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Reorganized style for param to the next templates: - "@param theParameter description ..." - "@param[in] theParameter description ..." - "@param[out] theParameter description ..." - "@param[in][out] theParameter description ..." The replacement was with keeping spacing, no removing of extra spaces. In some files '/' was used instead of '@', that was not updated yet.
904 lines
37 KiB
C++
904 lines
37 KiB
C++
// Created on: 2013-05-29
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// Created by: Anton POLETAEV
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// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_Camera_HeaderFile
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#define _Graphic3d_Camera_HeaderFile
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#include <Aspect_Eye.hxx>
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#include <Aspect_FrustumLRBT.hxx>
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#include <Graphic3d_CameraTile.hxx>
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#include <Graphic3d_Mat4d.hxx>
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#include <Graphic3d_Mat4.hxx>
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#include <Graphic3d_Vec3.hxx>
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#include <Graphic3d_WorldViewProjState.hxx>
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#include <NCollection_Lerp.hxx>
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#include <NCollection_Array1.hxx>
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#include <gp_Dir.hxx>
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#include <gp_Pnt.hxx>
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#include <Standard_Macro.hxx>
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#include <Standard_TypeDef.hxx>
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#include <Bnd_Box.hxx>
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//! Forward declaration
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//! Camera class provides object-oriented approach to setting up projection
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//! and orientation properties of 3D view.
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class Graphic3d_Camera : public Standard_Transient
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{
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private:
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//! Template container for cached matrices or Real/ShortReal types.
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template<typename Elem_t>
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struct TransformMatrices
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{
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//! Default constructor.
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TransformMatrices() : myIsOrientationValid (Standard_False), myIsProjectionValid (Standard_False) {}
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//! Initialize orientation.
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void InitOrientation()
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{
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myIsOrientationValid = Standard_True;
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Orientation.InitIdentity();
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}
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//! Initialize projection.
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void InitProjection()
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{
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myIsProjectionValid = Standard_True;
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MProjection.InitIdentity();
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LProjection.InitIdentity();
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RProjection.InitIdentity();
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}
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//! Invalidate orientation.
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void ResetOrientation() { myIsOrientationValid = Standard_False; }
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//! Invalidate projection.
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void ResetProjection() { myIsProjectionValid = Standard_False; }
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//! Return true if Orientation was not invalidated.
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Standard_Boolean IsOrientationValid() const { return myIsOrientationValid; }
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//! Return true if Projection was not invalidated.
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Standard_Boolean IsProjectionValid() const { return myIsProjectionValid; }
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//! Dumps the content of me into the stream
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void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const
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{
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if (IsOrientationValid())
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{
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &Orientation)
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}
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if (IsProjectionValid())
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{
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &MProjection)
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &LProjection)
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &RProjection)
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}
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsOrientationValid)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsProjectionValid)
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}
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public:
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NCollection_Mat4<Elem_t> Orientation;
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NCollection_Mat4<Elem_t> MProjection;
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NCollection_Mat4<Elem_t> LProjection;
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NCollection_Mat4<Elem_t> RProjection;
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private:
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Standard_Boolean myIsOrientationValid;
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Standard_Boolean myIsProjectionValid;
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};
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public:
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//! Enumerates supported monographic projections.
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//! - Projection_Orthographic : orthographic projection.
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//! - Projection_Perspective : perspective projection.
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//! - Projection_Stereo : stereographic projection.
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//! - Projection_MonoLeftEye : mono projection for stereo left eye.
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//! - Projection_MonoRightEye : mono projection for stereo right eye.
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enum Projection
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{
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Projection_Orthographic,
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Projection_Perspective,
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Projection_Stereo,
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Projection_MonoLeftEye,
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Projection_MonoRightEye
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};
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//! Enumerates approaches to define stereographic focus.
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//! - FocusType_Absolute : focus is specified as absolute value.
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//! - FocusType_Relative : focus is specified relative to
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//! (as coefficient of) camera focal length.
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enum FocusType
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{
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FocusType_Absolute,
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FocusType_Relative
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};
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//! Enumerates approaches to define Intraocular distance.
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//! - IODType_Absolute : Intraocular distance is defined as absolute value.
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//! - IODType_Relative : Intraocular distance is defined relative to
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//! (as coefficient of) camera focal length.
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enum IODType
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{
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IODType_Absolute,
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IODType_Relative
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};
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public:
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//! Linear interpolation tool for camera orientation and position.
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//! This tool interpolates camera parameters scale, eye, center, rotation (up and direction vectors) independently.
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//! @sa Graphic3d_CameraLerp
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//!
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//! Eye/Center interpolation is performed through defining an anchor point in-between Center and Eye.
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//! The anchor position is defined as point near to the camera point which has smaller translation part.
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//! The main idea is to keep the distance between Center and Eye
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//! (which will change if Center and Eye translation will be interpolated independently).
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//! E.g.:
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//! - When both Center and Eye are moved at the same vector -> both will be just translated by straight line;
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//! - When Center is not moved -> camera Eye will move around Center through arc;
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//! - When Eye is not moved -> camera Center will move around Eye through arc;
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//! - When both Center and Eye are move by different vectors -> transformation will be something in between,
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//! and will try interpolate linearly the distance between Center and Eye.
