OpenSceneGraph/src/osg/Camera.cpp

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#include <osg/GL>
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#include <osg/Camera>
#include <osg/Types>
#include <osg/Notify>
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using namespace osg;
#define DEG2RAD(x) ((x)*M_PI/180.0)
#define RAD2DEG(x) ((x)*180.0/M_PI)
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Camera::Camera()
{
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_adjustAspectRatioMode = ADJUST_HORIZONTAL;
// projection details.
setPerspective(30,1.0,1.0,1000.0);
// look at details.
_lookAtType =USE_HOME_POSITON;
_eye.set(0.0f,0.0f,0.0f);
_center.set(0.0f,0.0f,-1.0f);
_up.set(0.0f,1.0f,0.0f);
_focalLength = 1.0f;
_useNearClippingPlane = false;
_useFarClippingPlane = false;
_useEyeOffset = false;
_eyeOffset.set(0.0f,0.0f,0.0f);
_screenDistance = 1.0f;
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}
Camera::Camera(const Camera& camera):Referenced()
{
copy(camera);
}
Camera& Camera::operator=(const Camera& camera)
{
if (&camera==this) return *this;
copy(camera);
return *this;
}
void Camera::copy(const Camera& camera)
{
_projectionType = camera._projectionType;
// how the window dimensions should be altered during a window resize.
_adjustAspectRatioMode = camera._adjustAspectRatioMode;
// note, in Frustum/Perspective mode these values are scaled
// by the zNear from when they were initialised to ensure that
// subsequent changes in zNear do not affect them.
_left = camera._left;
_right = camera._right;
_bottom = camera._bottom;
_top = camera._top;
_zNear = camera._zNear;
_zFar = camera._zFar;
// look at details.
_lookAtType = camera._lookAtType;
_eye = camera._eye;
_center = camera._center;
_up = camera._up;
_focalLength = camera._focalLength;
_attachedTransformMode = camera._attachedTransformMode;
_eyeToModelTransform = camera._eyeToModelTransform;
_modelToEyeTransform = camera._modelToEyeTransform;
// flags to determine if near and far clipping planes are required.
_useNearClippingPlane = camera._useNearClippingPlane;
_useFarClippingPlane = camera._useFarClippingPlane;
// cached matrix and clipping volume derived from above settings.
_dirty = camera._dirty;
_projectionMatrix = camera._projectionMatrix;
_modelViewMatrix = camera._modelViewMatrix;
_clippingVolume = camera._clippingVolume;
_mp = camera._mp;
_inversemp = camera._inversemp;
}
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Camera::~Camera()
{
}
/** Set a orthographics projection. See glOrtho for further details.*/
void Camera::setOrtho(const double left, const double right,
const double bottom, const double top,
const double zNear, const double zFar)
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{
_projectionType = ORTHO;
_left = left;
_right = right;
_bottom = bottom;
_top = top;
_zNear = zNear;
_zFar = zFar;
_dirty = true;
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}
/** Set a 2D orthographics projection. See gluOrtho2D for further details.*/
void Camera::setOrtho2D(const double left, const double right,
const double bottom, const double top)
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{
_projectionType = ORTHO2D;
_left = left;
_right = right;
_bottom = bottom;
_top = top;
_zNear = -1.0;
_zFar = 1.0;
_dirty = true;
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}
/** Set a perspective projection. See glFrustum for further details.*/
void Camera::setFrustum(const double left, const double right,
const double bottom, const double top,
const double zNear, const double zFar)
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{
_projectionType = FRUSTUM;
// note, in Frustum/Perspective mode these values are scaled
// by the zNear from when they were initialised to ensure that
// subsequent changes in zNear do not affect them.
_left = left/zNear;
_right = right/zNear;
_bottom = bottom/zNear;
_top = top/zNear;
_zNear = zNear;
_zFar = zFar;
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_dirty = true;
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}
/** Set a sysmetical perspective projection, See gluPerspective for further details.*/
void Camera::setPerspective(const double fovy,const double aspectRatio,
const double zNear, const double zFar)
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{
_projectionType = PERSPECTIVE;
// note, in Frustum/Perspective mode these values are scaled
// by the zNear from when they were initialised to ensure that
// subsequent changes in zNear do not affect them.
