ResInsight/Fwk/VizFwk/LibRender/cvfCamera.h

148 lines
6.2 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library 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 3 of the License, or
// (at your option) any later version.
//
// This library 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 at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfObject.h"
#include "cvfMatrix4.h"
#include "cvfFrustum.h"
namespace cvf {
class BoundingBox;
class Viewport;
class Ray;
//==================================================================================================
//
// A camera defines the view point, view direction and the up vector
//
//==================================================================================================
class Camera : public Object
{
public:
enum ProjectionType
{
PERSPECTIVE, ///< Perspective projection
ORTHO ///< Orthographic (parallel) projection
};
public:
Camera();
~Camera();
void setViewMatrix(const Mat4d& mat);
void setFromLookAt(const Vec3d& eye, const Vec3d& vrp, const Vec3d& up);
void toLookAt(Vec3d* eye, Vec3d* vrp, Vec3d* up) const;
Vec3d position() const;
Vec3d direction() const;
Vec3d up() const;
Vec3d right() const;
ProjectionType projection() const;
void setProjectionAsPerspective(double fieldOfViewYDeg, double nearPlane, double farPlane);
void setProjectionAsOrtho(double height, double nearPlane, double farPlane);
void setProjectionAsUnitOrtho();
void setProjectionAsPixelExact2D();
void fitView(const BoundingBox& boundingBox, const Vec3d& dir, const Vec3d& up, double coverageFactor = 0.9);
void fitViewOrtho(const BoundingBox& boundingBox, double eyeDist, const Vec3d& dir, const Vec3d& up, double coverageFactor = 0.9);
static Vec3d computeFitViewEyePosition(const BoundingBox& boundingBox, const Vec3d& dir, const Vec3d& up, double coverageFactor, double fieldOfViewYDeg, double aspectRatio);
void setClipPlanesFromBoundingBox(const BoundingBox& boundingBox, double minNearPlaneDistance = 0.01);
const Mat4d& viewMatrix() const;
const Mat4d& invertedViewMatrix() const;
const Mat4d& projectionMatrix() const;
double fieldOfViewYDeg() const;
double nearPlane() const;
double farPlane()const;
double aspectRatio() const;
double frontPlaneFrustumHeight() const;
double frontPlanePixelHeight() const;
double distanceWhereObjectProjectsToPixelExtent(double objectExtentWorld, double objectExtentPixels) const;
void setViewport(int x, int y, uint width, uint height);
Viewport* viewport();
const Viewport* viewport() const;
ref<Ray> rayFromWindowCoordinates(int x, int y) const;
ref<Plane> planeFromLineWindowCoordinates(Vec2i coordStart, Vec2i coordEnd) const;
bool unproject(const Vec3d& coord, Vec3d* out) const;
bool project(const Vec3d& point, Vec3d* out) const;
double computeProjectedBoundingBoxPixelArea(const BoundingBox& box) const;
double computeProjectedBoundingSpherePixelArea(const Vec3d& center, double radius) const;
bool isProjectedBoundingBoxLessThanThreshold(const BoundingBox& box, double pixelThreshold) const;
Frustum frustum() const;
void applyOpenGL() const;
private:
void updateCachedValues();
Frustum computeViewFrustum() const;
static Mat4d createFrustumMatrix(double left, double right, double bottom, double top, double zNear, double zFar);
static Mat4d createPerspectiveMatrix(double fovy, double aspect_ratio, double znear, double zfar);
static Mat4d createOrthoMatrix(double left, double right, double bottom, double top, double near, double far);
static Mat4d createLookAtMatrix(Vec3d eye, Vec3d vrp, Vec3d up);
private:
Mat4d m_viewMatrix;
Mat4d m_cachedInvertedViewMatrix; // Cached inverted version of the m_viewMatrix
Mat4d m_projectionMatrix;
Mat4d m_cachedProjectionMultViewMatrix; // Caching projMat*viewMat, as this is used in many tight loops (eps. computeBoundingBoxPixelSize)
ProjectionType m_projectionType;
double m_fieldOfViewYDeg; // Stored for perspective projection
double m_frontPlaneFrustumHeight; // Height of view frustum in the front plane
double m_nearPlane;
double m_farPlane;
ref<Viewport> m_viewport;
double m_cachedFrontPlanePixelHeight; // Height of a pixel in the front clipping plane given in world coordinates
Frustum m_cachedViewFrustum;
};
}