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//!
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//! This transformation might be not in line with user expectations.
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//! In this case, application might define intermediate camera positions for interpolation or implement own interpolation logic.
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//!
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//! @param[in] theStart initial camera position
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//! @param[in] theEnd final camera position
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//! @param[in] theT step between initial and final positions within [0,1] range
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//! @param[out] theCamera interpolation result
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Standard_EXPORT static void Interpolate (const Handle(Graphic3d_Camera)& theStart,
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const Handle(Graphic3d_Camera)& theEnd,
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const double theT,
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Handle(Graphic3d_Camera)& theCamera);
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public:
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//! Default constructor.
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//! Initializes camera with the following properties:
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//! Eye (0, 0, -2); Center (0, 0, 0); Up (0, 1, 0);
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//! Type (Orthographic); FOVy (45); Scale (1000); IsStereo(false);
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//! ZNear (0.001); ZFar (3000.0); Aspect(1);
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//! ZFocus(1.0); ZFocusType(Relative); IOD(0.05); IODType(Relative)
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Standard_EXPORT Graphic3d_Camera();
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//! Copy constructor.
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//! @param[in] theOther the camera to copy from.
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Standard_EXPORT Graphic3d_Camera (const Handle(Graphic3d_Camera)& theOther);
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//! Initialize mapping related parameters from other camera handle.
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Standard_EXPORT void CopyMappingData (const Handle(Graphic3d_Camera)& theOtherCamera);
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//! Initialize orientation related parameters from other camera handle.
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Standard_EXPORT void CopyOrientationData (const Handle(Graphic3d_Camera)& theOtherCamera);
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//! Copy properties of another camera.
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//! @param[in] theOther the camera to copy from.
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Standard_EXPORT void Copy (const Handle(Graphic3d_Camera)& theOther);
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//! @name Public camera properties
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public:
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//! Get camera look direction.
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//! @return camera look direction.
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const gp_Dir& Direction() const { return myDirection; }
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//! Sets camera look direction preserving the current Eye() position.
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//! WARNING! This method does NOT verify that the current Up() vector is orthogonal to the new Direction.
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//! @param[in] theDir the direction.
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Standard_EXPORT void SetDirectionFromEye (const gp_Dir& theDir);
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//! Sets camera look direction and computes the new Eye position relative to current Center.
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//! WARNING! This method does NOT verify that the current Up() vector is orthogonal to the new Direction.
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//! @param[in] theDir the direction.
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Standard_EXPORT void SetDirection (const gp_Dir& theDir);
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//! Get camera Up direction vector.
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//! @return Camera's Up direction vector.
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const gp_Dir& Up() const { return myUp; }
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//! Sets camera Up direction vector, orthogonal to camera direction.
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//! WARNING! This method does NOT verify that the new Up vector is orthogonal to the current Direction().
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//! @param[in] theUp the Up direction vector.
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//! @sa OrthogonalizeUp().
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Standard_EXPORT void SetUp (const gp_Dir& theUp);
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//! Orthogonalize up direction vector.
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Standard_EXPORT void OrthogonalizeUp();
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//! Return a copy of orthogonalized up direction vector.
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Standard_EXPORT gp_Dir OrthogonalizedUp() const;
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//! Right side direction.
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gp_Dir SideRight() const
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{
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return -(gp_Vec (Direction()) ^ gp_Vec (OrthogonalizedUp()));
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}
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//! Get camera Eye position.
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//! @return camera eye location.
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const gp_Pnt& Eye() const { return myEye; }
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//! Sets camera Eye position.
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//! Unlike SetEye(), this method only changes Eye point and preserves camera direction.
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//! @param[in] theEye the location of camera's Eye.
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//! @sa SetEye()
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Standard_EXPORT void MoveEyeTo (const gp_Pnt& theEye);
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//! Sets camera Eye and Center positions.
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//! @param[in] theEye the location of camera's Eye
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//! @param[in] theCenter the location of camera's Center
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Standard_EXPORT void SetEyeAndCenter (const gp_Pnt& theEye,
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const gp_Pnt& theCenter);
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//! Sets camera Eye position.
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//! WARNING! For backward compatibility reasons, this method also changes view direction,
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//! so that the new direction is computed from new Eye position to old Center position.
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//! @param[in] theEye the location of camera's Eye.
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//! @sa MoveEyeTo(), SetEyeAndCenter()
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Standard_EXPORT void SetEye (const gp_Pnt& theEye);
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//! Get Center of the camera, e.g. the point where camera looks at.
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//! This point is computed as Eye() translated along Direction() at Distance().
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//! @return the point where the camera looks at.
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gp_Pnt Center() const
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{
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return myEye.XYZ() + myDirection.XYZ() * myDistance;
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}
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//! Sets Center of the camera, e.g. the point where camera looks at.
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//! This methods changes camera direction, so that the new direction is computed
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//! from current Eye position to specified Center position.
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//! @param[in] theCenter the point where the camera looks at.
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Standard_EXPORT void SetCenter (const gp_Pnt& theCenter);
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//! Get distance of Eye from camera Center.
