1 | // This file is part of Eigen, a lightweight C++ template library
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2 | // for linear algebra.
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3 | //
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4 | // Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
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5 | //
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6 | // This Source Code Form is subject to the terms of the Mozilla
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7 | // Public License v. 2.0. If a copy of the MPL was not distributed
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8 | // with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
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9 |
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10 | #include "camera.h"
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11 |
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12 | #include "gpuhelper.h"
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13 | #include <GL/glu.h>
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14 |
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15 | #include "Eigen/LU"
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16 | using namespace Eigen;
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17 |
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18 | Camera::Camera()
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19 | : mViewIsUptodate(false), mProjIsUptodate(false)
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20 | {
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21 | mViewMatrix.setIdentity();
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22 |
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23 | mFovY = M_PI/3.;
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24 | mNearDist = 1.;
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25 | mFarDist = 50000.;
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26 |
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27 | mVpX = 0;
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28 | mVpY = 0;
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29 |
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30 | setPosition(Vector3f::Constant(100.));
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31 | setTarget(Vector3f::Zero());
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32 | }
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33 |
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34 | Camera& Camera::operator=(const Camera& other)
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35 | {
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36 | mViewIsUptodate = false;
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37 | mProjIsUptodate = false;
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38 |
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39 | mVpX = other.mVpX;
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40 | mVpY = other.mVpY;
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41 | mVpWidth = other.mVpWidth;
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42 | mVpHeight = other.mVpHeight;
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43 |
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44 | mTarget = other.mTarget;
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45 | mFovY = other.mFovY;
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46 | mNearDist = other.mNearDist;
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47 | mFarDist = other.mFarDist;
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48 |
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49 | mViewMatrix = other.mViewMatrix;
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50 | mProjectionMatrix = other.mProjectionMatrix;
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51 |
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52 | return *this;
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53 | }
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54 |
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55 | Camera::Camera(const Camera& other)
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56 | {
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57 | *this = other;
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58 | }
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59 |
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60 | Camera::~Camera()
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61 | {
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62 | }
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63 |
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64 |
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65 | void Camera::setViewport(uint offsetx, uint offsety, uint width, uint height)
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66 | {
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67 | mVpX = offsetx;
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68 | mVpY = offsety;
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69 | mVpWidth = width;
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70 | mVpHeight = height;
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71 |
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72 | mProjIsUptodate = false;
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73 | }
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74 |
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75 | void Camera::setViewport(uint width, uint height)
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76 | {
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77 | mVpWidth = width;
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78 | mVpHeight = height;
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79 |
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80 | mProjIsUptodate = false;
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81 | }
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82 |
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83 | void Camera::setFovY(float value)
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84 | {
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85 | mFovY = value;
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86 | mProjIsUptodate = false;
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87 | }
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88 |
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89 | Vector3f Camera::direction(void) const
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90 | {
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91 | return - (orientation() * Vector3f::UnitZ());
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92 | }
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93 | Vector3f Camera::up(void) const
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94 | {
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95 | return orientation() * Vector3f::UnitY();
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96 | }
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97 | Vector3f Camera::right(void) const
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98 | {
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99 | return orientation() * Vector3f::UnitX();
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100 | }
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101 |
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102 | void Camera::setDirection(const Vector3f& newDirection)
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103 | {
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104 | // TODO implement it computing the rotation between newDirection and current dir ?
