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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.
692 lines
26 KiB
C++
692 lines
26 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 <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 <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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class Graphic3d_WorldViewProjState;
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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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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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//! 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 theOther [in] 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 theOther [in] 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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//! Sets camera Eye position.
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//! @param theEye [in] the location of camera's Eye.
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Standard_EXPORT void SetEye (const gp_Pnt& theEye);
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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
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{
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return myEye;
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}
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//! Sets Center of the camera.
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//! @param theCenter [in] the point where the camera looks at.
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Standard_EXPORT void SetCenter (const gp_Pnt& theCenter);
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//! Get Center of the camera.
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//! @return the point where the camera looks at.
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const gp_Pnt& Center() const
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{
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return myCenter;
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}
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//! Sets camera Up direction vector, orthogonal to camera direction.
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//! @param theUp [in] the Up direction vector.
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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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//! Get camera Up direction vector.
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//! @return Camera's Up direction vector.
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const gp_Dir& Up() const
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{
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return myUp;
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}
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//! Set camera axial scale.
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//! @param theAxialScale [in] the axial scale vector.
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Standard_EXPORT void SetAxialScale (const gp_XYZ& theAxialScale);
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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
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{
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return myAxialScale;
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}
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//! Set distance of Eye from camera Center.
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//! @param theDistance [in] the distance.
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Standard_EXPORT void SetDistance (const Standard_Real theDistance);
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//! Get distance of Eye from camera Center.
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//! @return the distance.
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Standard_EXPORT Standard_Real Distance() const;
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//! Sets camera look direction.
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//! @param theDir [in] the direction.
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Standard_EXPORT void SetDirection (const gp_Dir& theDir);
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//! Get camera look direction.
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//! @return camera look direction.
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Standard_EXPORT gp_Dir Direction() 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 theScale [in] the scale factor.
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Standard_EXPORT void SetScale (const Standard_Real theScale);
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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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//! 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 theProjectionType [in] 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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//! @param theFOVy [in] 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
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{
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return myFOVy;
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}
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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 theScaleFactor [in] 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 theMinMax [in] applicative min max boundaries.
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//! @param theScaleFactor [in] 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 theZNear [in] the distance of the plane from the Eye.
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//! @param theZFar [in] 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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//! Changes width / height display ratio.
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//! @param theAspect [in] 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 theType [in] 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 theZFocus [in] 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 theType [in] 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 theIOD [in] 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.
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const Graphic3d_CameraTile& Tile() const { return myTile; }
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//! Sets the Tile defining the drawing sub-area within View.
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//! Note that tile defining a region outside the view boundaries is also valid - use method Graphic3d_CameraTile::Cropped() to assign a cropped copy.
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//! @param theTile tile definition
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Standard_EXPORT void SetTile (const Graphic3d_CameraTile& theTile);
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//! @name Basic camera operations
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public:
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//! Transform orientation components of the camera:
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//! Eye, Up and Center points.
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//! @param theTrsf [in] the transformation to apply.
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Standard_EXPORT void Transform (const gp_Trsf& theTrsf);
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//! Calculate view plane size at center (target) point
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//! and distance between ZFar and ZNear planes.
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//! @return values in form of gp_Pnt (Width, Height, Depth).
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gp_XYZ ViewDimensions() const
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{
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return ViewDimensions (Distance());
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}
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//! Calculate view plane size at center point with specified Z offset
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//! and distance between ZFar and ZNear planes.
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//! @param theZValue [in] the distance from the eye in eye-to-center direction
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//! @return values in form of gp_Pnt (Width, Height, Depth).
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Standard_EXPORT gp_XYZ ViewDimensions (const Standard_Real theZValue) const;
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//! Calculate WCS frustum planes for the camera projection volume.
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//! Frustum is a convex volume determined by six planes directing
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//! inwards.
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//! The frustum planes are usually used as inputs for camera algorithms.
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//! Thus, if any changes to projection matrix calculation are necessary,
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//! the frustum planes calculation should be also touched.
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//! @param theLeft [out] the frustum plane for left side of view.
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//! @param theRight [out] the frustum plane for right side of view.
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//! @param theBottom [out] the frustum plane for bottom side of view.
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//! @param theTop [out] the frustum plane for top side of view.
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//! @param theNear [out] the frustum plane for near side of view.
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//! @param theFar [out] the frustum plane for far side of view.
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Standard_EXPORT void Frustum (gp_Pln& theLeft,
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gp_Pln& theRight,
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gp_Pln& theBottom,
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gp_Pln& theTop,
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gp_Pln& theNear,
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gp_Pln& theFar) const;
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//! @name Projection methods
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public:
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//! Project point from world coordinate space to
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//! normalized device coordinates (mapping).
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//! @param thePnt [in] the 3D point in WCS.
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//! @return mapped point in NDC.
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Standard_EXPORT gp_Pnt Project (const gp_Pnt& thePnt) const;
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//! Unproject point from normalized device coordinates
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//! to world coordinate space.
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//! @param thePnt [in] the NDC point.
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//! @return 3D point in WCS.