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//! @return the distance.
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Standard_Real Distance() const { return myDistance; }
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//! Set distance of Eye from camera Center.
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//! @param[in] theDistance the distance.
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Standard_EXPORT void SetDistance (const Standard_Real theDistance);
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//! Get camera scale.
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//! @return camera scale factor.
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Standard_EXPORT Standard_Real Scale() const;
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//! Sets camera scale. For orthographic projection the scale factor
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//! corresponds to parallel scale of view mapping (i.e. size
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//! of viewport). For perspective camera scale is converted to
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//! distance. The scale specifies equal size of the view projection in
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//! both dimensions assuming that the aspect is 1.0. The projection height
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//! and width are specified with the scale and correspondingly multiplied
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//! by the aspect.
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//! @param[in] theScale the scale factor.
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Standard_EXPORT void SetScale (const Standard_Real theScale);
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//! Get camera axial scale.
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//! @return Camera's axial scale.
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const gp_XYZ& AxialScale() const { return myAxialScale; }
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//! Set camera axial scale.
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//! @param[in] theAxialScale the axial scale vector.
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Standard_EXPORT void SetAxialScale (const gp_XYZ& theAxialScale);
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//! Change camera projection type.
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//! When switching to perspective projection from orthographic one,
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//! the ZNear and ZFar are reset to default values (0.001, 3000.0)
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//! if less than 0.0.
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//! @param[in] theProjection the camera projection type.
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Standard_EXPORT void SetProjectionType (const Projection theProjection);
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//! @return camera projection type.
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Projection ProjectionType() const
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{
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return myProjType;
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}
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//! Check that the camera projection is orthographic.
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//! @return boolean flag that indicates whether the camera's projection is
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//! orthographic or not.
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Standard_Boolean IsOrthographic() const
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{
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return (myProjType == Projection_Orthographic);
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}
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//! Check whether the camera projection is stereo.
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//! Please note that stereo rendering is now implemented with support of
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//! Quad buffering.
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//! @return boolean flag indicating whether the stereographic L/R projection
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//! is chosen.
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Standard_Boolean IsStereo() const
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{
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return (myProjType == Projection_Stereo);
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}
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//! Set Field Of View (FOV) in y axis for perspective projection.
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//! Field of View in x axis is automatically scaled from view aspect ratio.
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//! @param[in] theFOVy the FOV in degrees.
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Standard_EXPORT void SetFOVy (const Standard_Real theFOVy);
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//! Get Field Of View (FOV) in y axis.
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//! @return the FOV value in degrees.
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Standard_Real FOVy() const { return myFOVy; }
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//! Get Field Of View (FOV) in x axis.
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//! @return the FOV value in degrees.
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Standard_Real FOVx() const { return myFOVx; }
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//! Get Field Of View (FOV) restriction for 2D on-screen elements; 180 degrees by default.
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//! When 2D FOV is smaller than FOVy or FOVx, 2D elements defined within offset from view corner
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//! will be extended to fit into specified 2D FOV.
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//! This can be useful to make 2D elements sharply visible, like in case of HMD normally having extra large FOVy.
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Standard_Real FOV2d() const { return myFOV2d; }
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//! Set Field Of View (FOV) restriction for 2D on-screen elements.
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Standard_EXPORT void SetFOV2d (Standard_Real theFOV);
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//! Adjust camera to fit in specified AABB.
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Standard_EXPORT bool FitMinMax (const Bnd_Box& theBox,
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const Standard_Real theResolution,
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const bool theToEnlargeIfLine);
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//! Estimate Z-min and Z-max planes of projection volume to match the
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//! displayed objects. The methods ensures that view volume will
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//! be close by depth range to the displayed objects. Fitting assumes that
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//! for orthogonal projection the view volume contains the displayed objects
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//! completely. For zoomed perspective view, the view volume is adjusted such
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//! that it contains the objects or their parts, located in front of the camera.
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//! @param[in] theScaleFactor the scale factor for Z-range.
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//! The range between Z-min, Z-max projection volume planes
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//! evaluated by z fitting method will be scaled using this coefficient.
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//! Program error exception is thrown if negative or zero value is passed.
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//! @param[in] theMinMax applicative min max boundaries.
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//! @param[in] theGraphicBB real graphical boundaries (not accounting infinite flag).
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Standard_EXPORT bool ZFitAll (const Standard_Real theScaleFactor,
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const Bnd_Box& theMinMax,
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const Bnd_Box& theGraphicBB,
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Standard_Real& theZNear,
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Standard_Real& theZFar) const;
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//! Change Z-min and Z-max planes of projection volume to match the displayed objects.
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void ZFitAll (const Standard_Real theScaleFactor, const Bnd_Box& theMinMax, const Bnd_Box& theGraphicBB)
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{
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Standard_Real aZNear = 0.0, aZFar = 1.0;
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ZFitAll (theScaleFactor, theMinMax, theGraphicBB, aZNear, aZFar);
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SetZRange (aZNear, aZFar);
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}
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//! Change the Near and Far Z-clipping plane positions.
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//! For orthographic projection, theZNear, theZFar can be negative or positive.
