mirror of
https://gitlab.com/libeigen/eigen.git
synced 2025-04-23 01:59:38 +08:00
220 lines
5.6 KiB
C++
220 lines
5.6 KiB
C++
// This file is part of Eigen, a lightweight C++ template library
|
|
// for linear algebra.
|
|
//
|
|
// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
|
|
//
|
|
// This Source Code Form is subject to the terms of the Mozilla
|
|
// Public License v. 2.0. If a copy of the MPL was not distributed
|
|
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
|
|
|
#include "camera.h"
|
|
|
|
#include "gpuhelper.h"
|
|
#include <GL/glu.h>
|
|
|
|
#include "Eigen/LU"
|
|
using namespace Eigen;
|
|
|
|
Camera::Camera() : mViewIsUptodate(false), mProjIsUptodate(false) {
|
|
mViewMatrix.setIdentity();
|
|
|
|
mFovY = M_PI / 3.;
|
|
mNearDist = 1.;
|
|
mFarDist = 50000.;
|
|
|
|
mVpX = 0;
|
|
mVpY = 0;
|
|
|
|
setPosition(Vector3f::Constant(100.));
|
|
setTarget(Vector3f::Zero());
|
|
}
|
|
|
|
Camera& Camera::operator=(const Camera& other) {
|
|
mViewIsUptodate = false;
|
|
mProjIsUptodate = false;
|
|
|
|
mVpX = other.mVpX;
|
|
mVpY = other.mVpY;
|
|
mVpWidth = other.mVpWidth;
|
|
mVpHeight = other.mVpHeight;
|
|
|
|
mTarget = other.mTarget;
|
|
mFovY = other.mFovY;
|
|
mNearDist = other.mNearDist;
|
|
mFarDist = other.mFarDist;
|
|
|
|
mViewMatrix = other.mViewMatrix;
|
|
mProjectionMatrix = other.mProjectionMatrix;
|
|
|
|
return *this;
|
|
}
|
|
|
|
Camera::Camera(const Camera& other) { *this = other; }
|
|
|
|
Camera::~Camera() {}
|
|
|
|
void Camera::setViewport(uint offsetx, uint offsety, uint width, uint height) {
|
|
mVpX = offsetx;
|
|
mVpY = offsety;
|
|
mVpWidth = width;
|
|
mVpHeight = height;
|
|
|
|
mProjIsUptodate = false;
|
|
}
|
|
|
|
void Camera::setViewport(uint width, uint height) {
|
|
mVpWidth = width;
|
|
mVpHeight = height;
|
|
|
|
mProjIsUptodate = false;
|
|
}
|
|
|
|
void Camera::setFovY(float value) {
|
|
mFovY = value;
|
|
mProjIsUptodate = false;
|
|
}
|
|
|
|
Vector3f Camera::direction(void) const { return -(orientation() * Vector3f::UnitZ()); }
|
|
Vector3f Camera::up(void) const { return orientation() * Vector3f::UnitY(); }
|
|
Vector3f Camera::right(void) const { return orientation() * Vector3f::UnitX(); }
|
|
|
|
void Camera::setDirection(const Vector3f& newDirection) {
|
|
// TODO implement it computing the rotation between newDirection and current dir ?
