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camera.cpp
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camera.cpp
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#include "camera.h"
#include <iostream>
#include <GL/glu.h>
#ifndef M_PI
#define M_PI 3.14159265358979f
#endif
using namespace std;
Camera::Camera()
{
mStartRot = Matrix4f::identity();
mCurrentRot = Matrix4f::identity();
}
void Camera::SetDimensions(int w, int h)
{
mDimensions[0] = w;
mDimensions[1] = h;
}
void Camera::SetPerspective(float fovy)
{
mPerspective[0] = fovy;
}
void Camera::SetViewport(int x, int y, int w, int h)
{
mViewport[0] = x;
mViewport[1] = y;
mViewport[2] = w;
mViewport[3] = h;
mPerspective[1] = float( w ) / h;
}
void Camera::SetCenter(const Vector3f& center)
{
mStartCenter = mCurrentCenter = center;
}
void Camera::SetRotation(const Matrix4f& rotation)
{
mStartRot = mCurrentRot = rotation;
}
void Camera::SetDistance(const float distance)
{
mStartDistance = mCurrentDistance = distance;
}
void Camera::MouseClick(Button button, int x, int y)
{
mStartClick[0] = x;
mStartClick[1] = y;
mButtonState = button;
switch (button)
{
case LEFT:
mCurrentRot = mStartRot;
break;
case MIDDLE:
mCurrentCenter = mStartCenter;
break;
case RIGHT:
mCurrentDistance = mStartDistance;
break;
default:
break;
}
}
void Camera::MouseDrag(int x, int y)
{
switch (mButtonState)
{
case LEFT:
ArcBallRotation(x,y);
break;
case MIDDLE:
PlaneTranslation(x,y);
break;
case RIGHT:
DistanceZoom(x,y);
break;
default:
break;
}
}
void Camera::MouseRelease(int x, int y)
{
mStartRot = mCurrentRot;
mStartCenter = mCurrentCenter;
mStartDistance = mCurrentDistance;
mButtonState = NONE;
}
void Camera::ArcBallRotation(int x, int y)
{
float sx, sy, sz, ex, ey, ez;
float scale;
float sl, el;
float dotprod;
// find vectors from center of window
sx = mStartClick[0] - ( mDimensions[0] / 2.f );
sy = mStartClick[1] - ( mDimensions[1] / 2.f );
ex = x - ( mDimensions[0] / 2.f );
ey = y - ( mDimensions[1] / 2.f );
// invert y coordinates (raster versus device coordinates)
sy = -sy;
ey = -ey;
// scale by inverse of size of window and magical sqrt2 factor
if (mDimensions[0] > mDimensions[1]) {
scale = (float) mDimensions[1];
} else {
scale = (float) mDimensions[0];
}
scale = 1.f / scale;
sx *= scale;
sy *= scale;
ex *= scale;
ey *= scale;
// project points to unit circle
sl = hypot(sx, sy);
el = hypot(ex, ey);
if (sl > 1.f) {
sx /= sl;
sy /= sl;
sl = 1.0;
}
if (el > 1.f) {
ex /= el;
ey /= el;
el = 1.f;
}
// project up to unit sphere - find Z coordinate
sz = sqrt(1.0f - sl * sl);
ez = sqrt(1.0f - el * el);
// rotate (sx,sy,sz) into (ex,ey,ez)
// compute angle from dot-product of unit vectors (and double it).
// compute axis from cross product.
dotprod = sx * ex + sy * ey + sz * ez;
if( dotprod != 1 )
{
Vector3f axis( sy * ez - ey * sz, sz * ex - ez * sx, sx * ey - ex * sy );
axis.normalize();
float angle = 2.0f * acos( dotprod );
mCurrentRot = Matrix4f::rotation( axis, angle );
mCurrentRot = mCurrentRot * mStartRot;
}
else
{
mCurrentRot = mStartRot;
}
}
void Camera::PlaneTranslation(int x, int y)
{
// map window x,y into viewport x,y
// start
int sx = mStartClick[0] - mViewport[0];
int sy = mStartClick[1] - mViewport[1];
// current
int cx = x - mViewport[0];
int cy = y - mViewport[1];
// compute "distance" of image plane (wrt projection matrix)
float d = float(mViewport[3])/2.0f / tan(mPerspective[0]*M_PI / 180.0f / 2.0f);
// compute up plane intersect of clickpoint (wrt fovy)
float su = -sy + mViewport[3]/2.0f;
float cu = -cy + mViewport[3]/2.0f;
// compute right plane intersect of clickpoint (ASSUMED FOVY is 1)
float sr = (sx - mViewport[2]/2.0f);
float cr = (cx - mViewport[2]/2.0f);
Vector2f move(cr-sr, cu-su);
// this maps move
move *= -mCurrentDistance/d;
mCurrentCenter = mStartCenter +
+ move[0] * Vector3f(mCurrentRot(0,0),mCurrentRot(0,1),mCurrentRot(0,2))
+ move[1] * Vector3f(mCurrentRot(1,0),mCurrentRot(1,1),mCurrentRot(1,2));
}
void Camera::ApplyViewport() const
{
glViewport(mViewport[0],mViewport[1],mViewport[2],mViewport[3]);
}
Matrix4f Camera::projectionMatrix() const
{
return Matrix4f::perspectiveProjection
(
mPerspective[ 0 ] * M_PI / 180.f, mPerspective[ 1 ],
0.1f, 1000.f, false
);
}
Matrix4f Camera::viewMatrix() const
{
// back up distance
Matrix4f lookAt = Matrix4f::lookAt
(
Vector3f( 0, 0, mCurrentDistance ),
Vector3f::ZERO,
Vector3f::UP
);
return lookAt * mCurrentRot * Matrix4f::translation( -mCurrentCenter );
/*
gluLookAt(0,0,mCurrentDistance,
0,0,0,
0.0, 1.0, 0.0);
// rotate object
glMultMatrixf(mCurrentRot);
//translate object to center
glTranslatef(-mCurrentCenter[0],-mCurrentCenter[1],-mCurrentCenter[2]);
*/
}
void Camera::DistanceZoom(int x, int y)
{
int sy = mStartClick[1] - mViewport[1];
int cy = y - mViewport[1];
float delta = float(cy-sy)/mViewport[3];
// exponential zoom factor
mCurrentDistance = mStartDistance * exp(delta);
}