[2798] | 1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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[953] | 2 | /* |
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| 3 | * ---------------------------------------------------------------------- |
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| 4 | * NvCamera.cpp : NvCamera class |
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| 5 | * |
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| 6 | * ====================================================================== |
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| 7 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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| 8 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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| 9 | * |
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[3502] | 10 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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[953] | 11 | * |
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| 12 | * See the file "license.terms" for information on usage and |
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| 13 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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| 14 | * ====================================================================== |
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| 15 | */ |
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[2836] | 16 | #include <stdio.h> |
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[2854] | 17 | #include <math.h> |
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[3362] | 18 | #include <float.h> |
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[953] | 19 | |
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[2836] | 20 | #include <GL/glew.h> |
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[953] | 21 | #include <GL/glu.h> |
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[2836] | 22 | |
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[3467] | 23 | #include <vrmath/Quaternion.h> |
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| 24 | #include <vrmath/Rotation.h> |
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[3492] | 25 | #include <vrmath/Matrix4x4d.h> |
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| 26 | #include <vrmath/Vector3f.h> |
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| 27 | #include <vrmath/Vector4f.h> |
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[2877] | 28 | |
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[3492] | 29 | #include "nanovis.h" |
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[953] | 30 | #include "NvCamera.h" |
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[2836] | 31 | #include "Trace.h" |
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[953] | 32 | |
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[3492] | 33 | using namespace vrmath; |
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| 34 | |
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| 35 | static inline double deg2rad(double deg) |
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[2854] | 36 | { |
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| 37 | return ((deg * M_PI) / 180.); |
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| 38 | } |
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| 39 | |
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[3492] | 40 | static inline double rad2deg(double rad) |
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[2854] | 41 | { |
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| 42 | return ((rad * 180.) / M_PI); |
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| 43 | } |
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| 44 | |
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[953] | 45 | NvCamera::NvCamera(int startx, int starty, int w, int h, |
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[3362] | 46 | float loc_x, float loc_y, float loc_z) : |
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[2836] | 47 | _location(loc_x, loc_y, loc_z), |
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[3362] | 48 | _fov(30.0), |
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| 49 | _near(0.1), |
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| 50 | _far(50.0), |
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[2836] | 51 | _width(w), |
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| 52 | _height(h), |
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| 53 | _startX(startx), |
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| 54 | _startY(starty) |
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| 55 | { |
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[953] | 56 | } |
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| 57 | |
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[3362] | 58 | void |
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[3492] | 59 | NvCamera::getUpDirMatrix(Matrix4x4d& upMat) |
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[3362] | 60 | { |
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[3492] | 61 | switch (NanoVis::updir) { |
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| 62 | case NanoVis::X_POS: { |
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| 63 | upMat.makeRotation(0, 0, 1, deg2rad(90)); |
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| 64 | Matrix4x4d tmp; |
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| 65 | tmp.makeRotation(1, 0, 0, deg2rad(90)); |
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| 66 | upMat.multiply(tmp); |
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| 67 | } |
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| 68 | break; |
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| 69 | case NanoVis::Y_POS: |
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| 70 | upMat.makeIdentity(); |
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| 71 | break; |
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| 72 | case NanoVis::Z_POS: { |
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| 73 | upMat.makeRotation(1, 0, 0, deg2rad(-90)); |
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| 74 | Matrix4x4d tmp; |
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| 75 | tmp.makeRotation(0, 0, 1, deg2rad(-90)); |
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| 76 | upMat.multiply(tmp); |
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| 77 | } |
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| 78 | break; |
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| 79 | case NanoVis::X_NEG: |
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| 80 | upMat.makeRotation(0, 0, 1, deg2rad(-90)); |
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| 81 | break; |
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| 82 | case NanoVis::Y_NEG: { |
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| 83 | upMat.makeRotation(0, 0, 1, deg2rad(180)); |
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| 84 | Matrix4x4d tmp; |
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| 85 | tmp.makeRotation(0, 1, 0, deg2rad(-90)); |
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| 86 | upMat.multiply(tmp); |
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| 87 | } |
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| 88 | break; |
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| 89 | case NanoVis::Z_NEG: |
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| 90 | upMat.makeRotation(1, 0, 0, deg2rad(90)); |
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| 91 | break; |
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| 92 | } |
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| 93 | } |
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| 94 | |
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| 95 | /** |
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| 96 | * \brief Reset zoom to include extents |