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//! For perspective projection, only positive values are allowed.
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//! Program error exception is raised if non-positive values are
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//! specified for perspective projection or theZNear >= theZFar.
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//! @param[in] theZNear the distance of the plane from the Eye.
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//! @param[in] theZFar the distance of the plane from the Eye.
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Standard_EXPORT void SetZRange (const Standard_Real theZNear, const Standard_Real theZFar);
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//! Get the Near Z-clipping plane position.
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//! @return the distance of the plane from the Eye.
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Standard_Real ZNear() const
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{
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return myZNear;
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}
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//! Get the Far Z-clipping plane position.
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//! @return the distance of the plane from the Eye.
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Standard_Real ZFar() const
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{
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return myZFar;
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}
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//! Return TRUE if camera should calculate projection matrix for [0, 1] depth range or for [-1, 1] range.
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//! FALSE by default.
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Standard_Boolean IsZeroToOneDepth() const { return myIsZeroToOneDepth; }
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//! Set using [0, 1] depth range or [-1, 1] range.
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void SetZeroToOneDepth (Standard_Boolean theIsZeroToOne)
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{
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if (myIsZeroToOneDepth != theIsZeroToOne)
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{
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myIsZeroToOneDepth = theIsZeroToOne;
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InvalidateProjection();
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}
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}
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//! Changes width / height display ratio.
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//! @param[in] theAspect the display ratio.
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Standard_EXPORT void SetAspect (const Standard_Real theAspect);
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//! Get camera display ratio.
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//! @return display ratio.
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Standard_Real Aspect() const
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{
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return myAspect;
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}
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//! Sets stereographic focus distance.
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//! @param[in] theType the focus definition type. Focus can be defined
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//! as absolute value or relatively to (as coefficient of) coefficient of
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//! camera focal length.
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//! @param[in] theZFocus the focus absolute value or coefficient depending
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//! on the passed definition type.
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Standard_EXPORT void SetZFocus (const FocusType theType, const Standard_Real theZFocus);
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//! Get stereographic focus value.
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//! @return absolute or relative stereographic focus value
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//! depending on its definition type.
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Standard_Real ZFocus() const
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{
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return myZFocus;
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}
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//! Get stereographic focus definition type.
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//! @return definition type used for stereographic focus.
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FocusType ZFocusType() const
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{
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return myZFocusType;
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}
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//! Sets Intraocular distance.
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//! @param[in] theType the IOD definition type. IOD can be defined as
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//! absolute value or relatively to (as coefficient of) camera focal length.
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//! @param[in] theIOD the Intraocular distance.
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Standard_EXPORT void SetIOD (const IODType theType, const Standard_Real theIOD);
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//! Get Intraocular distance value.
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//! @return absolute or relative IOD value depending on its definition type.
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Standard_Real IOD() const
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{
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return myIOD;
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}
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//! Get Intraocular distance definition type.
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//! @return definition type used for Intraocular distance.
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IODType GetIODType() const
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{
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return myIODType;
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}
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//! Get current tile.
|
|
const Graphic3d_CameraTile& Tile() const { return myTile; }
|
|
|
|
//! Sets the Tile defining the drawing sub-area within View.
|
|
//! Note that tile defining a region outside the view boundaries is also valid - use method Graphic3d_CameraTile::Cropped() to assign a cropped copy.
|
|
//! @param theTile tile definition
|
|
Standard_EXPORT void SetTile (const Graphic3d_CameraTile& theTile);
|
|
|
|
//! Sets camera parameters to make current orientation matrix identity one.
|
|
Standard_EXPORT void SetIdentityOrientation();
|
|
|
|
//! @name Basic camera operations
|
|
public:
|
|
|
|
//! Transform orientation components of the camera:
|
|
//! Eye, Up and Center points.
|
|
//! @param[in] theTrsf the transformation to apply.
|
|
Standard_EXPORT void Transform (const gp_Trsf& theTrsf);
|
|
|
|
//! Calculate view plane size at center (target) point
|
|
//! and distance between ZFar and ZNear planes.
|
|
//! @return values in form of gp_Pnt (Width, Height, Depth).
|
|
gp_XYZ ViewDimensions() const
|
|
{
|
|
return ViewDimensions (Distance());
|
|
}
|
|
|
|
//! Calculate view plane size at center point with specified Z offset
|
|
//! and distance between ZFar and ZNear planes.
|
|
//! @param[in] theZValue the distance from the eye in eye-to-center direction
|
|
//! @return values in form of gp_Pnt (Width, Height, Depth).
|
|
Standard_EXPORT gp_XYZ ViewDimensions (const Standard_Real theZValue) const;
|
|
|
|
//! Return offset to the view corner in NDC space within dimension X for 2d on-screen elements, which is normally 0.5.
|
|
//! Can be clamped when FOVx exceeds FOV2d.
|
|
Standard_Real NDC2dOffsetX() const
|
|
{
|
|
return myFOV2d >= myFOVx
|
|
? 0.5
|
|
: 0.5 * myFOV2d / myFOVx;
|
|
}
|
|
|
|
//! Return offset to the view corner in NDC space within dimension X for 2d on-screen elements, which is normally 0.5.