// calculate the appropriate left, right etc.
double tan_fovy = tan(DEG2RAD(fovy*0.5));
_right = tan_fovy * aspectRatio;
_left = -_right;
_top = tan_fovy;
_bottom = -_top;
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_zNear = zNear;
_zFar = zFar;
_dirty = true;
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}
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/** Set a sysmetical perspective projection using field of view.*/
void Camera::setFOV(const double fovx,const double fovy,
const double zNear, const double zFar)
{
_projectionType = PERSPECTIVE;
// note, in Frustum/Perspective mode these values are scaled
// by the zNear from when they were initialised to ensure that
// subsequent changes in zNear do not affect them.
// calculate the appropriate left, right etc.
double tan_fovx = tan(DEG2RAD(fovx*0.5));
double tan_fovy = tan(DEG2RAD(fovy*0.5));
_right = tan_fovx;
_left = -_right;
_top = tan_fovy;
_bottom = -_top;
_zNear = zNear;
_zFar = zFar;
_dirty = true;
}
/** Set the near and far clipping planes.*/
void Camera::setNearFar(const double zNear, const double zFar)
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{
_zNear = zNear;
_zFar = zFar;
_dirty = true;
if (_projectionType==ORTHO2D)
{
if (_zNear!=-1.0 || _zFar!=1.0) _projectionType = ORTHO;
}
_dirty = true;
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}
/** Adjust the clipping planes to account for a new window aspcect ratio.
* Typicall used after resizeing a window.*/
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void Camera::adjustAspectRatio(const double newAspectRatio, const AdjustAspectRatioMode aa)
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{
double previousAspectRatio = (_right-_left)/(_top-_bottom);
double deltaRatio = newAspectRatio/previousAspectRatio;
if (aa == ADJUST_HORIZONTAL)
{
_left *= deltaRatio;
_right *= deltaRatio;
}
else // aa == ADJUST_VERTICAL
{
_bottom /= deltaRatio;
_top /= deltaRatio;
}
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_dirty = true;
}
const double Camera::left() const
{
switch(_projectionType)
{
case(FRUSTUM):
case(PERSPECTIVE): return _left * _zNear;
}
return _left;
}
const double Camera::right() const
{
switch(_projectionType)
{
case(FRUSTUM):
case(PERSPECTIVE): return _right * _zNear;
}
return _right;
}
const double Camera::top() const
{
switch(_projectionType)
{
case(FRUSTUM):
case(PERSPECTIVE): return _top * _zNear;
}
return _top;
}
const double Camera::bottom() const
{
switch(_projectionType)
{
case(FRUSTUM):
case(PERSPECTIVE): return _bottom * _zNear;
}
return _bottom;
}
const double Camera::zNear() const
{
return _zNear;
}
const double Camera::zFar() const
{
return _zFar;
}
/** Calculate and return the equivilant fovx for the current project setting.
* This value is only valid for when a symetric persepctive projection exists.
* i.e. getProjectionType()==PERSPECTIVE.*/
const double Camera::calc_fovy() const
{
// note, _right & _left are prescaled by znear so
// no need to account for it.
return RAD2DEG(atan(_top)-atan(_bottom));
}
/** Calculate and return the equivilant fovy for the current project setting.
* This value is only valid for when a symetric persepctive projection exists.
* i.e. getProjectionType()==PERSPECTIVE.*/
const double Camera::calc_fovx() const
{
// note, _right & _left are prescaled by znear so
// no need to account for it.
return RAD2DEG(atan(_right)-atan(_left));
}
/** Calculate and return the projection aspect ratio.*/
const double Camera::calc_aspectRatio() const
{
double delta_x = _right-_left;
double delta_y = _top-_bottom;
return delta_x/delta_y;
}
const Matrix& Camera::getProjectionMatrix() const
{
if (_dirty) calculateMatricesAndClippingVolume();
return *_projectionMatrix;
}
void Camera::home()
{
// OpenGL default position.
_lookAtType = USE_HOME_POSITON;
_eye.set(0.0f,0.0f,0.0f);
_center.set(0.0f,0.0f,-1.0f);
_up.set(0.0f,1.0f,0.0f);
// need to set to appropriate values..