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| 97 | */ |
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| 98 | void |
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| 99 | NvCamera::reset(const Vector3f& bboxMin, |
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| 100 | const Vector3f& bboxMax, |
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| 101 | bool resetOrientation) |
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| 102 | { |
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| 103 | TRACE("Enter"); |
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| 104 | |
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| 105 | if (resetOrientation) { |
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| 106 | _cameraMatrix.makeIdentity(); |
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| 107 | } |
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| 108 | |
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| 109 | Vector3f center(bboxMin + bboxMax); |
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| 110 | center.scale(0.5); |
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| 111 | |
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| 112 | Matrix4x4d mat, upMat; |
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| 113 | getUpDirMatrix(upMat); |
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| 114 | mat.makeTranslation(-center); |
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| 115 | mat.multiply(_cameraMatrix, mat); |
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| 116 | mat.multiply(upMat); |
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| 117 | |
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| 118 | Vector3f emin(FLT_MAX, FLT_MAX, FLT_MAX), emax(-FLT_MAX, -FLT_MAX, -FLT_MAX); |
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| 119 | |
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| 120 | // Transform bounds by camera matrix |
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| 121 | Vector4f bboxEye[8]; |
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| 122 | bboxEye[0] = Vector4f(bboxMin.x, bboxMin.y, bboxMin.z, 1); |
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| 123 | bboxEye[1] = Vector4f(bboxMax.x, bboxMin.y, bboxMin.z, 1); |
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| 124 | bboxEye[2] = Vector4f(bboxMin.x, bboxMax.y, bboxMin.z, 1); |
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| 125 | bboxEye[3] = Vector4f(bboxMin.x, bboxMin.y, bboxMax.z, 1); |
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| 126 | bboxEye[4] = Vector4f(bboxMax.x, bboxMax.y, bboxMin.z, 1); |
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| 127 | bboxEye[5] = Vector4f(bboxMax.x, bboxMin.y, bboxMax.z, 1); |
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| 128 | bboxEye[6] = Vector4f(bboxMin.x, bboxMax.y, bboxMax.z, 1); |
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| 129 | bboxEye[7] = Vector4f(bboxMax.x, bboxMax.y, bboxMax.z, 1); |
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| 130 | |
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[3362] | 131 | for (int i = 0; i < 8; i++) { |
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[3492] | 132 | Vector4f eyeVert = mat.transform(bboxEye[i]); |
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| 133 | if (eyeVert.x < emin.x) emin.x = eyeVert.x; |
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| 134 | if (eyeVert.x > emax.x) emax.x = eyeVert.x; |
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| 135 | if (eyeVert.y < emin.y) emin.y = eyeVert.y; |
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| 136 | if (eyeVert.y > emax.y) emax.y = eyeVert.y; |
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| 137 | if (eyeVert.z < emin.z) emin.z = eyeVert.z; |
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| 138 | if (eyeVert.z > emax.z) emax.z = eyeVert.z; |
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[3362] | 139 | } |
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[3492] | 140 | |
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| 141 | TRACE("Eye bounds: (%g,%g,%g) - (%g,%g,%g)", |
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| 142 | emin.x, emin.y, emin.z, |
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| 143 | emax.x, emax.y, emax.z); |
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| 144 | |
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| 145 | double bwidth = emax.x - emin.x; |
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| 146 | double bheight = emax.y - emin.y; |
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| 147 | double bdepth = emax.z - emin.z; |
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| 148 | |
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| 149 | TRACE("bwidth: %g, bheight: %g, bdepth: %g", bwidth, bheight, bdepth); |
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| 150 | |
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| 151 | double angle = deg2rad(_fov); |
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| 152 | double distance; |
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| 153 | |
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| 154 | // Deal with vertical aspect window |
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| 155 | double winAspect = (double)(_width - _startX)/(double)(_height - _startY); |
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| 156 | double sceneAspect = 1.0;; |
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| 157 | if (bheight > 0.0) |
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| 158 | sceneAspect = bwidth / bheight; |
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| 159 | |
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| 160 | if (sceneAspect >= winAspect) { |
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| 161 | angle = 2.0 * atan(tan(angle*0.5)*winAspect); |
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| 162 | _near = bwidth / (2.0 * tan(angle*0.5)); |
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| 163 | } else { |
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| 164 | _near = bheight / (2.0 * tan(angle*0.5)); |
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[3362] | 165 | } |
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[3492] | 166 | |
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| 167 | distance = _near + bdepth * 0.5; |
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| 168 | _far = _near + bdepth; |
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| 169 | |
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| 170 | _location.set(center.x, center.y, center.z + distance); |
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| 171 | |
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| 172 | TRACE("win aspect: %g scene aspect: %g", winAspect, sceneAspect); |
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| 173 | TRACE("c: %g,%g,%g, d: %g", center.x, center.y, center.z, distance); |
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| 174 | TRACE("near: %g, far: %g", _near, _far); |
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| 175 | |
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| 176 | initialize(); |
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| 177 | resetClippingRange(bboxMin, bboxMax); |
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| 178 | } |
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| 179 | |
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| 180 | void |
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| 181 | NvCamera::resetClippingRange(const Vector3f& bboxMin, const Vector3f& bboxMax) |
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| 182 | { |
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| 183 | Vector3f emin(bboxMin.x, bboxMin.y, bboxMin.z), emax(bboxMax.x, bboxMax.y, bboxMax.z); |
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| 184 | |
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| 185 | Vector3f center(emin + emax); |