|
|
Vector3f up = this->up();
|
|
|
|
Matrix3f camAxes;
|
|
|
|
camAxes.col(2) = (-newDirection).normalized();
|
|
camAxes.col(0) = up.cross(camAxes.col(2)).normalized();
|
|
camAxes.col(1) = camAxes.col(2).cross(camAxes.col(0)).normalized();
|
|
setOrientation(Quaternionf(camAxes));
|
|
|
|
mViewIsUptodate = false;
|
|
}
|
|
|
|
void Camera::setTarget(const Vector3f& target) {
|
|
mTarget = target;
|
|
if (!mTarget.isApprox(position())) {
|
|
Vector3f newDirection = mTarget - position();
|
|
setDirection(newDirection.normalized());
|
|
}
|
|
}
|
|
|
|
void Camera::setPosition(const Vector3f& p) {
|
|
mFrame.position = p;
|
|
mViewIsUptodate = false;
|
|
}
|
|
|
|
void Camera::setOrientation(const Quaternionf& q) {
|
|
mFrame.orientation = q;
|
|
mViewIsUptodate = false;
|
|
}
|
|
|
|
void Camera::setFrame(const Frame& f) {
|
|
mFrame = f;
|
|
mViewIsUptodate = false;
|
|
}
|
|
|
|
void Camera::rotateAroundTarget(const Quaternionf& q) {
|
|
Matrix4f mrot, mt, mtm;
|
|
|
|
// update the transform matrix
|
|
updateViewMatrix();
|
|
Vector3f t = mViewMatrix * mTarget;
|
|
|
|
mViewMatrix = Translation3f(t) * q * Translation3f(-t) * mViewMatrix;
|
|
|
|
Quaternionf qa(mViewMatrix.linear());
|
|
qa = qa.conjugate();
|
|
setOrientation(qa);
|
|
setPosition(-(qa * mViewMatrix.translation()));
|
|
|
|
mViewIsUptodate = true;
|
|
}
|
|
|
|
void Camera::localRotate(const Quaternionf& q) {
|
|
float dist = (position() - mTarget).norm();
|
|
setOrientation(orientation() * q);
|
|
mTarget = position() + dist * direction();
|
|
mViewIsUptodate = false;
|
|
}
|
|
|
|
void Camera::zoom(float d) {
|
|
float dist = (position() - mTarget).norm();
|
|
if (dist > d) {
|
|
setPosition(position() + direction() * d);
|
|
mViewIsUptodate = false;
|
|
}
|
|
}
|
|
|
|
void Camera::localTranslate(const Vector3f& t) {
|
|
Vector3f trans = orientation() * t;
|
|
setPosition(position() + trans);
|
|
setTarget(mTarget + trans);
|
|
|
|
mViewIsUptodate = false;
|
|
}
|
|
|
|
void Camera::updateViewMatrix(void) const {
|
|
if (!mViewIsUptodate) {
|
|
Quaternionf q = orientation().conjugate();
|
|
mViewMatrix.linear() = q.toRotationMatrix();
|
|
mViewMatrix.translation() = -(mViewMatrix.linear() * position());
|
|
|
|
mViewIsUptodate = true;
|
|
}
|
|
}
|
|
|
|
const Affine3f& Camera::viewMatrix(void) const {
|
|
updateViewMatrix();
|
|
return mViewMatrix;
|
|
}
|
|
|
|
void Camera::updateProjectionMatrix(void) const {
|
|
if (!mProjIsUptodate) {
|
|
mProjectionMatrix.setIdentity();
|
|
float aspect = float(mVpWidth) / float(mVpHeight);
|
|
float theta = mFovY * 0.5;
|
|
float range = mFarDist - mNearDist;
|
|
float invtan = 1. / tan(theta);
|
|
|
|
mProjectionMatrix(0, 0) = invtan / aspect;
|
|
mProjectionMatrix(1, 1) = invtan;
|
|
mProjectionMatrix(2, 2) = -(mNearDist + mFarDist) / range;
|
|
mProjectionMatrix(3, 2) = -1;
|
|
mProjectionMatrix(2, 3) = -2 * mNearDist * mFarDist / range;
|
|
mProjectionMatrix(3, 3) = 0;
|
|
|
|
mProjIsUptodate = true;
|
|
}
|
|
}
|
|
|
|
const Matrix4f& Camera::projectionMatrix(void) const {
|
|
updateProjectionMatrix();
|
|
return mProjectionMatrix;
|
|
}
|
|
|
|
void Camera::activateGL(void) {
|
|
glViewport(vpX(), vpY(), vpWidth(), vpHeight());
|
|
gpu.loadMatrix(projectionMatrix(), GL_PROJECTION);
|
|
gpu.loadMatrix(viewMatrix().matrix(), GL_MODELVIEW);
|
|
}
|
|
|
|
Vector3f Camera::unProject(const Vector2f& uv, float depth) const {
|
|
Matrix4f inv = mViewMatrix.inverse().matrix();
|
|
return unProject(uv, depth, inv);
|
|
}
|
|
|
|
Vector3f Camera::unProject(const Vector2f& uv, float depth, const Matrix4f& invModelview) const {
|
|
updateViewMatrix();
|
|
updateProjectionMatrix();
|
|
|
|
Vector3f a(2. * uv.x() / float(mVpWidth) - 1., 2. * uv.y() / float(mVpHeight) - 1., 1.);
|
|
a.x() *= depth / mProjectionMatrix(0, 0);
|
|
a.y() *= depth / mProjectionMatrix(1, 1);
|
|
a.z() = -depth;
|
|
// FIXME /\/|
|
|
Vector4f b = invModelview * Vector4f(a.x(), a.y(), a.z(), 1.);
|
|
return Vector3f(b.x(), b.y(), b.z());
|
|
}
|