Further refactoring into struct Camera
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074a44833e
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2 changed files with 69 additions and 97 deletions
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@ -21,12 +21,6 @@ double Camera::FrustrumMinNearZ = 100.0;
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double Camera::FrustrumZMargin = 10.0;
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double Camera::MaxFovDeg = 60.0;
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Camera::Camera()
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: requires_zoom_to_bed(false)
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{
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set_default_orientation();
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}
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std::string Camera::get_type_as_string() const
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{
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switch (m_type)
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@ -49,11 +43,6 @@ void Camera::set_type(EType type)
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}
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}
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void Camera::set_type(const std::string& type)
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{
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set_type((type == "1") ? Perspective : Ortho);
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}
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void Camera::select_next_type()
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{
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unsigned char next = (unsigned char)m_type + 1;
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@ -65,24 +54,18 @@ void Camera::select_next_type()
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void Camera::set_target(const Vec3d& target)
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{
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Vec3d new_target = validate_target(target);
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Vec3d new_displacement = new_target - m_target;
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if (!new_displacement.isApprox(Vec3d::Zero()))
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{
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const Vec3d new_target = validate_target(target);
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const Vec3d new_displacement = new_target - m_target;
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if (!new_displacement.isApprox(Vec3d::Zero())) {
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m_target = new_target;
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m_view_matrix.translate(-new_displacement);
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}
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}
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void Camera::update_zoom(double delta_zoom)
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{
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set_zoom(m_zoom / (1.0 - std::max(std::min(delta_zoom, 4.0), -4.0) * 0.1));
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}
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void Camera::set_zoom(double zoom)
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{
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// Don't allow to zoom too far outside the scene.
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double zoom_min = min_zoom();
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const double zoom_min = min_zoom();
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if (zoom_min > 0.0)
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zoom = std::max(zoom, zoom_min);
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@ -138,7 +121,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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double w = 0.0;
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double h = 0.0;
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double old_distance = m_distance;
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const double old_distance = m_distance;
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std::pair<double, double>* frustrum_zs = const_cast<std::pair<double, double>*>(&m_frustrum_zs);
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*frustrum_zs = calc_tight_frustrum_zs_around(box);
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if (m_distance != old_distance)
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@ -154,7 +137,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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w = 0.5 * (double)m_viewport[2];
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h = 0.5 * (double)m_viewport[3];
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double inv_zoom = get_inv_zoom();
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const double inv_zoom = get_inv_zoom();
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w *= inv_zoom;
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h *= inv_zoom;
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@ -169,7 +152,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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case Perspective:
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{
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// scale near plane to keep w and h constant on the plane at z = m_distance
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double scale = frustrum_zs->first / m_distance;
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const double scale = frustrum_zs->first / m_distance;
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w *= scale;
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h *= scale;
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*const_cast<double*>(&m_gui_scale) = scale;
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@ -202,7 +185,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
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{
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// Calculate the zoom factor needed to adjust the view around the given box.
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double zoom = calc_zoom_to_bounding_box_factor(box, margin_factor);
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const double zoom = calc_zoom_to_bounding_box_factor(box, margin_factor);
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if (zoom > 0.0) {
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m_zoom = zoom;
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// center view around box center
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@ -213,9 +196,8 @@ void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
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void Camera::zoom_to_volumes(const GLVolumePtrs& volumes, double margin_factor)
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{
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Vec3d center;
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double zoom = calc_zoom_to_volumes_factor(volumes, center, margin_factor);
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if (zoom > 0.0)
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{
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const double zoom = calc_zoom_to_volumes_factor(volumes, center, margin_factor);
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if (zoom > 0.0) {
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m_zoom = zoom;
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// center view around the calculated center
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set_target(center);
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@ -289,8 +271,8 @@ void Camera::rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, b
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}
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}
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Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target;
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auto rot_z = Eigen::AngleAxisd(delta_azimut_rad, Vec3d::UnitZ());
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const Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target;
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const auto rot_z = Eigen::AngleAxisd(delta_azimut_rad, Vec3d::UnitZ());
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m_view_rotation *= rot_z * Eigen::AngleAxisd(delta_zenit_rad, rot_z.inverse() * get_dir_right());
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m_view_rotation.normalize();
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m_view_matrix.fromPositionOrientationScale(m_view_rotation * (- m_target) + translation, m_view_rotation, Vec3d(1., 1., 1.));
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@ -299,10 +281,10 @@ void Camera::rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, b
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// Virtual trackball, rotate around an axis, where the eucledian norm of the axis gives the rotation angle in radians.
