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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-06-30 12:14:08 +03:00
occt/src/Graphic3d/Graphic3d_Camera.hxx
kgv 1beb58d745 0027764: Visualization - add functionality for animation of 3D camera and interactive objects
Added classes AIS_Animation, AIS_AnimationCamera, AIS_AnimationObjectLocatio.

Draw Harness command vanimation has been modified to manage animation timeline.
Command vfit has been extended with option -noupdate.
Formatting of vviewparams command output has been improved.
Functionality of commands vlocreset, vlocmove, vloctranslate, vlocrotate,
vlocmirror, vlocscale has been merged into vlocation/vsetlocation.
vlocation now can print the current local transformation of the object.

v3d/ivtk test group does not call vfit anymore.

Fixed misprint in test cases bugs/vis/bug24623_3 and bug25532.
2016-10-27 17:21:02 +03:00

692 lines
26 KiB
C++

// Created on: 2013-05-29
// Created by: Anton POLETAEV
// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_Camera_HeaderFile
#define _Graphic3d_Camera_HeaderFile
#include <Graphic3d_CameraTile.hxx>
#include <Graphic3d_Mat4d.hxx>
#include <Graphic3d_Mat4.hxx>
#include <Graphic3d_Vec3.hxx>
#include <Graphic3d_WorldViewProjState.hxx>
#include <NCollection_Lerp.hxx>
#include <gp_Dir.hxx>
#include <gp_Pnt.hxx>
#include <Standard_Macro.hxx>
#include <Standard_TypeDef.hxx>
#include <Bnd_Box.hxx>
//! Forward declaration
class Graphic3d_WorldViewProjState;
//! Camera class provides object-oriented approach to setting up projection
//! and orientation properties of 3D view.
class Graphic3d_Camera : public Standard_Transient
{
private:
//! Template container for cached matrices or Real/ShortReal types.
template<typename Elem_t>
struct TransformMatrices
{
//! Default constructor.
TransformMatrices() : myIsOrientationValid (Standard_False), myIsProjectionValid (Standard_False) {}
//! Initialize orientation.
void InitOrientation()
{
myIsOrientationValid = Standard_True;
Orientation.InitIdentity();
}
//! Initialize projection.
void InitProjection()
{
myIsProjectionValid = Standard_True;
MProjection.InitIdentity();
LProjection.InitIdentity();
RProjection.InitIdentity();
}
//! Invalidate orientation.
void ResetOrientation() { myIsOrientationValid = Standard_False; }
//! Invalidate projection.
void ResetProjection() { myIsProjectionValid = Standard_False; }
//! Return true if Orientation was not invalidated.
Standard_Boolean IsOrientationValid() const { return myIsOrientationValid; }
//! Return true if Projection was not invalidated.
Standard_Boolean IsProjectionValid() const { return myIsProjectionValid; }
public:
NCollection_Mat4<Elem_t> Orientation;
NCollection_Mat4<Elem_t> MProjection;
NCollection_Mat4<Elem_t> LProjection;
NCollection_Mat4<Elem_t> RProjection;
private:
Standard_Boolean myIsOrientationValid;
Standard_Boolean myIsProjectionValid;
};
public:
//! Enumerates supported monographic projections.
//! - Projection_Orthographic : orthographic projection.
//! - Projection_Perspective : perspective projection.
//! - Projection_Stereo : stereographic projection.
//! - Projection_MonoLeftEye : mono projection for stereo left eye.
//! - Projection_MonoRightEye : mono projection for stereo right eye.
enum Projection
{
Projection_Orthographic,
Projection_Perspective,
Projection_Stereo,
Projection_MonoLeftEye,
Projection_MonoRightEye
};
//! Enumerates approaches to define stereographic focus.
//! - FocusType_Absolute : focus is specified as absolute value.
//! - FocusType_Relative : focus is specified relative to
//! (as coefficient of) camera focal length.
enum FocusType
{
FocusType_Absolute,
FocusType_Relative
};
//! Enumerates approaches to define Intraocular distance.
//! - IODType_Absolute : Intraocular distance is defined as absolute value.
//! - IODType_Relative : Intraocular distance is defined relative to
//! (as coefficient of) camera focal length.
enum IODType
{
IODType_Absolute,
IODType_Relative
};
public:
//! Default constructor.
//! Initializes camera with the following properties:
//! Eye (0, 0, -2); Center (0, 0, 0); Up (0, 1, 0);
//! Type (Orthographic); FOVy (45); Scale (1000); IsStereo(false);
//! ZNear (0.001); ZFar (3000.0); Aspect(1);
//! ZFocus(1.0); ZFocusType(Relative); IOD(0.05); IODType(Relative)
Standard_EXPORT Graphic3d_Camera();
//! Copy constructor.