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Standard_EXPORT gp_Pnt UnProject (const gp_Pnt& thePnt) const;
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//! Convert point from view coordinate space to
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//! projection coordinate space.
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//! @param thePnt [in] the point in VCS.
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//! @return point in NDC.
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Standard_EXPORT gp_Pnt ConvertView2Proj (const gp_Pnt& thePnt) const;
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//! Convert point from projection coordinate space
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//! to view coordinate space.
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//! @param thePnt [in] the point in NDC.
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//! @return point in VCS.
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Standard_EXPORT gp_Pnt ConvertProj2View (const gp_Pnt& thePnt) const;
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//! Convert point from world coordinate space to
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//! view coordinate space.
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//! @param thePnt [in] the 3D point in WCS.
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//! @return point in VCS.
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Standard_EXPORT gp_Pnt ConvertWorld2View (const gp_Pnt& thePnt) const;
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//! Convert point from view coordinate space to
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//! world coordinates.
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//! @param thePnt [in] the 3D point in VCS.
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//! @return point in WCS.
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Standard_EXPORT gp_Pnt ConvertView2World (const gp_Pnt& thePnt) const;
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//! @name Camera modification state
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public:
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//! @return projection modification state of the camera.
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const Graphic3d_WorldViewProjState& WorldViewProjState() const
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{
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return myWorldViewProjState;
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}
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//! Returns modification state of camera projection matrix
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Standard_Size ProjectionState() const
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{
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return myWorldViewProjState.ProjectionState();
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}
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//! Returns modification state of camera world view transformation matrix.
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Standard_Size WorldViewState() const
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{
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return myWorldViewProjState.WorldViewState();
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}
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//! @name Lazily-computed orientation and projection matrices derived from camera parameters
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public:
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//! Get orientation matrix.
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//! @return camera orientation matrix.
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Standard_EXPORT const Graphic3d_Mat4d& OrientationMatrix() const;
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//! Get orientation matrix of Standard_ShortReal precision.
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//! @return camera orientation matrix.
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Standard_EXPORT const Graphic3d_Mat4& OrientationMatrixF() const;
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//! Get monographic or middle point projection matrix used for monographic
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//! rendering and for point projection / unprojection.
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//! @return monographic projection matrix.
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Standard_EXPORT const Graphic3d_Mat4d& ProjectionMatrix() const;
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//! Get monographic or middle point projection matrix of Standard_ShortReal precision used for monographic
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//! rendering and for point projection / unprojection.
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//! @return monographic projection matrix.
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Standard_EXPORT const Graphic3d_Mat4& ProjectionMatrixF() const;
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//! @return stereographic matrix computed for left eye. Please note
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//! that this method is used for rendering for <i>Projection_Stereo</i>.
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Standard_EXPORT const Graphic3d_Mat4d& ProjectionStereoLeft() const;
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//! @return stereographic matrix of Standard_ShortReal precision computed for left eye.
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//! Please note that this method is used for rendering for <i>Projection_Stereo</i>.
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Standard_EXPORT const Graphic3d_Mat4& ProjectionStereoLeftF() const;
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//! @return stereographic matrix computed for right eye. Please note
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//! that this method is used for rendering for <i>Projection_Stereo</i>.
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Standard_EXPORT const Graphic3d_Mat4d& ProjectionStereoRight() const;
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//! @return stereographic matrix of Standard_ShortReal precision computed for right eye.
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//! Please note that this method is used for rendering for <i>Projection_Stereo</i>.
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Standard_EXPORT const Graphic3d_Mat4& ProjectionStereoRightF() const;
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//! Invalidate state of projection matrix.
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//! The matrix will be updated on request.
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Standard_EXPORT void InvalidateProjection();
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//! Invalidate orientation matrix.
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//! The matrix will be updated on request.
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Standard_EXPORT void InvalidateOrientation();
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//! @name Managing projection and orientation cache
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private:
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//! Compute projection matrices.
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//! @param theMatrices [in] the matrices data container.
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template <typename Elem_t>
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Standard_EXPORT
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TransformMatrices<Elem_t>& UpdateProjection (TransformMatrices<Elem_t>& theMatrices) const;
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//! Compute orientation matrix.
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//! @param theMatrices [in] the matrices data container.
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template <typename Elem_t>
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Standard_EXPORT
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TransformMatrices<Elem_t>& UpdateOrientation (TransformMatrices<Elem_t>& theMatrices) const;
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private:
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//! Compose orthographic projection matrix for
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//! the passed camera volume mapping.
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//! @param theLeft [in] the left mapping (clipping) coordinate.
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//! @param theRight [in] the right mapping (clipping) coordinate.
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//! @param theBottom [in] the bottom mapping (clipping) coordinate.
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//! @param theTop [in] the top mapping (clipping) coordinate.
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//! @param theNear [in] the near mapping (clipping) coordinate.
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//! @param theFar [in] the far mapping (clipping) coordinate.
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//! @param theOutMx [out] the projection matrix.
