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