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| 186 | center.scale(0.5); |
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| 187 | |
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| 188 | // Compute the radius of the enclosing sphere, |
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| 189 | // which is half the bounding box diagonal |
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| 190 | Vector3f diagonal(emax - emin); |
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| 191 | double radius = diagonal.length() * 0.5; |
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| 192 | |
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| 193 | // If we have just a single point, pick a radius of 1.0 |
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| 194 | radius = (radius == 0) ? 1.0 : radius; |
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| 195 | |
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| 196 | TRACE("c: %g,%g,%g, r: %g cam z: %g", center.x, center.y, center.z, radius, _location.z); |
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| 197 | |
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| 198 | _near = _location.z - radius; |
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| 199 | _far = _location.z + radius; |
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| 200 | |
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| 201 | if (_near < 0.0) { |
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| 202 | _near = 0.001; |
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[3362] | 203 | } |
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[3492] | 204 | if (_far < 0.0) { |
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| 205 | _far = 1.0; |
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| 206 | } |
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[3362] | 207 | |
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[3452] | 208 | TRACE("Resetting camera clipping range to: near: %g, far: %g", _near, _far); |
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[3362] | 209 | |
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| 210 | glMatrixMode(GL_PROJECTION); |
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| 211 | glLoadIdentity(); |
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| 212 | gluPerspective(_fov, |
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| 213 | (GLdouble)(_width - _startX)/(GLdouble)(_height - _startY), |
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| 214 | _near, _far); |
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| 215 | glMatrixMode(GL_MODELVIEW); |
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[3492] | 216 | |
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| 217 | print(); |
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[3362] | 218 | } |
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| 219 | |
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[953] | 220 | void |
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[1431] | 221 | NvCamera::initialize() |
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[953] | 222 | { |
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[3492] | 223 | TRACE("Enter"); |
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| 224 | print(); |
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| 225 | |
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[2836] | 226 | glViewport(_startX, _startY, _width, _height); |
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[953] | 227 | glMatrixMode(GL_PROJECTION); |
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| 228 | glLoadIdentity(); |
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[3362] | 229 | gluPerspective(_fov, |
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[2854] | 230 | (GLdouble)(_width - _startX)/(GLdouble)(_height - _startY), |
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[3362] | 231 | _near, _far); |
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[953] | 232 | |
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| 233 | glMatrixMode(GL_MODELVIEW); |
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| 234 | glLoadIdentity(); |
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| 235 | |
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[2877] | 236 | glTranslatef(-_location.x, -_location.y, -_location.z); |
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[3492] | 237 | glMultMatrixd((const GLdouble *)_cameraMatrix.get()); |
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[953] | 238 | } |
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[2877] | 239 | |
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| 240 | void NvCamera::rotate(double *quat) |
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| 241 | { |
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[3492] | 242 | Quaternion q(quat[0], quat[1], quat[2], quat[3]); |
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| 243 | Rotation rot; |
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[2877] | 244 | rot.set(q); |
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| 245 | _cameraMatrix.makeRotation(rot); |
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| 246 | _cameraMatrix.transpose(); |
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[3452] | 247 | TRACE("Set rotation to quat: %g %g %g %g", |
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[2877] | 248 | quat[0], quat[1], quat[2], quat[3]); |
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| 249 | } |
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| 250 | |
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[3362] | 251 | void NvCamera::rotate(float angleX, float angleY, float angleZ) |
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[2877] | 252 | { |
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[3362] | 253 | angleX = -angleX; |
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| 254 | angleY = angleY - 180.; |
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[2877] | 255 | |
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[3362] | 256 | _cameraMatrix.makeRotation(1, 0, 0, deg2rad(angleX)); |
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[3492] | 257 | Matrix4x4d mat; |
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[3362] | 258 | mat.makeRotation(0, 1, 0, deg2rad(angleY)); |
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[2877] | 259 | _cameraMatrix.multiply(mat); |
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[3362] | 260 | mat.makeRotation(0, 0, 1, deg2rad(angleZ)); |
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[2877] | 261 | _cameraMatrix.multiply(mat); |
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| 262 | //_cameraMatrix.transpose(); |
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| 263 | |
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[3452] | 264 | TRACE("Set rotation to angles: %g %g %g", |
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[3362] | 265 | angleX, angleY, angleZ); |
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[2877] | 266 | } |
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[3492] | 267 | |
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| 268 | void NvCamera::print() const |
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| 269 | { |
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| 270 | TRACE("x: %d y: %d w: %d h: %d", _startX, _startY, _width, _height); |
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| 271 | TRACE("loc: %g %g %g", |
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| 272 | _location.x, _location.y, _location.z); |
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| 273 | TRACE("Camera matrix: "); |
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| 274 | _cameraMatrix.print(); |
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| 275 | TRACE("fov: %g near: %g far: %g", _fov, _near, _far); |
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| 276 | } |
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