|
|
//! Can be clamped when FOVy exceeds FOV2d.
|
|
Standard_Real NDC2dOffsetY() const
|
|
{
|
|
return myFOV2d >= myFOVy
|
|
? 0.5
|
|
: 0.5 * myFOV2d / myFOVy;
|
|
}
|
|
|
|
//! Calculate WCS frustum planes for the camera projection volume.
|
|
//! Frustum is a convex volume determined by six planes directing
|
|
//! inwards.
|
|
//! The frustum planes are usually used as inputs for camera algorithms.
|
|
//! Thus, if any changes to projection matrix calculation are necessary,
|
|
//! the frustum planes calculation should be also touched.
|
|
//! @param[out] theLeft the frustum plane for left side of view.
|
|
//! @param[out] theRight the frustum plane for right side of view.
|
|
//! @param[out] theBottom the frustum plane for bottom side of view.
|
|
//! @param[out] theTop the frustum plane for top side of view.
|
|
//! @param[out] theNear the frustum plane for near side of view.
|
|
//! @param[out] theFar the frustum plane for far side of view.
|
|
Standard_EXPORT void Frustum (gp_Pln& theLeft,
|
|
gp_Pln& theRight,
|
|
gp_Pln& theBottom,
|
|
gp_Pln& theTop,
|
|
gp_Pln& theNear,
|
|
gp_Pln& theFar) const;
|
|
|
|
//! @name Projection methods
|
|
public:
|
|
|
|
//! Project point from world coordinate space to
|
|
//! normalized device coordinates (mapping).
|
|
//! @param[in] thePnt the 3D point in WCS.
|
|
//! @return mapped point in NDC.
|
|
Standard_EXPORT gp_Pnt Project (const gp_Pnt& thePnt) const;
|
|
|
|
//! Unproject point from normalized device coordinates
|
|
//! to world coordinate space.
|
|
//! @param[in] thePnt the NDC point.
|
|
//! @return 3D point in WCS.
|
|
Standard_EXPORT gp_Pnt UnProject (const gp_Pnt& thePnt) const;
|
|
|
|
//! Convert point from view coordinate space to
|
|
//! projection coordinate space.
|
|
//! @param[in] thePnt the point in VCS.
|
|
//! @return point in NDC.
|
|
Standard_EXPORT gp_Pnt ConvertView2Proj (const gp_Pnt& thePnt) const;
|
|
|
|
//! Convert point from projection coordinate space
|
|
//! to view coordinate space.
|
|
//! @param[in] thePnt the point in NDC.
|
|
//! @return point in VCS.
|
|
Standard_EXPORT gp_Pnt ConvertProj2View (const gp_Pnt& thePnt) const;
|
|
|
|
//! Convert point from world coordinate space to
|
|
//! view coordinate space.
|
|
//! @param[in] thePnt the 3D point in WCS.
|
|
//! @return point in VCS.
|
|
Standard_EXPORT gp_Pnt ConvertWorld2View (const gp_Pnt& thePnt) const;
|
|
|
|
//! Convert point from view coordinate space to
|
|
//! world coordinates.
|
|
//! @param[in] thePnt the 3D point in VCS.
|
|
//! @return point in WCS.
|
|
Standard_EXPORT gp_Pnt ConvertView2World (const gp_Pnt& thePnt) const;
|
|
|
|
//! @name Camera modification state
|
|
public:
|
|
|
|
//! @return projection modification state of the camera.
|
|
const Graphic3d_WorldViewProjState& WorldViewProjState() const
|
|
{
|
|
return myWorldViewProjState;
|
|
}
|
|
|
|
|
|
//! Returns modification state of camera projection matrix
|
|
Standard_Size ProjectionState() const
|
|
{
|
|
return myWorldViewProjState.ProjectionState();
|
|
}
|
|
|
|
//! Returns modification state of camera world view transformation matrix.
|
|
Standard_Size WorldViewState() const
|
|
{
|
|
return myWorldViewProjState.WorldViewState();
|
|
}
|
|
|
|
//! @name Lazily-computed orientation and projection matrices derived from camera parameters
|
|
public:
|
|
|
|
//! Get orientation matrix.
|
|
//! @return camera orientation matrix.
|
|
Standard_EXPORT const Graphic3d_Mat4d& OrientationMatrix() const;
|
|
|
|
//! Get orientation matrix of Standard_ShortReal precision.
|
|
//! @return camera orientation matrix.
|
|
Standard_EXPORT const Graphic3d_Mat4& OrientationMatrixF() const;
|
|
|
|
//! Get monographic or middle point projection matrix used for monographic
|
|
//! rendering and for point projection / unprojection.
|
|
//! @return monographic projection matrix.
|
|
Standard_EXPORT const Graphic3d_Mat4d& ProjectionMatrix() const;
|
|
|
|
//! Get monographic or middle point projection matrix of Standard_ShortReal precision used for monographic
|
|
//! rendering and for point projection / unprojection.
|
|
//! @return monographic projection matrix.
