PrusaSlicer-NonPlainar/src/libigl/igl/Camera.h
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
2019-06-19 14:52:55 +02:00

359 lines
11 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_CAMERA_H
#define IGL_CAMERA_H
// you're idiot, M$!
#if defined(_WIN32)
#undef far
#undef near
#endif
#include <Eigen/Geometry>
#include <Eigen/Core>
#include <PI.h>
#define IGL_CAMERA_MIN_ANGLE 5.0
namespace igl
{
// A simple camera class. The camera stores projection parameters (field of
// view angle, aspect ratio, near and far clips) as well as a rigid
// transformation *of the camera as if it were also a scene object*. Thus, the
// **inverse** of this rigid transformation is the modelview transformation.
class Camera
{
public:
// On windows you might need: -fno-delayed-template-parsing
//static constexpr double IGL_CAMERA_MIN_ANGLE = 5.;
// m_angle Field of view angle in degrees {45}
// m_aspect Aspect ratio {1}
// m_near near clipping plane {1e-2}
// m_far far clipping plane {100}
// m_at_dist distance of looking at point {1}
// m_orthographic whether to use othrographic projection {false}
// m_rotation_conj Conjugate of rotation part of rigid transformation of
// camera {identity}. Note: we purposefully store the conjugate because
// this is what TW_TYPE_QUAT4D is expecting.
// m_translation Translation part of rigid transformation of camera
// {(0,0,1)}
double m_angle, m_aspect, m_near, m_far, m_at_dist;
bool m_orthographic;
Eigen::Quaterniond m_rotation_conj;
Eigen::Vector3d m_translation;
public:
inline Camera();
inline virtual ~Camera(){}
// Return projection matrix that takes relative camera coordinates and
// transforms it to viewport coordinates
//
// Note:
//
// if(m_angle > 0)
// {
// gluPerspective(m_angle,m_aspect,m_near,m_at_dist+m_far);
// }else
// {
// gluOrtho(-0.5*aspect,0.5*aspect,-0.5,0.5,m_at_dist+m_near,m_far);
// }
//
// Is equivalent to
//
// glMultMatrixd(projection().data());
//
inline Eigen::Matrix4d projection() const;
// Return an Affine transformation (rigid actually) that
// takes relative coordinates and tramsforms them into world 3d
// coordinates: moves the camera into the scene.
inline Eigen::Affine3d affine() const;
// Return an Affine transformation (rigid actually) that puts the takes a
// world 3d coordinate and transforms it into the relative camera
// coordinates: moves the scene in front of the camera.
//
// Note:
//
// gluLookAt(
// eye()(0), eye()(1), eye()(2),
// at()(0), at()(1), at()(2),
// up()(0), up()(1), up()(2));
//
// Is equivalent to
//
// glMultMatrixd(camera.inverse().matrix().data());
//
// See also: affine, eye, at, up
inline Eigen::Affine3d inverse() const;
// Returns world coordinates position of center or "eye" of camera.
inline Eigen::Vector3d eye() const;
// Returns world coordinate position of a point "eye" is looking at.
inline Eigen::Vector3d at() const;
// Returns world coordinate unit vector of "up" vector
inline Eigen::Vector3d up() const;
// Return top right corner of unit plane in relative coordinates, that is
// (w/2,h/2,1)
inline Eigen::Vector3d unit_plane() const;
// Move dv in the relative coordinate frame of the camera (move the FPS)
//
// Inputs:
// dv (x,y,z) displacement vector
//
inline void dolly(const Eigen::Vector3d & dv);
// "Scale zoom": Move `eye`, but leave `at`
//
// Input:
// s amount to scale distance to at
inline void push_away(const double s);
// Aka "Hitchcock", "Vertigo", "Spielberg" or "Trombone" zoom:
// simultaneously dolly while changing angle so that `at` not only stays
// put in relative coordinates but also projected coordinates. That is
//
// Inputs:
// da change in angle in degrees
inline void dolly_zoom(const double da);
// Turn around eye so that rotation is now q
//
// Inputs:
// q new rotation as quaternion
inline void turn_eye(const Eigen::Quaterniond & q);
// Orbit around at so that rotation is now q
//
// Inputs:
// q new rotation as quaternion
inline void orbit(const Eigen::Quaterniond & q);
// Rotate and translate so that camera is situated at "eye" looking at "at"
// with "up" pointing up.
