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| // This file is part of libigl, a simple c++ geometry processing library. | |
| // | |
| // Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com> | |
| // | |
| // This Source Code Form is subject to the terms of the Mozilla Public License | |
| // v. 2.0. If a copy of the MPL was not distributed with this file, You can | |
| // obtain one at http://mozilla.org/MPL/2.0/. | |
| // you're idiot, M$! | |
| namespace igl | |
| { | |
| // A simple camera class. The camera stores projection parameters (field of | |
| // view angle, aspect ratio, near and far clips) as well as a rigid | |
| // transformation *of the camera as if it were also a scene object*. Thus, the | |
| // **inverse** of this rigid transformation is the modelview transformation. | |
| class Camera | |
| { | |
| public: | |
| // On windows you might need: -fno-delayed-template-parsing | |
| //static constexpr double IGL_CAMERA_MIN_ANGLE = 5.; | |
| // m_angle Field of view angle in degrees {45} | |
| // m_aspect Aspect ratio {1} | |
| // m_near near clipping plane {1e-2} | |
| // m_far far clipping plane {100} | |
| // m_at_dist distance of looking at point {1} | |
| // m_orthographic whether to use othrographic projection {false} | |
| // m_rotation_conj Conjugate of rotation part of rigid transformation of | |
| // camera {identity}. Note: we purposefully store the conjugate because | |
| // this is what TW_TYPE_QUAT4D is expecting. | |
| // m_translation Translation part of rigid transformation of camera | |
| // {(0,0,1)} | |
| double m_angle, m_aspect, m_near, m_far, m_at_dist; | |
| bool m_orthographic; | |
| Eigen::Quaterniond m_rotation_conj; | |
| Eigen::Vector3d m_translation; | |
| public: | |
| inline Camera(); | |
| inline virtual ~Camera(){} | |
| // Return projection matrix that takes relative camera coordinates and | |
| // transforms it to viewport coordinates | |
| // | |
| // Note: | |
| // | |
| // if(m_angle > 0) | |
| // { | |
| // gluPerspective(m_angle,m_aspect,m_near,m_at_dist+m_far); | |
| // }else | |
| // { | |
| // gluOrtho(-0.5*aspect,0.5*aspect,-0.5,0.5,m_at_dist+m_near,m_far); | |
| // } | |
| // | |
| // Is equivalent to | |
| // | |
| // glMultMatrixd(projection().data()); | |
| // | |
| inline Eigen::Matrix4d projection() const; | |
| // Return an Affine transformation (rigid actually) that | |
| // takes relative coordinates and tramsforms them into world 3d | |
| // coordinates: moves the camera into the scene. | |
| inline Eigen::Affine3d affine() const; | |
| // Return an Affine transformation (rigid actually) that puts the takes a | |
| // world 3d coordinate and transforms it into the relative camera | |
| // coordinates: moves the scene in front of the camera. | |
| // | |
| // Note: | |
| // | |
| // gluLookAt( | |
| // eye()(0), eye()(1), eye()(2), | |
| // at()(0), at()(1), at()(2), | |
| // up()(0), up()(1), up()(2)); | |
| // | |
| // Is equivalent to | |
| // | |
| // glMultMatrixd(camera.inverse().matrix().data()); | |
| // | |
| // See also: affine, eye, at, up | |
| inline Eigen::Affine3d inverse() const; | |
| // Returns world coordinates position of center or "eye" of camera. | |
| inline Eigen::Vector3d eye() const; | |
| // Returns world coordinate position of a point "eye" is looking at. | |
| inline Eigen::Vector3d at() const; | |
| // Returns world coordinate unit vector of "up" vector | |
| inline Eigen::Vector3d up() const; | |
| // Return top right corner of unit plane in relative coordinates, that is | |
| // (w/2,h/2,1) | |
| inline Eigen::Vector3d unit_plane() const; | |
| // Move dv in the relative coordinate frame of the camera (move the FPS) | |
| // | |
| // Inputs: | |
| // dv (x,y,z) displacement vector | |
| // | |
| inline void dolly(const Eigen::Vector3d & dv); | |
| // "Scale zoom": Move `eye`, but leave `at` | |
| // | |
| // Input: | |
| // s amount to scale distance to at | |