_focalLength = 1.0f;
_dirty = true;
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}
void Camera::setView(const Vec3& eyePoint, const Vec3& lookPoint, const Vec3& upVector)
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{
setLookAt(eyePoint,lookPoint,upVector);
}
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void Camera::setLookAt(const Vec3& eye,
const Vec3& center,
const Vec3& up)
{
_lookAtType = USE_EYE_CENTER_AND_UP;
_eye = eye;
_center = center;
_up = up;
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ensureOrthogonalUpVector();
// need to set to appropriate values..
_focalLength = (center-eye).length();
_dirty = true;
}
void Camera::setLookAt(const double eyeX, const double eyeY, const double eyeZ,
const double centerX, const double centerY, const double centerZ,
const double upX, const double upY, const double upZ)
{
_lookAtType = USE_EYE_CENTER_AND_UP;
_eye.set(eyeX,eyeY,eyeZ);
_center.set(centerX,centerY,centerZ);
_up.set(upX,upY,upZ);
ensureOrthogonalUpVector();
// need to set to appropriate values..
_focalLength = (_center-_eye).length();
_dirty = true;
}
/** post multiple the existing eye point and orientation by matrix.
* note, does not affect any ModelTransforms that are applied.*/
void Camera::transformLookAt(const Matrix& matrix)
{
// cout << "transformLookAt"<<matrix<<endl;
_up = (_up+_eye)*matrix;
_eye = _eye*matrix;
_center = _center*matrix;
_up -= _eye;
_up.normalize();
_focalLength = (_center-_eye).length();
_dirty = true;
}
const Vec3 Camera::getLookVector() const
{
osg::Vec3 lv(_center-_eye);
lv.normalize();
return lv;
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}
const Vec3 Camera::getSideVector() const
{
osg::Vec3 lv(_center-_eye);
lv.normalize();
osg::Vec3 sv(lv^_up);
sv.normalize();
return sv;
}
void Camera::attachTransform(const TransformMode mode, Matrix* matrix)
{
switch(mode)
{
case(EYE_TO_MODEL):
{
_eyeToModelTransform = matrix;
if (_eyeToModelTransform.valid())
{
_attachedTransformMode = mode;
if (!_modelToEyeTransform.valid()) _modelToEyeTransform = new Matrix;
_modelToEyeTransform->invert(*_eyeToModelTransform);
}
else
{
_attachedTransformMode = NO_ATTACHED_TRANSFORM;
_modelToEyeTransform = NULL;
}
}
break;
case(MODEL_TO_EYE):
{
_modelToEyeTransform = matrix;
if (_modelToEyeTransform.valid())
{
_attachedTransformMode = mode;
if (!_eyeToModelTransform.valid()) _eyeToModelTransform = new Matrix;
_eyeToModelTransform->invert(*_modelToEyeTransform);
}
else
{
_attachedTransformMode = NO_ATTACHED_TRANSFORM;
_eyeToModelTransform = NULL;
}
}
break;
case(NO_ATTACHED_TRANSFORM):
_attachedTransformMode = NO_ATTACHED_TRANSFORM;
_eyeToModelTransform = NULL;
_modelToEyeTransform = NULL;
break;
default:
_attachedTransformMode = NO_ATTACHED_TRANSFORM;
notify(WARN)<<"Warning: invalid TransformMode pass to osg::Camera::attachTransform(..)"<<endl;
notify(WARN)<<" setting Camera to NO_ATTACHED_TRANSFORM."<<endl;
break;
}
_dirty = true;
}
void Camera::dirtyTransform()
{
_dirty = true;
switch(_attachedTransformMode)
{
case(EYE_TO_MODEL):
// should be safe to assume that these matrices are valid
// as attachTransform will ensure it.
_modelToEyeTransform->invert(*_eyeToModelTransform);
break;
case(MODEL_TO_EYE):
// should be safe to assume that these matrices are valid
// as attachTransform will ensure it.