|
|
Standard_EXPORT const Graphic3d_Mat4& ProjectionMatrixF() const;
|
|
|
|
//! @return stereographic matrix computed for left eye. Please note
|
|
//! that this method is used for rendering for <i>Projection_Stereo</i>.
|
|
Standard_EXPORT const Graphic3d_Mat4d& ProjectionStereoLeft() const;
|
|
|
|
//! @return stereographic matrix of Standard_ShortReal precision computed for left eye.
|
|
//! Please note that this method is used for rendering for <i>Projection_Stereo</i>.
|
|
Standard_EXPORT const Graphic3d_Mat4& ProjectionStereoLeftF() const;
|
|
|
|
//! @return stereographic matrix computed for right eye. Please note
|
|
//! that this method is used for rendering for <i>Projection_Stereo</i>.
|
|
Standard_EXPORT const Graphic3d_Mat4d& ProjectionStereoRight() const;
|
|
|
|
//! @return stereographic matrix of Standard_ShortReal precision computed for right eye.
|
|
//! Please note that this method is used for rendering for <i>Projection_Stereo</i>.
|
|
Standard_EXPORT const Graphic3d_Mat4& ProjectionStereoRightF() const;
|
|
|
|
//! Invalidate state of projection matrix.
|
|
//! The matrix will be updated on request.
|
|
Standard_EXPORT void InvalidateProjection();
|
|
|
|
//! Invalidate orientation matrix.
|
|
//! The matrix will be updated on request.
|
|
Standard_EXPORT void InvalidateOrientation();
|
|
|
|
public:
|
|
|
|
//! Get stereo projection matrices.
|
|
//! @param[out] theProjL left eye projection matrix
|
|
//! @param[out] theHeadToEyeL left head to eye translation matrix
|
|
//! @param[out] theProjR right eye projection matrix
|
|
//! @param[out] theHeadToEyeR right head to eye translation matrix
|
|
Standard_EXPORT void StereoProjection (Graphic3d_Mat4d& theProjL,
|
|
Graphic3d_Mat4d& theHeadToEyeL,
|
|
Graphic3d_Mat4d& theProjR,
|
|
Graphic3d_Mat4d& theHeadToEyeR) const;
|
|
|
|
//! Get stereo projection matrices.
|
|
//! @param[out] theProjL left eye projection matrix
|
|
//! @param[out] theHeadToEyeL left head to eye translation matrix
|
|
//! @param[out] theProjR right eye projection matrix
|
|
//! @param[out] theHeadToEyeR right head to eye translation matrix
|
|
Standard_EXPORT void StereoProjectionF (Graphic3d_Mat4& theProjL,
|
|
Graphic3d_Mat4& theHeadToEyeL,
|
|
Graphic3d_Mat4& theProjR,
|
|
Graphic3d_Mat4& theHeadToEyeR) const;
|
|
|
|
//! Unset all custom frustums and projection matrices.
|
|
Standard_EXPORT void ResetCustomProjection();
|
|
|
|
//! Return TRUE if custom stereo frustums are set.
|
|
bool IsCustomStereoFrustum() const { return myIsCustomFrustomLR; }
|
|
|
|
//! Set custom stereo frustums.
|
|
//! These can be retrieved from APIs like OpenVR.
|
|
Standard_EXPORT void SetCustomStereoFrustums (const Aspect_FrustumLRBT<Standard_Real>& theFrustumL,
|
|
const Aspect_FrustumLRBT<Standard_Real>& theFrustumR);
|
|
|
|
//! Return TRUE if custom stereo projection matrices are set.
|
|
bool IsCustomStereoProjection() const { return myIsCustomProjMatLR; }
|
|
|
|
//! Set custom stereo projection matrices.
|
|
//! @param[in] theProjL left eye projection matrix
|
|
//! @param[in] theHeadToEyeL left head to eye translation matrix
|
|
//! @param[in] theProjR right eye projection matrix
|
|
//! @param[in] theHeadToEyeR right head to eye translation matrix
|
|
Standard_EXPORT void SetCustomStereoProjection (const Graphic3d_Mat4d& theProjL,
|
|
const Graphic3d_Mat4d& theHeadToEyeL,
|
|
const Graphic3d_Mat4d& theProjR,
|
|
const Graphic3d_Mat4d& theHeadToEyeR);
|
|
|
|
//! Return TRUE if custom projection matrix is set.
|
|
bool IsCustomMonoProjection() const { return myIsCustomProjMatM; }
|
|
|
|
//! Set custom projection matrix.
|
|
Standard_EXPORT void SetCustomMonoProjection (const Graphic3d_Mat4d& theProj);
|
|
|
|
//! Dumps the content of me into the stream
|
|
Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
|
|
|
|
//! @name Managing projection and orientation cache
|
|
private:
|
|
|
|
//! Get stereo projection matrices.
|
|
//! @param[out] theProjL left eye projection matrix
|
|
//! @param[out] theHeadToEyeL left head to eye translation matrix
|
|
//! @param[out] theProjR right eye projection matrix
|
|
//! @param[out] theHeadToEyeR right head to eye translation matrix
|
|
template <typename Elem_t>
|
|
Standard_EXPORT void stereoProjection (NCollection_Mat4<Elem_t>& theProjL,
|
|
NCollection_Mat4<Elem_t>& theHeadToEyeL,
|
|
NCollection_Mat4<Elem_t>& theProjR,
|
|
NCollection_Mat4<Elem_t>& theHeadToEyeR) const;
|
|
|
|
//! Compute projection matrices.