| inline void push_away(const double s); | |
| // Aka "Hitchcock", "Vertigo", "Spielberg" or "Trombone" zoom: | |
| // simultaneously dolly while changing angle so that `at` not only stays | |
| // put in relative coordinates but also projected coordinates. That is | |
| // | |
| // Inputs: | |
| // da change in angle in degrees | |
| inline void dolly_zoom(const double da); | |
| // Turn around eye so that rotation is now q | |
| // | |
| // Inputs: | |
| // q new rotation as quaternion | |
| inline void turn_eye(const Eigen::Quaterniond & q); | |
| // Orbit around at so that rotation is now q | |
| // | |
| // Inputs: | |
| // q new rotation as quaternion | |
| inline void orbit(const Eigen::Quaterniond & q); | |
| // Rotate and translate so that camera is situated at "eye" looking at "at" | |
| // with "up" pointing up. | |
| // | |
| // Inputs: | |
| // eye (x,y,z) coordinates of eye position | |
| // at (x,y,z) coordinates of at position | |
| // up (x,y,z) coordinates of up vector | |
| inline void look_at( | |
| const Eigen::Vector3d & eye, | |
| const Eigen::Vector3d & at, | |
| const Eigen::Vector3d & up); | |
| // Needed any time Eigen Structures are used as class members | |
| // http://eigen.tuxfamily.org/dox-devel/group__TopicStructHavingEigenMembers.html | |
| public: | |
| EIGEN_MAKE_ALIGNED_OPERATOR_NEW | |
| }; | |
| } | |
| // Implementation | |
| inline igl::Camera::Camera(): | |
| m_angle(45.0),m_aspect(1),m_near(1e-2),m_far(100),m_at_dist(1), | |
| m_orthographic(false), | |
| m_rotation_conj(1,0,0,0), | |
| m_translation(0,0,1) | |
| { | |
| } | |
| inline Eigen::Matrix4d igl::Camera::projection() const | |
| { | |
| Eigen::Matrix4d P; | |
| using namespace std; | |
| const double far = m_at_dist + m_far; | |
| const double near = m_near; | |
| // http://stackoverflow.com/a/3738696/148668 | |
| if(m_orthographic) | |
| { | |
| const double f = 0.5; | |
| const double left = -f*m_aspect; | |
| const double right = f*m_aspect; | |
| const double bottom = -f; | |
| const double top = f; | |
| const double tx = (right+left)/(right-left); | |
| const double ty = (top+bottom)/(top-bottom); | |
| const double tz = (far+near)/(far-near); | |
| const double z_fix = 0.5 /m_at_dist / tan(m_angle*0.5 * (igl::PI/180.) ); | |
| P<< | |
| z_fix*2./(right-left), 0, 0, -tx, | |
| 0, z_fix*2./(top-bottom), 0, -ty, | |
| 0, 0, -z_fix*2./(far-near), -tz, | |
| 0, 0, 0, 1; | |
| }else | |
| { | |
| const double yScale = tan(PI*0.5 - 0.5*m_angle*PI/180.); | |
| // http://stackoverflow.com/a/14975139/148668 | |
| const double xScale = yScale/m_aspect; | |
| P<< | |
| xScale, 0, 0, 0, | |
| 0, yScale, 0, 0, | |
| 0, 0, -(far+near)/(far-near), -1, | |
| 0, 0, -2.*near*far/(far-near), 0; | |
| P = P.transpose().eval(); | |
| } | |
| return P; | |
| } | |
| inline Eigen::Affine3d igl::Camera::affine() const | |
| { | |
| using namespace Eigen; | |
| Affine3d t = Affine3d::Identity(); | |
| t.rotate(m_rotation_conj.conjugate()); | |
| t.translate(m_translation); | |
| return t; | |
| } | |
| inline Eigen::Affine3d igl::Camera::inverse() const | |
| { | |
| using namespace Eigen; | |
| Affine3d t = Affine3d::Identity(); | |
| t.translate(-m_translation); | |
| t.rotate(m_rotation_conj); | |
| return t; | |
| } | |
| inline Eigen::Vector3d igl::Camera::eye() const | |
| { | |
| using namespace Eigen; | |
| return affine() * Vector3d(0,0,0); | |
| } | |
| inline Eigen::Vector3d igl::Camera::at() const | |
| { | |
| using namespace Eigen; | |
| return affine() * (Vector3d(0,0,-1)*m_at_dist); | |
| } | |
| inline Eigen::Vector3d igl::Camera::up() const | |
| { | |
| using namespace Eigen; | |
| Affine3d t = Affine3d::Identity(); | |
| t.rotate(m_rotation_conj.conjugate()); | |
| return t * Vector3d(0,1,0); | |
| } | |
| inline Eigen::Vector3d igl::Camera::unit_plane() const | |
| { | |
| // Distance of center pixel to eye | |
| const double d = 1.0; | |