_eyeToModelTransform->invert(*_modelToEyeTransform);
break;
}
}
Matrix* Camera::getTransform(const TransformMode mode)
{
switch(mode)
{
case(EYE_TO_MODEL): return _eyeToModelTransform.get();
case(MODEL_TO_EYE): return _modelToEyeTransform.get();
default: return NULL;
}
}
const Matrix* Camera::getTransform(const TransformMode mode) const
{
switch(mode)
{
case(EYE_TO_MODEL): return _eyeToModelTransform.get();
case(MODEL_TO_EYE): return _modelToEyeTransform.get();
default: return NULL;
}
}
const Vec3 Camera::getEyePoint_Model() const
{
if (_eyeToModelTransform.valid()) return _eye*(*_eyeToModelTransform);
else return _eye;
}
const Vec3 Camera::getCenterPoint_Model() const
{
if (_eyeToModelTransform.valid()) return _center*(*_eyeToModelTransform);
else return _center;
}
const Vec3 Camera::getLookVector_Model() const
{
if (_eyeToModelTransform.valid())
{
Vec3 zero_transformed = Vec3(0.0f,0.0f,0.0f)*(*_eyeToModelTransform);
Vec3 look_transformed = getLookVector()*(*_eyeToModelTransform);
look_transformed -= zero_transformed;
look_transformed.normalize();
return look_transformed;
}
else return getLookVector();
}
const Vec3 Camera::getUpVector_Model() const
{
if (_eyeToModelTransform.valid())
{
Vec3 zero_transformed = Vec3(0.0f,0.0f,0.0f)*(*_eyeToModelTransform);
Vec3 up_transformed = getUpVector()*(*_eyeToModelTransform);
up_transformed -= zero_transformed;
up_transformed.normalize();
return up_transformed;
}
else return getUpVector();
}
const Vec3 Camera::getSideVector_Model() const
{
if (_eyeToModelTransform.valid())
{
Vec3 zero_transformed = Vec3(0.0f,0.0f,0.0f)*(*_eyeToModelTransform);
Vec3 side_transformed = getSideVector()*(*_eyeToModelTransform);
side_transformed -= zero_transformed;
side_transformed.normalize();
return side_transformed;
}
else return getSideVector();
}
const Matrix& Camera::getModelViewMatrix() const
{
if (_dirty) calculateMatricesAndClippingVolume();
return *_modelViewMatrix;
}
void Camera::setUseNearClippingPlane(const bool use)
{
if (_useNearClippingPlane != use)
{
_useNearClippingPlane = use;
_dirty = true;
}
}
void Camera::setUseFarClippingPlane(const bool use)
{
if (_useFarClippingPlane != use)
{
_useFarClippingPlane = use;
_dirty = true;
}
}
const ClippingVolume& Camera::getClippingVolume() const
{
if (_dirty) calculateMatricesAndClippingVolume();
return _clippingVolume;
}
void Camera::calculateMatricesAndClippingVolume() const
{
float left = _left;
float right = _right;
float top = _top;
float bottom = _bottom;
if (_useEyeOffset)
{
float dx = -_eyeOffset.x()*(1.0f/_screenDistance);
left += dx;
right += dx;
}
// set up the projection matrix.
switch(_projectionType)
{
case(ORTHO):
case(ORTHO2D):
{
float A = 2.0/(right-left);
float B = 2.0/(top-bottom);
float C = -2.0 / (_zFar-_zNear);
float tx = -(right+left)/(right-left);
float ty = -(top+bottom)/(top-bottom);
float tz = -(_zFar+_zNear)/(_zFar-_zNear);
_projectionMatrix = new Matrix(
A, 0.0f, 0.0f, 0.0f,
0.0f, B, 0.0f, 0.0f,
0.0f, 0.0f, C, 0.0f,
tx, ty, tz, 1.0f );
}
break;
case(FRUSTUM):
case(PERSPECTIVE):
{
// note, in Frustum/Perspective mode these values are scaled
// by the zNear from when they were initialised to ensure that
// subsequent changes in zNear do not affect them.
float A = (2.0)/(right-left);
float B = (2.0)/(top-bottom);
float C = (right+left) / (right-left);
float D = (top+bottom) / (top-bottom);
float E = -(_zFar+_zNear) / (_zFar-_zNear);
float F = -(2.0*_zFar*_zNear) / (_zFar-_zNear);
_projectionMatrix = new Matrix(
A, 0.0f, 0.0f, 0.0f,
0.0f, B, 0.0f, 0.0f,
C, D, E, -1.0f,
0.0f, 0.0f, F, 0.0f );
}
break;
}
// set up the model view matrix.