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void Camera::rotate_local_around_target(const Vec3d& rotation_rad)
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{
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double angle = rotation_rad.norm();
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const double angle = rotation_rad.norm();
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if (std::abs(angle) > EPSILON) {
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Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target;
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Vec3d axis = m_view_rotation.conjugate() * rotation_rad.normalized();
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const Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target;
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const Vec3d axis = m_view_rotation.conjugate() * rotation_rad.normalized();
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m_view_rotation *= Eigen::Quaterniond(Eigen::AngleAxisd(angle, axis));
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m_view_rotation.normalize();
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m_view_matrix.fromPositionOrientationScale(m_view_rotation * (-m_target) + translation, m_view_rotation, Vec3d(1., 1., 1.));
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@ -310,18 +292,13 @@ void Camera::rotate_local_around_target(const Vec3d& rotation_rad)
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}
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}
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double Camera::min_zoom() const
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{
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return 0.7 * calc_zoom_to_bounding_box_factor(m_scene_box);
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}
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std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const
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{
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std::pair<double, double> ret;
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auto& [near_z, far_z] = ret;
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// box in eye space
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BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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const BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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near_z = -eye_box.max(2);
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far_z = -eye_box.min(2);
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@ -331,14 +308,14 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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// ensure min size
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if (far_z - near_z < FrustrumMinZRange) {
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double mid_z = 0.5 * (near_z + far_z);
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double half_size = 0.5 * FrustrumMinZRange;
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const double mid_z = 0.5 * (near_z + far_z);
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const double half_size = 0.5 * FrustrumMinZRange;
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near_z = mid_z - half_size;
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far_z = mid_z + half_size;
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}
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if (near_z < FrustrumMinNearZ) {
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double delta = FrustrumMinNearZ - near_z;
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const double delta = FrustrumMinNearZ - near_z;
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set_distance(m_distance + delta);
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near_z += delta;
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far_z += delta;
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@ -358,45 +335,43 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, double margin_factor) const
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{
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double max_bb_size = box.max_size();
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const double max_bb_size = box.max_size();
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if (max_bb_size == 0.0)
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return -1.0;
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// project the box vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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Vec3d right = get_dir_right();
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Vec3d up = get_dir_up();
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Vec3d forward = get_dir_forward();
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Vec3d bb_center = box.center();
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const Vec3d right = get_dir_right();
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const Vec3d up = get_dir_up();
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const Vec3d forward = get_dir_forward();
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const Vec3d bb_center = box.center();
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// box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(box.min);
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vertices.emplace_back(box.max(0), box.min(1), box.min(2));
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vertices.emplace_back(box.max(0), box.max(1), box.min(2));
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vertices.emplace_back(box.min(0), box.max(1), box.min(2));
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vertices.emplace_back(box.min(0), box.min(1), box.max(2));
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vertices.emplace_back(box.max(0), box.min(1), box.max(2));
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vertices.push_back(box.max);
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vertices.emplace_back(box.min(0), box.max(1), box.max(2));
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const std::vector<Vec3d> vertices = {
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box.min,
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{ box.max(0), box.min(1), box.min(2) },
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{ box.max(0), box.max(1), box.min(2) },
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{ box.min(0), box.max(1), box.min(2) },
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{ box.min(0), box.min(1), box.max(2) },
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{ box.max(0), box.min(1), box.max(2) },
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box.max,
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{ box.min(0), box.max(1), box.max(2) }
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};
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double min_x = DBL_MAX;