| const double a = m_aspect; | |
| const double theta = m_angle*PI/180.; | |
| const double w = | |
| 2.*sqrt(-d*d/(a*a*pow(tan(0.5*theta),2.)-1.))*a*tan(0.5*theta); | |
| const double h = w/a; | |
| return Eigen::Vector3d(w*0.5,h*0.5,-d); | |
| } | |
| inline void igl::Camera::dolly(const Eigen::Vector3d & dv) | |
| { | |
| m_translation += dv; | |
| } | |
| inline void igl::Camera::push_away(const double s) | |
| { | |
| using namespace Eigen; | |
| Vector3d old_at = at(); | |
| const double old_at_dist = m_at_dist; | |
| m_at_dist = old_at_dist * s; | |
| dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist)); | |
| assert((old_at-at()).squaredNorm() < DOUBLE_EPS); | |
| } | |
| inline void igl::Camera::dolly_zoom(const double da) | |
| { | |
| using namespace std; | |
| using namespace Eigen; | |
| Vector3d old_at = at(); | |
| const double old_angle = m_angle; | |
| if(old_angle + da < IGL_CAMERA_MIN_ANGLE) | |
| { | |
| m_orthographic = true; | |
| }else if(old_angle + da > IGL_CAMERA_MIN_ANGLE) | |
| { | |
| m_orthographic = false; | |
| } | |
| if(!m_orthographic) | |
| { | |
| m_angle += da; | |
| m_angle = min(89.,max(IGL_CAMERA_MIN_ANGLE,m_angle)); | |
| // change in distance | |
| const double s = | |
| (2.*tan(old_angle/2./180.*igl::PI)) / | |
| (2.*tan(m_angle/2./180.*igl::PI)) ; | |
| const double old_at_dist = m_at_dist; | |
| m_at_dist = old_at_dist * s; | |
| dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist)); | |
| assert((old_at-at()).squaredNorm() < DOUBLE_EPS); | |
| } | |
| } | |
| inline void igl::Camera::turn_eye(const Eigen::Quaterniond & q) | |
| { | |
| using namespace Eigen; | |
| Vector3d old_eye = eye(); | |
| // eye should be fixed | |
| // | |
| // eye_1 = R_1 * t_1 = eye_0 | |
| // t_1 = R_1' * eye_0 | |
| m_rotation_conj = q.conjugate(); | |
| m_translation = m_rotation_conj * old_eye; | |
| assert((old_eye - eye()).squaredNorm() < DOUBLE_EPS); | |
| } | |
| inline void igl::Camera::orbit(const Eigen::Quaterniond & q) | |
| { | |
| using namespace Eigen; | |
| Vector3d old_at = at(); | |
| // at should be fixed | |
| // | |
| // at_1 = R_1 * t_1 - R_1 * z = at_0 | |
| // t_1 = R_1' * (at_0 + R_1 * z) | |
| m_rotation_conj = q.conjugate(); | |
| m_translation = | |
| m_rotation_conj * | |
| (old_at + | |
| m_rotation_conj.conjugate() * Vector3d(0,0,1) * m_at_dist); | |
| assert((old_at - at()).squaredNorm() < DOUBLE_EPS); | |
| } | |
| inline void igl::Camera::look_at( | |
| const Eigen::Vector3d & eye, | |
| const Eigen::Vector3d & at, | |
| const Eigen::Vector3d & up) | |
| { | |
| using namespace Eigen; | |
| using namespace std; | |
| // http://www.opengl.org/sdk/docs/man2/xhtml/gluLookAt.xml | |
| // Normalize vector from at to eye | |
| Vector3d F = eye-at; | |
| m_at_dist = F.norm(); | |
| F.normalize(); | |
| // Project up onto plane orthogonal to F and normalize | |
| assert(up.cross(F).norm() > DOUBLE_EPS && "(eye-at) x up ≈ 0"); | |
| const Vector3d proj_up = (up-(up.dot(F))*F).normalized(); | |
| Quaterniond a,b; | |
| a.setFromTwoVectors(Vector3d(0,0,-1),-F); | |
| b.setFromTwoVectors(a*Vector3d(0,1,0),proj_up); | |
| m_rotation_conj = (b*a).conjugate(); | |
| m_translation = m_rotation_conj * eye; | |
| //cout<<"m_at_dist: "<<m_at_dist<<endl; | |
| //cout<<"proj_up: "<<proj_up.transpose()<<endl; | |
| //cout<<"F: "<<F.transpose()<<endl; | |
| //cout<<"eye(): "<<this->eye().transpose()<<endl; | |
| //cout<<"at(): "<<this->at().transpose()<<endl; | |
| //cout<<"eye()-at(): "<<(this->eye()-this->at()).normalized().transpose()<<endl; | |
| //cout<<"eye-this->eye(): "<<(eye-this->eye()).squaredNorm()<<endl; | |
| assert( (eye-this->eye()).squaredNorm() < DOUBLE_EPS); | |
| //assert((F-(this->eye()-this->at()).normalized()).squaredNorm() < | |
| // DOUBLE_EPS); | |
| assert( (at-this->at()).squaredNorm() < DOUBLE_EPS); | |
| //assert( (proj_up-this->up()).squaredNorm() < DOUBLE_EPS); | |
| } | |