#include "CameraDefinition.h" #include #include "PackStream.h" #include "BoundingBox.h" CameraDefinition::CameraDefinition(DefinitionNode *parent): DefinitionNode(parent, "camera") { location.x = 0.0; location.y = 0.0; location.z = 0.0; direction.phi = 0.0; direction.theta = 0.0; direction.r = 1.0; roll = 0.0; width = 1.0; height = 1.0; perspective.yfov = 1.0; perspective.xratio = 1.0; perspective.znear = 1.0; perspective.zfar = 1000.0; validate(); } void CameraDefinition::save(PackStream* stream) const { location.save(stream); stream->write(&direction.r); stream->write(&direction.phi); stream->write(&direction.theta); stream->write(&roll); stream->write(&perspective.yfov); } void CameraDefinition::load(PackStream* stream) { location.load(stream); stream->read(&direction.r); stream->read(&direction.phi); stream->read(&direction.theta); stream->read(&roll); stream->read(&perspective.yfov); validate(); } void CameraDefinition::copy(DefinitionNode* _destination) const { CameraDefinition* destination = (CameraDefinition*)_destination; destination->location = location; destination->direction = direction; destination->roll = roll; destination->perspective = perspective; destination->validate(); } void CameraDefinition::validate() { if (location.y > 300.0) { location.y = 300.0; } forward.x = 1.0; forward.y = 0.0; forward.z = 0.0; right.x = 0.0; right.y = 0.0; right.z = 1.0; up.x = 0.0; up.y = 1.0; up.z = 0.0; Matrix4 rotation = Matrix4::newRotateEuler(direction.phi, direction.theta, roll); forward = rotation.multPoint(forward); right = rotation.multPoint(right); up = rotation.multPoint(up); target = location.add(direction); Matrix4 mperspective = Matrix4::newPerspective(perspective.yfov, perspective.xratio, perspective.znear, perspective.zfar); unperspective = mperspective.inversed(); projector = mperspective.mult(Matrix4::newLookAt(location, target, up)); unprojector = projector.inversed(); inv_x_factor = 1.0 / (0.5 * width); inv_y_factor = 1.0 / (0.5 * height); } double CameraDefinition::getRealDepth(const Vector3 &projected) const { Vector3 v(projected.x * inv_x_factor - 1.0, -(projected.y * inv_x_factor - 1.0), projected.z); return unperspective.transform(v).z; } void CameraDefinition::setLocation(const Vector3 &location) { this->location = location; validate(); } void CameraDefinition::setLocationCoords(double x, double y, double z) { location = Vector3(x, y, z); validate(); } void CameraDefinition::setTarget(const Vector3 &target) { Vector3 forward; forward = target.sub(location); if (forward.getNorm() < 0.0000001) { return; } direction = forward.toSpherical(); validate(); } void CameraDefinition::setTargetCoords(double x, double y, double z) { setTarget(Vector3(x, y, z)); } void CameraDefinition::setRoll(double angle) { roll = angle; validate(); } void CameraDefinition::setZoomToTarget(double zoom) { direction.r = zoom; location = target.add(Vector3(direction).scale(-1.0)); validate(); } void CameraDefinition::setFov(double fov) { perspective.yfov = fov; validate(); } void CameraDefinition::strafeForward(double value) { location = location.add(forward.scale(value)); validate(); } void CameraDefinition::strafeRight(double value) { location = location.add(right.scale(value)); validate(); } void CameraDefinition::strafeUp(double value) { location = location.add(up.scale(value)); validate(); } void CameraDefinition::rotateYaw(double value) { direction.phi += value; validate(); } void CameraDefinition::rotatePitch(double value) { direction.theta += value; validate(); } void CameraDefinition::rotateRoll(double value) { roll += value; validate(); } void CameraDefinition::setRenderSize(int width, int height) { this->width = (double)width; this->height = (double)height; perspective.xratio = this->width / this->height; validate(); } Vector3 CameraDefinition::project(const Vector3 &point) const { Vector3 tpoint = projector.transform(point); if (tpoint.z < 1.0) { tpoint.x = -tpoint.x; tpoint.y = -tpoint.y; } tpoint.x = (tpoint.x + 1.0) * 0.5 * width; tpoint.y = (-tpoint.y + 1.0) * 0.5 * height; return tpoint; } Vector3 CameraDefinition::unproject(const Vector3 &point) const { Vector3 tpoint(point.x / (0.5 * width) - 1.0, -(point.y / (0.5 * height) - 1.0), point.z); if (tpoint.z < 1.0) { tpoint.x = -tpoint.x; tpoint.y = -tpoint.y; } return unprojector.transform(tpoint); } int CameraDefinition::isBoxInView(const Vector3 ¢er, double xsize, double ysize, double zsize) const { BoundingBox box; box.pushPoint(center.add(Vector3(-xsize, -ysize, -zsize))); box.pushPoint(center.add(Vector3(xsize, ysize, zsize))); return isUnprojectedBoxInView(box); } int CameraDefinition::isUnprojectedBoxInView(const BoundingBox &box) const { BoundingBox projected; projected.pushPoint(project(Vector3(box.xmin, box.ymin, box.zmin))); projected.pushPoint(project(Vector3(box.xmax, box.ymin, box.zmin))); projected.pushPoint(project(Vector3(box.xmin, box.ymax, box.zmin))); projected.pushPoint(project(Vector3(box.xmax, box.ymax, box.zmin))); projected.pushPoint(project(Vector3(box.xmin, box.ymin, box.zmax))); projected.pushPoint(project(Vector3(box.xmax, box.ymin, box.zmax))); projected.pushPoint(project(Vector3(box.xmin, box.ymax, box.zmax))); projected.pushPoint(project(Vector3(box.xmax, box.ymax, box.zmax))); return isProjectedBoxInView(projected); } int CameraDefinition::isProjectedBoxInView(const BoundingBox &box) const { if (box.xmin <= width && box.xmax >= 0.0 && box.ymin <= height && box.ymax >= 0.0 && box.zmax >= perspective.znear) { double dx = box.xmax - box.xmin; double dy = box.ymax - box.ymin; return (int)ceil(dx) * (int)ceil(dy); } else { return 0; } } bool CameraDefinition::transitionToAnother(const CameraDefinition *wanted, double factor) { double dx, dy, dz, dr, dphi, dtheta, droll; dx = wanted->location.x - location.x; dy = wanted->location.y - location.y; dz = wanted->location.z - location.z; dr = wanted->direction.r - direction.r; dphi = wanted->direction.phi - direction.phi; dtheta = wanted->direction.theta - direction.theta; droll = wanted->roll - roll; if (fabs(dx) < 0.000001 && fabs(dy) < 0.000001 && fabs(dz) < 0.000001 && fabs(dr) < 0.000001 && fabs(dphi) < 0.000001 && fabs(dtheta) < 0.000001 && fabs(droll) < 0.000001) { return false; } else { location.x += dx * factor; location.y += dy * factor; location.z += dz * factor; direction.r += dr * factor; direction.phi += dphi * factor; direction.theta += dtheta * factor; roll += droll * factor; validate(); return true; } }