//! @param theOther [in] the camera to copy from.
Standard_EXPORT Graphic3d_Camera (const Handle(Graphic3d_Camera)& theOther);
//! Initialize mapping related parameters from other camera handle.
Standard_EXPORT void CopyMappingData (const Handle(Graphic3d_Camera)& theOtherCamera);
//! Initialize orientation related parameters from other camera handle.
Standard_EXPORT void CopyOrientationData (const Handle(Graphic3d_Camera)& theOtherCamera);
//! Copy properties of another camera.
//! @param theOther [in] the camera to copy from.
Standard_EXPORT void Copy (const Handle(Graphic3d_Camera)& theOther);
//! @name Public camera properties
public:
//! Sets camera Eye position.
//! @param theEye [in] the location of camera's Eye.
Standard_EXPORT void SetEye (const gp_Pnt& theEye);
//! Get camera Eye position.
//! @return camera eye location.
const gp_Pnt& Eye() const
{
return myEye;
}
//! Sets Center of the camera.
//! @param theCenter [in] the point where the camera looks at.
Standard_EXPORT void SetCenter (const gp_Pnt& theCenter);
//! Get Center of the camera.
//! @return the point where the camera looks at.
const gp_Pnt& Center() const
{
return myCenter;
}
//! Sets camera Up direction vector, orthogonal to camera direction.
//! @param theUp [in] the Up direction vector.
Standard_EXPORT void SetUp (const gp_Dir& theUp);
//! Orthogonalize up direction vector.
Standard_EXPORT void OrthogonalizeUp();
//! Return a copy of orthogonalized up direction vector.
Standard_EXPORT gp_Dir OrthogonalizedUp() const;
//! Get camera Up direction vector.
//! @return Camera's Up direction vector.
const gp_Dir& Up() const
{
return myUp;
}
//! Set camera axial scale.
//! @param theAxialScale [in] the axial scale vector.
Standard_EXPORT void SetAxialScale (const gp_XYZ& theAxialScale);
//! Get camera axial scale.
//! @return Camera's axial scale.
const gp_XYZ& AxialScale() const
{
return myAxialScale;
}
//! Set distance of Eye from camera Center.
//! @param theDistance [in] the distance.
Standard_EXPORT void SetDistance (const Standard_Real theDistance);
//! Get distance of Eye from camera Center.
//! @return the distance.
Standard_EXPORT Standard_Real Distance() const;
//! Sets camera look direction.
//! @param theDir [in] the direction.
Standard_EXPORT void SetDirection (const gp_Dir& theDir);
//! Get camera look direction.
//! @return camera look direction.
Standard_EXPORT gp_Dir Direction() const;
//! Sets camera scale. For orthographic projection the scale factor
//! corresponds to parallel scale of view mapping (i.e. size
//! of viewport). For perspective camera scale is converted to
//! distance. The scale specifies equal size of the view projection in
//! both dimensions assuming that the aspect is 1.0. The projection height
//! and width are specified with the scale and correspondingly multiplied
//! by the aspect.
//! @param theScale [in] the scale factor.
Standard_EXPORT void SetScale (const Standard_Real theScale);
//! Get camera scale.
//! @return camera scale factor.
Standard_EXPORT Standard_Real Scale() const;
//! Change camera projection type.
//! When switching to perspective projection from orthographic one,
//! the ZNear and ZFar are reset to default values (0.001, 3000.0)
//! if less than 0.0.
//! @param theProjectionType [in] the camera projection type.
Standard_EXPORT void SetProjectionType (const Projection theProjection);
//! @return camera projection type.
Projection ProjectionType() const
{
return myProjType;
}
//! Check that the camera projection is orthographic.
//! @return boolean flag that indicates whether the camera's projection is
//! orthographic or not.
Standard_Boolean IsOrthographic() const
{
return (myProjType == Projection_Orthographic);
}
//! Check whether the camera projection is stereo.
//! Please note that stereo rendering is now implemented with support of
//! Quad buffering.
//! @return boolean flag indicating whether the stereographic L/R projection
//! is chosen.
Standard_Boolean IsStereo() const
{
return (myProjType == Projection_Stereo);
}
//! Set Field Of View (FOV) in y axis for perspective projection.
//! @param theFOVy [in] the FOV in degrees.
Standard_EXPORT void SetFOVy (const Standard_Real theFOVy);
//! Get Field Of View (FOV) in y axis.
//! @return the FOV value in degrees.