switch(_lookAtType)
{
case(USE_HOME_POSITON):
if (_modelToEyeTransform.valid())
{
_modelViewMatrix = _modelToEyeTransform;
}
else
{
_modelViewMatrix = new Matrix;
_modelViewMatrix->makeIdent();
}
break;
case(USE_EYE_AND_QUATERNION): // not implemented yet, default to eye,center,up.
case(USE_EYE_CENTER_AND_UP):
default:
{
Vec3 f(_center-_eye);
f.normalize();
Vec3 s(f^_up);
s.normalize();
Vec3 u(s^f);
u.normalize();
ref_ptr<Matrix> matrix = new Matrix(
s[0], u[0], -f[0], 0.0f,
s[1], u[1], -f[1], 0.0f,
s[2], u[2], -f[2], 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
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(*matrix) = Matrix::trans(-_eye[0], -_eye[1], -_eye[2]) * (*matrix);
if (_modelToEyeTransform.valid())
{
_modelViewMatrix = new Matrix;
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(*_modelViewMatrix) = (*matrix) * (*_modelToEyeTransform);
}
else
{
_modelViewMatrix = matrix;
}
}
break;
}
if (_useEyeOffset)
{
(*_modelViewMatrix) = (*_modelViewMatrix) * Matrix::trans(-_eyeOffset*_focalLength/_screenDistance);
}
_clippingVolume.clear();
// set the clipping volume.
switch(_projectionType)
{
case(ORTHO):
case(ORTHO2D):
{
}
break;
case(FRUSTUM):
case(PERSPECTIVE):
{
// calculate the frustum normals, postive pointing inwards.
// left clipping plane
// note, _left,_right,_top and _bottom are already devided
// by _zNear so no need to take into account for normal
// calculations.
Vec3 leftNormal (1.0f,0.0f,_left);
leftNormal.normalize();
_clippingVolume.add(Plane(leftNormal,0.0f));
Vec3 rightNormal (-1.0f,0.0f,-_right);
rightNormal.normalize();
_clippingVolume.add(Plane(rightNormal,0.0f));
Vec3 bottomNormal(0.0f,1.0f,_bottom);
bottomNormal.normalize();
_clippingVolume.add(Plane(bottomNormal,0.0f));
Vec3 topNormal(0.0f,-1.0f,-_top);
topNormal.normalize();
_clippingVolume.add(Plane(topNormal,0.0f));
if (_useNearClippingPlane)
{
_clippingVolume.add(Plane(0.0f,0.0f,-1.0f,-_zNear));
}
if (_useFarClippingPlane)
{
_clippingVolume.add(Plane(0.0f,0.0f,1.0f,_zFar));
}
}
break;
}
_clippingVolume.transformProvidingInverse(*_modelViewMatrix);
if (!_mp.valid()) _mp = new Matrix;
_mp->mult(*_modelViewMatrix,*_projectionMatrix);
if (!_inversemp.valid()) _inversemp = new Matrix;
_inversemp->invert(*_mp);
_dirty = false;
}
void Camera::ensureOrthogonalUpVector()
{
Vec3 lv = _center-_eye;
Vec3 sv = lv^_up;
_up = sv^lv;
_up.normalize();
}
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const bool Camera::project(const Vec3& obj,const Viewport& viewport,Vec3& win) const
{
if (_mp.valid())
{
Vec3 v = obj * (*_mp);
win.set(
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(float)viewport.x() + (float)viewport.width()*(v[0]+1.0f)*0.5f,
(float)viewport.y() + (float)viewport.height()*(v[1]+1.0f)*0.5f,
(v[2]+1.0f)*0.5f
);
return true;
}
else
return false;
}
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const bool Camera::unproject(const Vec3& win,const Viewport& viewport,Vec3& obj) const
{
if (_inversemp.valid())
{
Vec3 v(
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2.0f*(win[0]-(float)viewport.x())/viewport.width() - 1.0f,
2.0f*(win[1]-(float)viewport.y())/viewport.height() - 1.0f,
2.0f*(win[2]) - 1.0f
);
obj = v * (*_inversemp);
return true;
}
else
return false;
}
void Camera::adjustEyeOffsetForStereo(const osg::Vec3& offset,float screenDistance)
{
_useEyeOffset = true;
_eyeOffset = offset;
_screenDistance = screenDistance;
_dirty = true;
}