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105 | Vector3f up = this->up();
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106 |
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107 | Matrix3f camAxes;
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108 |
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109 | camAxes.col(2) = (-newDirection).normalized();
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110 | camAxes.col(0) = up.cross( camAxes.col(2) ).normalized();
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111 | camAxes.col(1) = camAxes.col(2).cross( camAxes.col(0) ).normalized();
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112 | setOrientation(Quaternionf(camAxes));
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113 |
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114 | mViewIsUptodate = false;
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115 | }
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116 |
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117 | void Camera::setTarget(const Vector3f& target)
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118 | {
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119 | mTarget = target;
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120 | if (!mTarget.isApprox(position()))
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121 | {
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122 | Vector3f newDirection = mTarget - position();
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123 | setDirection(newDirection.normalized());
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124 | }
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125 | }
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126 |
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127 | void Camera::setPosition(const Vector3f& p)
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128 | {
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129 | mFrame.position = p;
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130 | mViewIsUptodate = false;
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131 | }
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132 |
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133 | void Camera::setOrientation(const Quaternionf& q)
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134 | {
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135 | mFrame.orientation = q;
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136 | mViewIsUptodate = false;
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137 | }
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138 |
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139 | void Camera::setFrame(const Frame& f)
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140 | {
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141 | mFrame = f;
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142 | mViewIsUptodate = false;
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143 | }
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144 |
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145 | void Camera::rotateAroundTarget(const Quaternionf& q)
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146 | {
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147 | Matrix4f mrot, mt, mtm;
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148 |
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149 | // update the transform matrix
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150 | updateViewMatrix();
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151 | Vector3f t = mViewMatrix * mTarget;
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152 |
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153 | mViewMatrix = Translation3f(t)
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154 | * q
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155 | * Translation3f(-t)
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156 | * mViewMatrix;
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157 |
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158 | Quaternionf qa(mViewMatrix.linear());
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159 | qa = qa.conjugate();
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160 | setOrientation(qa);
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161 | setPosition(- (qa * mViewMatrix.translation()) );
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162 |
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163 | mViewIsUptodate = true;
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164 | }
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165 |
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166 | void Camera::localRotate(const Quaternionf& q)
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167 | {
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168 | float dist = (position() - mTarget).norm();
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169 | setOrientation(orientation() * q);
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170 | mTarget = position() + dist * direction();
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171 | mViewIsUptodate = false;
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172 | }
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173 |
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174 | void Camera::zoom(float d)
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175 | {
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176 | float dist = (position() - mTarget).norm();
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177 | if(dist > d)
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178 | {
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179 | setPosition(position() + direction() * d);
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180 | mViewIsUptodate = false;
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181 | }
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182 | }
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183 |
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184 | void Camera::localTranslate(const Vector3f& t)
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185 | {
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186 | Vector3f trans = orientation() * t;
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187 | setPosition( position() + trans );
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188 | setTarget( mTarget + trans );
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189 |
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190 | mViewIsUptodate = false;
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191 | }
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192 |
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193 | void Camera::updateViewMatrix(void) const
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194 | {
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195 | if(!mViewIsUptodate)
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196 | {
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197 | Quaternionf q = orientation().conjugate();
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198 | mViewMatrix.linear() = q.toRotationMatrix();
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199 | mViewMatrix.translation() = - (mViewMatrix.linear() * position());
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200 |
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201 | mViewIsUptodate = true;
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202 | }
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203 | }
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204 |
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205 | const Affine3f& Camera::viewMatrix(void) const
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206 | {
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207 | updateViewMatrix();
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208 | return mViewMatrix;
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209 | }
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210 |
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211 | void Camera::updateProjectionMatrix(void) const
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212 | {
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213 | if(!mProjIsUptodate)
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214 | {
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215 | mProjectionMatrix.setIdentity();
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216 | float aspect = float(mVpWidth)/float(mVpHeight);
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217 | float theta = mFovY*0.5;
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218 | float range = mFarDist - mNearDist;
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219 | float invtan = 1./tan(theta);
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220 |
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221 | mProjectionMatrix(0,0) = invtan / aspect;
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222 | mProjectionMatrix(1,1) = invtan;
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223 | mProjectionMatrix(2,2) = -(mNearDist + mFarDist) / range;
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224 | mProjectionMatrix(3,2) = -1;
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225 | mProjectionMatrix(2,3) = -2 * mNearDist * mFarDist / range;
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226 | mProjectionMatrix(3,3) = 0;
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227 |
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228 | mProjIsUptodate = true;
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229 | }
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230 | }
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231 |
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232 | const Matrix4f& Camera::projectionMatrix(void) const
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233 | {
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234 | updateProjectionMatrix();
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235 | return mProjectionMatrix;
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236 | }
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237 |
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238 | void Camera::activateGL(void)
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239 | {
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240 | glViewport(vpX(), vpY(), vpWidth(), vpHeight());
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241 | gpu.loadMatrix(projectionMatrix(),GL_PROJECTION);
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242 | gpu.loadMatrix(viewMatrix().matrix(),GL_MODELVIEW);
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243 | }
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244 |
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245 |
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246 | Vector3f Camera::unProject(const Vector2f& uv, float depth) const
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247 | {
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248 | Matrix4f inv = mViewMatrix.inverse().matrix();
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249 | return unProject(uv, depth, inv);
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250 | }
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251 |
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252 | Vector3f Camera::unProject(const Vector2f& uv, float depth, const Matrix4f& invModelview) const
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253 | {
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254 | updateViewMatrix();
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255 | updateProjectionMatrix();
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256 |
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257 | Vector3f a(2.*uv.x()/float(mVpWidth)-1., 2.*uv.y()/float(mVpHeight)-1., 1.);
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258 | a.x() *= depth/mProjectionMatrix(0,0);
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259 | a.y() *= depth/mProjectionMatrix(1,1);
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260 | a.z() = -depth;
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261 | // FIXME /\/|
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262 | Vector4f b = invModelview * Vector4f(a.x(), a.y(), a.z(), 1.);
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263 | return Vector3f(b.x(), b.y(), b.z());
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264 | }
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