Standard_Real FOVy() const
{
return myFOVy;
}
//! Estimate Z-min and Z-max planes of projection volume to match the
//! displayed objects. The methods ensures that view volume will
//! be close by depth range to the displayed objects. Fitting assumes that
//! for orthogonal projection the view volume contains the displayed objects
//! completely. For zoomed perspective view, the view volume is adjusted such
//! that it contains the objects or their parts, located in front of the camera.
//! @param theScaleFactor [in] the scale factor for Z-range.
//! The range between Z-min, Z-max projection volume planes
//! evaluated by z fitting method will be scaled using this coefficient.
//! Program error exception is thrown if negative or zero value is passed.
//! @param theMinMax [in] applicative min max boundaries.
//! @param theScaleFactor [in] real graphical boundaries (not accounting infinite flag).
Standard_EXPORT bool ZFitAll (const Standard_Real theScaleFactor,
const Bnd_Box& theMinMax,
const Bnd_Box& theGraphicBB,
Standard_Real& theZNear,
Standard_Real& theZFar) const;
//! Change Z-min and Z-max planes of projection volume to match the displayed objects.
void ZFitAll (const Standard_Real theScaleFactor, const Bnd_Box& theMinMax, const Bnd_Box& theGraphicBB)
{
Standard_Real aZNear = 0.0, aZFar = 1.0;
ZFitAll (theScaleFactor, theMinMax, theGraphicBB, aZNear, aZFar);
SetZRange (aZNear, aZFar);
}
//! Change the Near and Far Z-clipping plane positions.
//! For orthographic projection, theZNear, theZFar can be negative or positive.
//! For perspective projection, only positive values are allowed.
//! Program error exception is raised if non-positive values are
//! specified for perspective projection or theZNear >= theZFar.
//! @param theZNear [in] the distance of the plane from the Eye.
//! @param theZFar [in] the distance of the plane from the Eye.
Standard_EXPORT void SetZRange (const Standard_Real theZNear, const Standard_Real theZFar);
//! Get the Near Z-clipping plane position.
//! @return the distance of the plane from the Eye.
Standard_Real ZNear() const
{
return myZNear;
}
//! Get the Far Z-clipping plane position.
//! @return the distance of the plane from the Eye.
Standard_Real ZFar() const
{
return myZFar;
}
//! Changes width / height display ratio.
//! @param theAspect [in] the display ratio.
Standard_EXPORT void SetAspect (const Standard_Real theAspect);
//! Get camera display ratio.
//! @return display ratio.
Standard_Real Aspect() const
{
return myAspect;
}
//! Sets stereographic focus distance.
//! @param theType [in] the focus definition type. Focus can be defined
//! as absolute value or relatively to (as coefficient of) coefficient of
//! camera focal length.
//! @param theZFocus [in] the focus absolute value or coefficient depending
//! on the passed definition type.
Standard_EXPORT void SetZFocus (const FocusType theType, const Standard_Real theZFocus);
//! Get stereographic focus value.
//! @return absolute or relative stereographic focus value
//! depending on its definition type.
Standard_Real ZFocus() const
{
return myZFocus;
}
//! Get stereographic focus definition type.
//! @return definition type used for stereographic focus.
FocusType ZFocusType() const
{
return myZFocusType;
}
//! Sets Intraocular distance.
//! @param theType [in] the IOD definition type. IOD can be defined as
//! absolute value or relatively to (as coefficient of) camera focal length.
//! @param theIOD [in] the Intraocular distance.
Standard_EXPORT void SetIOD (const IODType theType, const Standard_Real theIOD);
//! Get Intraocular distance value.
//! @return absolute or relative IOD value depending on its definition type.
Standard_Real IOD() const
{
return myIOD;
}
//! Get Intraocular distance definition type.
//! @return definition type used for Intraocular distance.
IODType GetIODType() const
{
return myIODType;
}
//! 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);
//! @name Basic camera operations
public:
//! Transform orientation components of the camera:
//! Eye, Up and Center points.
//! @param theTrsf [in] 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 theZValue [in] 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;
//! 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 theLeft [out] the frustum plane for left side of view.
//! @param theRight [out] the frustum plane for right side of view.
//! @param theBottom [out] the frustum plane for bottom side of view.
//! @param theTop [out] the frustum plane for top side of view.
//! @param theNear [out] the frustum plane for near side of view.
//! @param theFar [out] 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 thePnt [in] 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 thePnt [in] 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 thePnt [in] 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 thePnt [in] 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 thePnt [in] 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 thePnt [in] 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();
//! @name Managing projection and orientation cache
private:
//! Compute projection matrices.
//! @param theMatrices [in] the matrices data container.
template <typename Elem_t>
Standard_EXPORT
TransformMatrices<Elem_t>& UpdateProjection (TransformMatrices<Elem_t>& theMatrices) const;
//! Compute orientation matrix.
