;
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}
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/// transforms [-1 1] coords to vieport (pixel) coords MICHELE IO
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template<class S>
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vcg::Point2<S> Camera<S>::Neg1_1ToViewportPx(const vcg::Point2<S> & p) const
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{
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vcg::Point2<S> ps;
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ps[0] = ((PixelSizeMm.X() * (S)ViewportPx[0] *p[0])/(2.0f * PixelSizeMm.X()))+CenterPx.X();
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ps[1] = ((PixelSizeMm.Y() * (S)ViewportPx[1] *p[1])/(2.0f * PixelSizeMm.Y()))+CenterPx.Y();
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return ps;
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}
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/// transforms local plane coords to [0-1] coords
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template<class S>
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vcg::Point2<S> Camera<S>::LocalTo_0_1(const vcg::Point2<S> & p) const
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{
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vcg::Point2<S> ps;
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ps[0] = ( p[0]/PixelSizeMm.X() + CenterPx.X() ) / (S)ViewportPx[0];
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ps[1] = ( p[1]/PixelSizeMm.Y() + CenterPx.Y() ) / (S)ViewportPx[1];
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return ps;
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}
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/// transforms local plane coords to [-1 1] coords
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template<class S>
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vcg::Point2<S> Camera<S>::LocalTo_neg1_1(const vcg::Point2<S> & p) const
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{
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vcg::Point2<S> ps;
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ps[0] = 2.0f * p[0] / ( PixelSizeMm.X() * (S)ViewportPx[0] );
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ps[1] = 2.0f * p[1] / ( PixelSizeMm.Y() * (S)ViewportPx[1] );
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return ps;
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}
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/// transforms an undistorted 2D camera plane point in a distorted 2D camera plane point
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template<class Scalar>
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vcg::Point2<Scalar> Camera<Scalar>::UndistortedToDistorted(vcg::Point2<Scalar> u) const
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{
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vcg::Point2<Scalar> dis;
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vcg::Point2<Scalar> dc=ViewportPxTo_neg1_1(DistorCenterPx);
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const Scalar SQRT3 = Scalar(1.732050807568877293527446341505872366943);
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const Scalar CBRT = Scalar(0.33333333333333333333333);
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Scalar Ru,Rd,lambda,c,d,Q,R,D,S,T,sinT,cosT;
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if(((u[0]-dc[0])==0 && (u[1]-dc[1])==0) || k[0] == 0)
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{
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dis[0] = u[0];
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dis[1] = u[1];
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return dis;
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}
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Ru = hypot ((u[0]-dc[0]), (u[1]-dc[1])); /* SQRT(Xu*Xu+Yu*Yu) */
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c = 1 / k[0];
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d = -c * Ru;
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Q = c / 3;
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R = -d / 2;
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if (R<0)
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D = pow(Q,3) + sqrt(-R);
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else
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D = pow(Q,3) + sqrt(R);
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if (D >= 0) /* one real root */
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{
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D = sqrt(D);
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S = pow((R + D),CBRT);
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if (R>=D)
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T = pow((R - D),CBRT);
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else
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T = - pow(abs((int)(R - D)),CBRT); //MODIFICATO DA ME
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Rd = S + T;
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if (Rd < 0)
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Rd = sqrt(-1 / (3 * k[0]));
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}
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else /* three real roots */
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{
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D = sqrt(-D);
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S = pow((Scalar)(hypot (R, D)),(Scalar)CBRT);
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T = atan2 (D, R) / 3;
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//SinCos(T, sinT, cosT);
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sinT=sin(T);
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cosT=cos(T);
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/* the larger positive root is 2*S*cos(T) */
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/* the smaller positive root is -S*cos(T) + SQRT(3)*S*sin(T) */
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/* the negative root is -S*cos(T) - SQRT(3)*S*sin(T) */
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Rd = -S * cosT + SQRT3 * S * sinT; /* use the smaller positive root */
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}
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lambda = Rd / Ru;
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dis[0] = u[0] * lambda;
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dis[1] = u[1] * lambda;
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return dis;
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}
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/// transforms a distorted 2D camera plane point in an undistorted 2D camera plane point
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template<class S>
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vcg::Point2<S> Camera<S>::DistortedToUndistorted(vcg::Point2<S> d) const
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{
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vcg::Point2<S> u;
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vcg::Point2<S> dc=ViewportPxTo_neg1_1(DistorCenterPx);
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S r=sqrt(pow((d[0]-dc[0]),2)+pow((d[1]-dc[1]),2));
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u[0]=d[0]*(1-k[0]*r*r);
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u[1]=d[1]*(1-k[0]*r*r);
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return u;
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}
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//--- basic camera setup (GL-like)
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/// set the camera specifying the perspective view
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template<class S>
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void Camera<S>::SetPerspective( S AngleDeg, S AspectRatio, S Focal, vcg::Point2<int> Viewport)
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{
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cameraType = PERSPECTIVE;
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S halfsize[2];
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halfsize[1] = tan(math::ToRad(AngleDeg/2.0f)) * Focal;
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halfsize[0] = halfsize[1]*AspectRatio;
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SetFrustum(-halfsize[0],halfsize[0],-halfsize[1],halfsize[1],Focal,Viewport);
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}
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/// set the camera specifying the frustum view
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template<class S>
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void Camera<S>::SetFrustum( S sx, S dx, S bt, S tp, S Focal, vcg::Point2<int> Viewport)
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{
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S vp[2];
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vp[0] = dx-sx;
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vp[1] = tp-bt;
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ViewportPx[0] = Viewport[0];
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if(vp[1] != -1)
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ViewportPx[1] = Viewport[1]; // the user specified the viewport
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else
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ViewportPx[1] = ViewportPx[0]; // default viewport
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PixelSizeMm[0] = vp[0] / (S)Viewport[0];
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PixelSizeMm[1] = vp[1] / (S)Viewport[1];
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CenterPx[0] = -sx/vp[0] * (S)Viewport[0];
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CenterPx[1] = -bt/vp[1] * (S)Viewport[1];
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FocalMm =Focal;
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}
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//--- special cameras setup
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/// set the camera specifying the cavalieri view
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template<class S>
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void Camera<S>::SetCavalieri(S sx, S dx, S bt, S tp, S Focal, vcg::Point2<int> Viewport)
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{
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cameraType = CAVALIERI;
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SetFrustum(sx, dx, bt, tp, Focal,Viewport);
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}
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/// set the camera specifying the isometric view
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template<class S>
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void Camera<S>::SetIsometric(S sx, S dx, S bt, S tp, S Focal, vcg::Point2<int> Viewport)
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{
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cameraType = ISOMETRIC;
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SetFrustum(sx, dx, bt, tp, Focal,Viewport);
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}
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/// returns the frustum
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template<class S>
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void Camera<S>:: GetFrustum( S & sx, S & dx, S & bt, S & tp, S & nr)
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|
{
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dx = CenterPx.X()* PixelSizeMm.X(); //scaled center
|
|
sx = -( (S)ViewportPx.X() - CenterPx.X() ) * PixelSizeMm.X();
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|
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bt = -CenterPx.Y()* PixelSizeMm.Y();
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tp = ( (S)ViewportPx.Y() - CenterPx.Y() ) * PixelSizeMm.Y();
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|
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nr = FocalMm;
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}
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}
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#endif
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