|
|
//! @param[out] theProjM mono projection matrix
|
|
//! @param[out] theProjL left eye projection matrix
|
|
//! @param[out] theProjR right eye projection matrix
|
|
//! @param[in] theToAddHeadToEye flag to pre-multiply head-to-eye translation
|
|
template <typename Elem_t>
|
|
Standard_EXPORT void computeProjection (NCollection_Mat4<Elem_t>& theProjM,
|
|
NCollection_Mat4<Elem_t>& theProjL,
|
|
NCollection_Mat4<Elem_t>& theProjR,
|
|
bool theToAddHeadToEye) const;
|
|
|
|
//! Compute projection matrices.
|
|
//! @param[in] theMatrices the matrices data container.
|
|
template <typename Elem_t>
|
|
TransformMatrices<Elem_t>& UpdateProjection (TransformMatrices<Elem_t>& theMatrices) const
|
|
{
|
|
if (!theMatrices.IsProjectionValid())
|
|
{
|
|
theMatrices.InitProjection();
|
|
computeProjection (theMatrices.MProjection, theMatrices.LProjection, theMatrices.RProjection, true);
|
|
}
|
|
return theMatrices;
|
|
}
|
|
|
|
//! Compute orientation matrix.
|
|
//! @param[in] theMatrices the matrices data container.
|
|
template <typename Elem_t>
|
|
Standard_EXPORT
|
|
TransformMatrices<Elem_t>& UpdateOrientation (TransformMatrices<Elem_t>& theMatrices) const;
|
|
|
|
private:
|
|
|
|
//! Compose orthographic projection matrix for the passed camera volume mapping.
|
|
//! @param[out] theOutMx the projection matrix
|
|
//! @param[in] theLRBT the left/right/bottom/top mapping (clipping) coordinates
|
|
//! @param[in] theNear the near mapping (clipping) coordinate
|
|
//! @param[in] theFar the far mapping (clipping) coordinate
|
|
template <typename Elem_t>
|
|
void orthoProj (NCollection_Mat4<Elem_t>& theOutMx,
|
|
const Aspect_FrustumLRBT<Elem_t>& theLRBT,
|
|
const Elem_t theNear,
|
|
const Elem_t theFar) const;
|
|
|
|
//! Compose perspective projection matrix for the passed camera volume mapping.
|
|
//! @param[out] theOutMx the projection matrix
|
|
//! @param[in] theLRBT the left/right/bottom/top mapping (clipping) coordinates
|
|
//! @param[in] theNear the near mapping (clipping) coordinate
|
|
//! @param[in] theFar the far mapping (clipping) coordinate
|
|
template <typename Elem_t>
|
|
void perspectiveProj (NCollection_Mat4<Elem_t>& theOutMx,
|
|
const Aspect_FrustumLRBT<Elem_t>& theLRBT,
|
|
const Elem_t theNear,
|
|
const Elem_t theFar) const;
|
|
|
|
//! Compose projection matrix for L/R stereo eyes.
|
|
//! @param[out] theOutMx the projection matrix
|
|
//! @param[in] theLRBT the left/right/bottom/top mapping (clipping) coordinates
|
|
//! @param[in] theNear the near mapping (clipping) coordinate
|
|
//! @param[in] theFar the far mapping (clipping) coordinate
|
|
//! @param[in] theIOD the Intraocular distance
|
|
//! @param[in] theZFocus the z coordinate of off-axis projection plane with zero parallax
|
|
//! @param[in] theEyeIndex choose between L/R eyes
|
|
template <typename Elem_t>
|
|
void stereoEyeProj (NCollection_Mat4<Elem_t>& theOutMx,
|
|
const Aspect_FrustumLRBT<Elem_t>& theLRBT,
|
|
const Elem_t theNear,
|
|
const Elem_t theFar,
|
|
const Elem_t theIOD,
|
|
const Elem_t theZFocus,
|
|
const Aspect_Eye theEyeIndex) const;
|
|
|
|
//! Construct "look at" orientation transformation.
|
|
//! Reference point differs for perspective and ortho modes
|
|
//! (made for compatibility, to be improved..).
|
|
//! @param[in] theEye the eye coordinates in 3D space.
|
|
//! @param[in] theFwdDir view direction
|
|
//! @param[in] theUpDir the up direction vector.
|
|
//! @param[in] theAxialScale the axial scale vector.
|
|
//! @param theOutMx [in/out] the orientation matrix.
|
|
template <typename Elem_t>
|
|
static void
|
|
LookOrientation (const NCollection_Vec3<Elem_t>& theEye,
|
|
const NCollection_Vec3<Elem_t>& theFwdDir,
|
|
const NCollection_Vec3<Elem_t>& theUpDir,
|
|
const NCollection_Vec3<Elem_t>& theAxialScale,
|
|
NCollection_Mat4<Elem_t>& theOutMx);
|
|
|
|
public:
|
|
|
|
//! Enumerates vertices of view volume.