//! @param theMatrices [in] 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 theLeft [in] the left mapping (clipping) coordinate.
//! @param theRight [in] the right mapping (clipping) coordinate.
//! @param theBottom [in] the bottom mapping (clipping) coordinate.
//! @param theTop [in] the top mapping (clipping) coordinate.
//! @param theNear [in] the near mapping (clipping) coordinate.
//! @param theFar [in] the far mapping (clipping) coordinate.
//! @param theOutMx [out] the projection matrix.
template <typename Elem_t>
static void
OrthoProj (const Elem_t theLeft,
const Elem_t theRight,
const Elem_t theBottom,
const Elem_t theTop,
const Elem_t theNear,
const Elem_t theFar,
NCollection_Mat4<Elem_t>& theOutMx);
//! Compose perspective projection matrix for
//! the passed camera volume mapping.
//! @param theLeft [in] the left mapping (clipping) coordinate.
//! @param theRight [in] the right mapping (clipping) coordinate.
//! @param theBottom [in] the bottom mapping (clipping) coordinate.
//! @param theTop [in] the top mapping (clipping) coordinate.
//! @param theNear [in] the near mapping (clipping) coordinate.
//! @param theFar [in] the far mapping (clipping) coordinate.
//! @param theOutMx [out] the projection matrix.
template <typename Elem_t>
static void
PerspectiveProj (const Elem_t theLeft,
const Elem_t theRight,
const Elem_t theBottom,
const Elem_t theTop,
const Elem_t theNear,
const Elem_t theFar,
NCollection_Mat4<Elem_t>& theOutMx);
//! Compose projection matrix for L/R stereo eyes.
//! @param theLeft [in] the left mapping (clipping) coordinate.
//! @param theRight [in] the right mapping (clipping) coordinate.
//! @param theBottom [in] the bottom mapping (clipping) coordinate.
//! @param theTop [in] the top mapping (clipping) coordinate.
//! @param theNear [in] the near mapping (clipping) coordinate.
//! @param theFar [in] the far mapping (clipping) coordinate.
//! @param theIOD [in] the Intraocular distance.
//! @param theZFocus [in] the z coordinate of off-axis
//! projection plane with zero parallax.
//! @param theIsLeft [in] boolean flag to choose between L/R eyes.
//! @param theOutMx [out] the projection matrix.
template <typename Elem_t>
static void
StereoEyeProj (const Elem_t theLeft,
const Elem_t theRight,
const Elem_t theBottom,
const Elem_t theTop,
const Elem_t theNear,
const Elem_t theFar,
const Elem_t theIOD,
const Elem_t theZFocus,
const Standard_Boolean theIsLeft,
NCollection_Mat4<Elem_t>& theOutMx);
//! Construct "look at" orientation transformation.
//! Reference point differs for perspective and ortho modes
//! (made for compatibility, to be improved..).
//! @param theEye [in] the eye coordinates in 3D space.
//! @param theLookAt [in] the point the camera looks at.
//! @param theUpDir [in] the up direction vector.
//! @param theAxialScale [in] 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>& theLookAt,
const NCollection_Vec3<Elem_t>& theUpDir,
const NCollection_Vec3<Elem_t>& theAxialScale,
NCollection_Mat4<Elem_t>& theOutMx);
private:
gp_Dir myUp; //!< Camera up direction vector.
gp_Pnt myEye; //!< Camera eye position.
gp_Pnt myCenter; //!< Camera 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 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_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
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.
//!
//! Eye/Center interpolation is performed through defining an anchor point in-between Center and Eye.
//! The anchor position is defined as point near to the camera point which has smaller translation part.
//! The main idea is to keep the distance between Center and Eye
//! (which will change if Center and Eye translation will be interpolated independently).
//! E.g.:
//! - When both Center and Eye are moved at the same vector -> both will be just translated by straight line
//! - When Center is not moved -> camera Eye will move around Center through arc
//! - When Eye is not moved -> camera Center will move around Eye through arc
//! - When both Center and Eye are move by different vectors -> transformation will be something in between,
//! and will try interpolate linearly the distance between Center and Eye.
//!
//! This transformation might be not in line with user expectations.
//! In this case, application might define intermediate camera positions for interpolation
//! or implement own interpolation logic.
template<>
Standard_EXPORT void NCollection_Lerp<Handle(Graphic3d_Camera)>::Interpolate (const double theT,
Handle(Graphic3d_Camera)& theResult) const;
typedef NCollection_Lerp<Handle(Graphic3d_Camera)> Graphic3d_CameraLerp;
#endif