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double min_y = DBL_MAX;
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double max_x = -DBL_MAX;
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double max_y = -DBL_MAX;
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for (const Vec3d& v : vertices)
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{
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for (const Vec3d& v : vertices) {
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// project vertex on the plane perpendicular to camera forward axis
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Vec3d pos = v - bb_center;
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Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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const Vec3d pos = v - bb_center;
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const Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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// calculates vertex coordinate along camera xy axes
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double x_on_plane = proj_on_plane.dot(right);
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double y_on_plane = proj_on_plane.dot(up);
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const double x_on_plane = proj_on_plane.dot(right);
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const double y_on_plane = proj_on_plane.dot(up);
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min_x = std::min(min_x, x_on_plane);
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min_y = std::min(min_y, y_on_plane);
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@ -406,7 +381,7 @@ double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, double
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double dx = max_x - min_x;
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double dy = max_y - min_y;
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if ((dx <= 0.0) || (dy <= 0.0))
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if (dx <= 0.0 || dy <= 0.0)
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return -1.0f;
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dx *= margin_factor;
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@ -423,13 +398,12 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
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// project the volumes vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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Vec3d right = get_dir_right();
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Vec3d up = get_dir_up();
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Vec3d forward = get_dir_forward();
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const Vec3d right = get_dir_right();
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const Vec3d up = get_dir_up();
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const Vec3d forward = get_dir_forward();
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BoundingBoxf3 box;
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for (const GLVolume* volume : volumes)
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{
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for (const GLVolume* volume : volumes) {
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box.merge(volume->transformed_bounding_box());
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}
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center = box.center();
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@ -439,24 +413,22 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
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double max_x = -DBL_MAX;
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double max_y = -DBL_MAX;
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for (const GLVolume* volume : volumes)
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{
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for (const GLVolume* volume : volumes) {
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const Transform3d& transform = volume->world_matrix();
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const TriangleMesh* hull = volume->convex_hull();
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if (hull == nullptr)
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continue;
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for (const Vec3f& vertex : hull->its.vertices)
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{
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Vec3d v = transform * vertex.cast<double>();
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for (const Vec3f& vertex : hull->its.vertices) {
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const Vec3d v = transform * vertex.cast<double>();
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// project vertex on the plane perpendicular to camera forward axis
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Vec3d pos = v - center;
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Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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const Vec3d pos = v - center;
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const Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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// calculates vertex coordinate along camera xy axes
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double x_on_plane = proj_on_plane.dot(right);
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double y_on_plane = proj_on_plane.dot(up);
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const double x_on_plane = proj_on_plane.dot(right);
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const double y_on_plane = proj_on_plane.dot(up);
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min_x = std::min(min_x, x_on_plane);
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min_y = std::min(min_y, y_on_plane);
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@ -467,8 +439,8 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& c
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center += 0.5 * (max_x + min_x) * right + 0.5 * (max_y + min_y) * up;
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double dx = margin_factor * (max_x - min_x);
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double dy = margin_factor * (max_y - min_y);
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const double dx = margin_factor * (max_x - min_x);
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const double dy = margin_factor * (max_y - min_y);
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if (dx <= 0.0 || dy <= 0.0)
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return -1.0f;
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@ -486,13 +458,13 @@ void Camera::set_distance(double distance) const
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void Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up)
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{