|
|
enum
|
|
{
|
|
FrustumVert_LeftBottomNear,
|
|
FrustumVert_LeftBottomFar,
|
|
FrustumVert_LeftTopNear,
|
|
FrustumVert_LeftTopFar,
|
|
FrustumVert_RightBottomNear,
|
|
FrustumVert_RightBottomFar,
|
|
FrustumVert_RightTopNear,
|
|
FrustumVert_RightTopFar,
|
|
FrustumVerticesNB
|
|
};
|
|
|
|
//! Fill array of current view frustum corners.
|
|
//! The size of this array is equal to FrustumVerticesNB.
|
|
//! The order of vertices is as defined in FrustumVert_* enumeration.
|
|
Standard_EXPORT void FrustumPoints (NCollection_Array1<Graphic3d_Vec3d>& thePoints,
|
|
const Graphic3d_Mat4d& theModelWorld = Graphic3d_Mat4d()) const;
|
|
|
|
private:
|
|
|
|
gp_Dir myUp; //!< Camera up direction vector
|
|
gp_Dir myDirection;//!< Camera view direction (from eye)
|
|
gp_Pnt myEye; //!< Camera eye position
|
|
Standard_Real myDistance; //!< distance from Eye to Center
|
|
|
|
gp_XYZ myAxialScale; //!< World axial scale.
|
|
|
|
Projection myProjType; //!< Projection type used for rendering.
|
|
Standard_Real myFOVy; //!< Field Of View in y axis.
|
|
Standard_Real myFOVx; //!< Field Of View in x axis.
|
|
Standard_Real myFOV2d; //!< Field Of View limit for 2d on-screen elements
|
|
Standard_Real myFOVyTan; //!< Field Of View as Tan(DTR_HALF * myFOVy)
|
|
Standard_Real myZNear; //!< Distance to near clipping plane.
|
|
Standard_Real myZFar; //!< Distance to far clipping plane.
|
|
Standard_Real myAspect; //!< Width to height display ratio.
|
|
Standard_Boolean myIsZeroToOneDepth; //!< use [0, 1] depth range or [-1, 1]
|
|
|
|
Standard_Real myScale; //!< Specifies parallel scale for orthographic projection.
|
|
Standard_Real myZFocus; //!< Stereographic focus value.
|
|
FocusType myZFocusType; //!< Stereographic focus definition type.
|
|
|
|
Standard_Real myIOD; //!< Intraocular distance value.
|
|
IODType myIODType; //!< Intraocular distance definition type.
|
|
|
|
Graphic3d_CameraTile myTile;//!< Tile defining sub-area for drawing
|
|
|
|
Graphic3d_Mat4d myCustomProjMatM;
|
|
Graphic3d_Mat4d myCustomProjMatL;
|
|
Graphic3d_Mat4d myCustomProjMatR;
|
|
Graphic3d_Mat4d myCustomHeadToEyeMatL;
|
|
Graphic3d_Mat4d myCustomHeadToEyeMatR;
|
|
Aspect_FrustumLRBT<Standard_Real> myCustomFrustumL; //!< left custom frustum
|
|
Aspect_FrustumLRBT<Standard_Real> myCustomFrustumR; //!< right custom frustum
|
|
Standard_Boolean myIsCustomProjMatM; //!< flag indicating usage of custom projection matrix
|
|
Standard_Boolean myIsCustomProjMatLR; //!< flag indicating usage of custom stereo projection matrices
|
|
Standard_Boolean myIsCustomFrustomLR; //!< flag indicating usage of custom stereo frustums
|
|
|
|
mutable TransformMatrices<Standard_Real> myMatricesD;
|
|
mutable TransformMatrices<Standard_ShortReal> myMatricesF;
|
|
|
|
mutable Graphic3d_WorldViewProjState myWorldViewProjState;
|
|
|
|
public:
|
|
|
|
DEFINE_STANDARD_RTTIEXT(Graphic3d_Camera,Standard_Transient)
|
|
};
|
|
|
|
DEFINE_STANDARD_HANDLE (Graphic3d_Camera, Standard_Transient)
|
|
|
|
//! Linear interpolation tool for camera orientation and position.
|
|
//! This tool interpolates camera parameters scale, eye, center, rotation (up and direction vectors) independently.
|
|
//! @sa Graphic3d_Camera::Interpolate()
|
|
template<>
|
|
inline void NCollection_Lerp<Handle(Graphic3d_Camera)>::Interpolate (const double theT,
|
|
Handle(Graphic3d_Camera)& theResult) const
|
|
{
|
|
Graphic3d_Camera::Interpolate (myStart, myEnd, theT, theResult);
|
|
}
|
|
|
|
//! Linear interpolation tool for camera orientation and position.
|
|
//! This tool interpolates camera parameters scale, eye, center, rotation (up and direction vectors) independently.
|
|
//! @sa Graphic3d_Camera::Interpolate()
|
|
typedef NCollection_Lerp<Handle(Graphic3d_Camera)> Graphic3d_CameraLerp;
|
|
|
|
#endif
|