| 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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