196 lines
6.4 KiB
C++
196 lines
6.4 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 1.7 2004/05/14 03:15:40 ponchio
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Added ViewLineFromModel
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Revision 1.6 2004/05/12 20:55:18 ponchio
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*** empty log message ***
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Revision 1.5 2004/05/07 12:46:08 cignoni
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Restructured and adapted in a better way to opengl
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Revision 1.4 2004/04/07 10:54:11 cignoni
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Commented out unused parameter names and other minor warning related issues
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Revision 1.3 2004/03/31 15:07:37 ponchio
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CAMERA_H -> VCG_CAMERA_H
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Revision 1.2 2004/03/25 14:55:25 ponchio
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Adding copyright.
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****************************************************************************/
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#ifndef VCG_CAMERA_H
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#define VCG_CAMERA_H
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/**********************
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WARNING
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Everything here assumes the opengl window coord system.
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the 0,0 is bottom left
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y is upward!
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**********************/
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#include <vcg/space/point3.h>
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#include <vcg/space/plane3.h>
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#include <vcg/space/line3.h>
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#include <vcg/math/matrix44.h>
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namespace vcg {
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/**
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This class represent the viewing parameters under opengl.
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Mainly it stores the projection and modelview matrix and the viewport
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and it is used to simply project back and forth points, computing line of sight, planes etc.
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*/
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template <class T> class View {
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public:
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void GetView();
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void SetView();
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Point3<T> Project(const Point3<T> &p) const;
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Point3<T> UnProject(const Point3<T> &p) const;
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Point3<T> ViewPoint() const;
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/// Return the plane perpendicular to the view axis and passing through point P.
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Plane3<T> ViewPlaneFromModel(const Point3<T> &p);
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/// Return the line of view passing through point P.
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Line3<T> ViewLineFromModel(const Point3<T> &p);
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/// Return the line passing through the point p and the observer.
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Line3<T> ViewLineFromWindow(const Point3<T> &p);
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/// Convert coordinates from the range -1..1 of Normalized Device Coords to range 0 viewport[2]
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Point3<T> NormDevCoordToWindowCoord(const Point3<T> &p) const;
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/// Convert coordinates from 0--viewport[2] to the range -1..1 of Normalized Device Coords to
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Point3<T> WindowCoordToNormDevCoord(const Point3<T> &p) const;
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Matrix44<T> proj;
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Matrix44<T> model;
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Matrix44<T> matrix;
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Matrix44<T> inverse;
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int viewport[4];
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};
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template <class T> void View<T>::GetView() {
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double m[16];
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glGetDoublev(GL_TRANSPOSE_PROJECTION_MATRIX_ARB, m);
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proj.Import(Matrix44d(m));
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glGetDoublev(GL_TRANSPOSE_MODELVIEW_MATRIX_ARB, m);
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model.Import(Matrix44d(m));
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glGetIntegerv(GL_VIEWPORT, viewport);
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matrix = proj*model;
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inverse = matrix;
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Invert(inverse);
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}
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template <class T> void View<T>::SetView() {
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}
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template <class T> Point3<T> View<T>::ViewPoint() const {
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Matrix44<T> mi=model;
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Invert(mi);
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return mi* Point3<T>(0, 0, 0);
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}
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// Note that p it is assumed to be in model coordinate.
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template <class T> Plane3<T> View<T>::ViewPlaneFromModel(const Point3<T> &p)
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{
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Point3<T> vp=ViewPoint();
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Plane3<T> pl; // plane perpedicular to view direction and passing through manip center
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pl.n=(vp-p);
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pl.d=pl.n*p;
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return pl;
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}
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// Note that p it is assumed to be in model coordinate.
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template <class T> Line3<T> View<T>::ViewLineFromModel(const Point3<T> &p)
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{
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Point3<T> vp=ViewPoint();
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Line3<T> line;
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line.SetOrigin(vp);
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line.SetDirection(p - vp);
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return line;
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}
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// Note that p it is assumed to be in window coordinate.
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template <class T> Line3<T> View<T>::ViewLineFromWindow(const Point3<T> &p)
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{
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Point3<T> vp=ViewPoint();
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Line3<T> ln; // plane perpedicular to view direction and passing through manip center
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/*Matrix44<T> mi=model;
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Invert(mi);
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*/Point3f pp=UnProject(p);
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ln.SetOrigin(vp);
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ln.SetDirection(pp-vp);
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return ln;
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}
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template <class T> Point3<T> View<T>::Project(const Point3<T> &p) const {
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Point3<T> r;
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r = matrix * p;
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return NormDevCoordToWindowCoord(r);
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}
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template <class T> Point3<T> View<T>::UnProject(const Point3<T> &p) const {
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Point3<T> s = WindowCoordToNormDevCoord(p);
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s = inverse * s ;
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return s;
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}
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// Come spiegato nelle glspec
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// dopo la perspective division le coordinate sono dette normalized device coords ( NDC ).
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// Per passare alle window coords si deve fare la viewport transformation.
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// Le coordinate di viewport stanno tra -1 e 1
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template <class T> Point3<T> View<T>::NormDevCoordToWindowCoord(const Point3<T> &p) const {
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Point3<T> a;
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a[0] = (p[0]+1)*(viewport[2]/(T)2.0)+viewport[0];
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a[1] = (p[1]+1)*(viewport[3]/(T)2.0)+viewport[1];
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//a[1] = viewport[3] - a[1];
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a[2] = p[2];
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return a;
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}
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template <class T> Point3<T> View<T>::WindowCoordToNormDevCoord(const Point3<T> &p) const {
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Point3<T> a;
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a[0] = (p[0]- viewport[0])/ (viewport[2]/(T)2.0) - 1;
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a[1] = (p[1]- viewport[1])/ (viewport[3]/(T)2.0) - 1;
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//a[1] = -a[1];
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a[2] = p[2];
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return a;
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}
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}//namespace
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#endif
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