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Vec3d unit_z = (position - target).normalized();
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Vec3d unit_x = up.cross(unit_z).normalized();
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Vec3d unit_y = unit_z.cross(unit_x).normalized();
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const Vec3d unit_z = (position - target).normalized();
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const Vec3d unit_x = up.cross(unit_z).normalized();
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const Vec3d unit_y = unit_z.cross(unit_x).normalized();
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m_target = target;
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m_distance = (position - target).norm();
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Vec3d new_position = m_target + m_distance * unit_z;
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const Vec3d new_position = m_target + m_distance * unit_z;
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m_view_matrix(0, 0) = unit_x(0);
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m_view_matrix(0, 1) = unit_x(1);
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@ -524,10 +496,10 @@ void Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up
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void Camera::set_default_orientation()
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{
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m_zenit = 45.0f;
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double theta_rad = Geometry::deg2rad(-(double)m_zenit);
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double phi_rad = Geometry::deg2rad(45.0);
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double sin_theta = ::sin(theta_rad);
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Vec3d camera_pos = m_target + m_distance * Vec3d(sin_theta * ::sin(phi_rad), sin_theta * ::cos(phi_rad), ::cos(theta_rad));
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const double theta_rad = Geometry::deg2rad(-(double)m_zenit);
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const double phi_rad = Geometry::deg2rad(45.0);
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const double sin_theta = ::sin(theta_rad);
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const Vec3d camera_pos = m_target + m_distance * Vec3d(sin_theta * ::sin(phi_rad), sin_theta * ::cos(phi_rad), ::cos(theta_rad));
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m_view_rotation = Eigen::AngleAxisd(theta_rad, Vec3d::UnitX()) * Eigen::AngleAxisd(phi_rad, Vec3d::UnitZ());
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m_view_rotation.normalize();
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m_view_matrix.fromPositionOrientationScale(m_view_rotation * (- camera_pos), m_view_rotation, Vec3d(1., 1., 1.));
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@ -542,9 +514,9 @@ Vec3d Camera::validate_target(const Vec3d& target) const
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test_box.scale(ScaleFactor);
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test_box.translate(m_scene_box.center());
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return Vec3d(std::clamp(target(0), test_box.min(0), test_box.max(0)),
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return { std::clamp(target(0), test_box.min(0), test_box.max(0)),
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std::clamp(target(1), test_box.min(1), test_box.max(1)),
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std::clamp(target(2), test_box.min(2), test_box.max(2)));
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std::clamp(target(2), test_box.min(2), test_box.max(2)) };
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}
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void Camera::update_zenit()
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@ -26,7 +26,7 @@ struct Camera
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Num_types
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};
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bool requires_zoom_to_bed;
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bool requires_zoom_to_bed{ false };
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private:
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EType m_type{ Perspective };
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@ -48,13 +48,13 @@ private:
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BoundingBoxf3 m_scene_box;
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public:
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Camera();
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Camera() { set_default_orientation(); }
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EType get_type() const { return m_type; }
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std::string get_type_as_string() const;
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void set_type(EType type);
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// valid values for type: "0" -> ortho, "1" -> perspective
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void set_type(const std::string& type);
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void set_type(const std::string& type) { set_type((type == "1") ? Perspective : Ortho); }
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void select_next_type();
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void enable_update_config_on_type_change(bool enable) { m_update_config_on_type_change_enabled = enable; }
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@ -67,7 +67,7 @@ public:
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double get_zoom() const { return m_zoom; }
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double get_inv_zoom() const { assert(m_zoom != 0.0); return 1.0 / m_zoom; }
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void update_zoom(double delta_zoom);
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void update_zoom(double delta_zoom) { set_zoom(m_zoom / (1.0 - std::max(std::min(delta_zoom, 4.0), -4.0) * 0.1)); }
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void set_zoom(double zoom);
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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@ -127,7 +127,7 @@ public:
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void look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up);
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double max_zoom() const { return 250.0; }
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double min_zoom() const;
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double min_zoom() const { return 0.7 * calc_zoom_to_bounding_box_factor(m_scene_box); }
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private:
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// returns tight values for nearZ and farZ plane around the given bounding box
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||||
|
|
Loading…
Reference in a new issue