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template <typename Elem_t>
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static void
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OrthoProj (const Elem_t theLeft,
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const Elem_t theRight,
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const Elem_t theBottom,
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const Elem_t theTop,
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const Elem_t theNear,
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const Elem_t theFar,
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NCollection_Mat4<Elem_t>& theOutMx);
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//! Compose perspective projection matrix for
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//! the passed camera volume mapping.
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//! @param theLeft [in] the left mapping (clipping) coordinate.
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//! @param theRight [in] the right mapping (clipping) coordinate.
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//! @param theBottom [in] the bottom mapping (clipping) coordinate.
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//! @param theTop [in] the top mapping (clipping) coordinate.
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//! @param theNear [in] the near mapping (clipping) coordinate.
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//! @param theFar [in] the far mapping (clipping) coordinate.
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//! @param theOutMx [out] the projection matrix.
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template <typename Elem_t>
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static void
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PerspectiveProj (const Elem_t theLeft,
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const Elem_t theRight,
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const Elem_t theBottom,
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const Elem_t theTop,
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const Elem_t theNear,
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const Elem_t theFar,
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NCollection_Mat4<Elem_t>& theOutMx);
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//! Compose projection matrix for L/R stereo eyes.
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//! @param theLeft [in] the left mapping (clipping) coordinate.
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//! @param theRight [in] the right mapping (clipping) coordinate.
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//! @param theBottom [in] the bottom mapping (clipping) coordinate.
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//! @param theTop [in] the top mapping (clipping) coordinate.
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//! @param theNear [in] the near mapping (clipping) coordinate.
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//! @param theFar [in] the far mapping (clipping) coordinate.
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//! @param theIOD [in] the Intraocular distance.
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//! @param theZFocus [in] the z coordinate of off-axis
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//! projection plane with zero parallax.
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//! @param theIsLeft [in] boolean flag to choose between L/R eyes.
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//! @param theOutMx [out] the projection matrix.
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template <typename Elem_t>
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static void
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StereoEyeProj (const Elem_t theLeft,
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const Elem_t theRight,
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const Elem_t theBottom,
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const Elem_t theTop,
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const Elem_t theNear,
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const Elem_t theFar,
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const Elem_t theIOD,
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const Elem_t theZFocus,
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const Standard_Boolean theIsLeft,
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NCollection_Mat4<Elem_t>& theOutMx);
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//! Construct "look at" orientation transformation.
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//! Reference point differs for perspective and ortho modes
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//! (made for compatibility, to be improved..).
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//! @param theEye [in] the eye coordinates in 3D space.
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//! @param theLookAt [in] the point the camera looks at.
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//! @param theUpDir [in] the up direction vector.
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//! @param theAxialScale [in] the axial scale vector.
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//! @param theOutMx [in/out] the orientation matrix.
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template <typename Elem_t>
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static void
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LookOrientation (const NCollection_Vec3<Elem_t>& theEye,
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const NCollection_Vec3<Elem_t>& theLookAt,
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const NCollection_Vec3<Elem_t>& theUpDir,
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const NCollection_Vec3<Elem_t>& theAxialScale,
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NCollection_Mat4<Elem_t>& theOutMx);
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private:
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gp_Dir myUp; //!< Camera up direction vector.
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gp_Pnt myEye; //!< Camera eye position.
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gp_Pnt myCenter; //!< Camera center.
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gp_XYZ myAxialScale; //!< World axial scale.
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Projection myProjType; //!< Projection type used for rendering.
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Standard_Real myFOVy; //!< Field Of View in y axis.
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Standard_Real myFOVyTan; //!< Field Of View as Tan(DTR_HALF * myFOVy)
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Standard_Real myZNear; //!< Distance to near clipping plane.
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Standard_Real myZFar; //!< Distance to far clipping plane.
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Standard_Real myAspect; //!< Width to height display ratio.
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Standard_Real myScale; //!< Specifies parallel scale for orthographic projection.
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Standard_Real myZFocus; //!< Stereographic focus value.
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FocusType myZFocusType; //!< Stereographic focus definition type.
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Standard_Real myIOD; //!< Intraocular distance value.
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IODType myIODType; //!< Intraocular distance definition type.
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Graphic3d_CameraTile myTile;//!< Tile defining sub-area for drawing
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mutable TransformMatrices<Standard_Real> myMatricesD;
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mutable TransformMatrices<Standard_ShortReal> myMatricesF;
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mutable Graphic3d_WorldViewProjState myWorldViewProjState;
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public:
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DEFINE_STANDARD_RTTIEXT(Graphic3d_Camera,Standard_Transient)
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};
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DEFINE_STANDARD_HANDLE (Graphic3d_Camera, Standard_Transient)
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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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//!
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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
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|
//! or implement own interpolation logic.
|
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template<>
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Standard_EXPORT void NCollection_Lerp<Handle(Graphic3d_Camera)>::Interpolate (const double theT,
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Handle(Graphic3d_Camera)& theResult) const;
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typedef NCollection_Lerp<Handle(Graphic3d_Camera)> Graphic3d_CameraLerp;
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#endif
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