//
// Inputs:
// eye (x,y,z) coordinates of eye position
// at (x,y,z) coordinates of at position
// up (x,y,z) coordinates of up vector
inline void look_at(
const Eigen::Vector3d & eye,
const Eigen::Vector3d & at,
const Eigen::Vector3d & up);
// Needed any time Eigen Structures are used as class members
// http://eigen.tuxfamily.org/dox-devel/group__TopicStructHavingEigenMembers.html
public:
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};
}
// Implementation
#include "PI.h"
#include "EPS.h"
#include <cmath>
#include <iostream>
#include <cassert>
inline igl::Camera::Camera():
m_angle(45.0),m_aspect(1),m_near(1e-2),m_far(100),m_at_dist(1),
m_orthographic(false),
m_rotation_conj(1,0,0,0),
m_translation(0,0,1)
{
}
inline Eigen::Matrix4d igl::Camera::projection() const
{
Eigen::Matrix4d P;
using namespace std;
const double far = m_at_dist + m_far;
const double near = m_near;
// http://stackoverflow.com/a/3738696/148668
if(m_orthographic)
{
const double f = 0.5;
const double left = -f*m_aspect;
const double right = f*m_aspect;
const double bottom = -f;
const double top = f;
const double tx = (right+left)/(right-left);
const double ty = (top+bottom)/(top-bottom);
const double tz = (far+near)/(far-near);
const double z_fix = 0.5 /m_at_dist / tan(m_angle*0.5 * (igl::PI/180.) );
P<<
z_fix*2./(right-left), 0, 0, -tx,
0, z_fix*2./(top-bottom), 0, -ty,
0, 0, -z_fix*2./(far-near), -tz,
0, 0, 0, 1;
}else
{
const double yScale = tan(PI*0.5 - 0.5*m_angle*PI/180.);
// http://stackoverflow.com/a/14975139/148668
const double xScale = yScale/m_aspect;
P<<
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, -(far+near)/(far-near), -1,
0, 0, -2.*near*far/(far-near), 0;
P = P.transpose().eval();
}
return P;
}
inline Eigen::Affine3d igl::Camera::affine() const
{
using namespace Eigen;
Affine3d t = Affine3d::Identity();
t.rotate(m_rotation_conj.conjugate());
t.translate(m_translation);
return t;
}
inline Eigen::Affine3d igl::Camera::inverse() const
{
using namespace Eigen;
Affine3d t = Affine3d::Identity();
t.translate(-m_translation);
t.rotate(m_rotation_conj);
return t;
}
inline Eigen::Vector3d igl::Camera::eye() const
{
using namespace Eigen;
return affine() * Vector3d(0,0,0);
}
inline Eigen::Vector3d igl::Camera::at() const
{
using namespace Eigen;
return affine() * (Vector3d(0,0,-1)*m_at_dist);
}
inline Eigen::Vector3d igl::Camera::up() const
{
using namespace Eigen;
Affine3d t = Affine3d::Identity();
t.rotate(m_rotation_conj.conjugate());
return t * Vector3d(0,1,0);
}
inline Eigen::Vector3d igl::Camera::unit_plane() const
{
// Distance of center pixel to eye
const double d = 1.0;
const double a = m_aspect;
const double theta = m_angle*PI/180.;
const double w =
2.*sqrt(-d*d/(a*a*pow(tan(0.5*theta),2.)-1.))*a*tan(0.5*theta);
const double h = w/a;
return Eigen::Vector3d(w*0.5,h*0.5,-d);
}
inline void igl::Camera::dolly(const Eigen::Vector3d & dv)
{
m_translation += dv;
}
inline void igl::Camera::push_away(const double s)
{
using namespace Eigen;
#ifndef NDEBUG
Vector3d old_at = at();
#endif
const double old_at_dist = m_at_dist;
m_at_dist = old_at_dist * s;
dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
assert((old_at-at()).squaredNorm() < DOUBLE_EPS);
}
inline void igl::Camera::dolly_zoom(const double da)
{
using namespace std;
using namespace Eigen;
#ifndef NDEBUG
Vector3d old_at = at();
#endif
const double old_angle = m_angle;
if(old_angle + da < IGL_CAMERA_MIN_ANGLE)
{
m_orthographic = true;
}else if(old_angle + da > IGL_CAMERA_MIN_ANGLE)
{
m_orthographic = false;
}
if(!m_orthographic)
{
m_angle += da;
m_angle = min(89.,max(IGL_CAMERA_MIN_ANGLE,m_angle));
// change in distance
const double s =
(2.*tan(old_angle/2./180.*igl::PI)) /
(2.*tan(m_angle/2./180.*igl::PI)) ;
const double old_at_dist = m_at_dist;
m_at_dist = old_at_dist * s;
dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
assert((old_at-at()).squaredNorm() < DOUBLE_EPS);
}
}
inline void igl::Camera::turn_eye(const Eigen::Quaterniond & q)
{
using namespace Eigen;
Vector3d old_eye = eye();
// eye should be fixed
//
// eye_1 = R_1 * t_1 = eye_0
// t_1 = R_1' * eye_0
m_rotation_conj = q.conjugate();
m_translation = m_rotation_conj * old_eye;
assert((old_eye - eye()).squaredNorm() < DOUBLE_EPS);
}
inline void igl::Camera::orbit(const Eigen::Quaterniond & q)
{
using namespace Eigen;
Vector3d old_at = at();
// at should be fixed
//
// at_1 = R_1 * t_1 - R_1 * z = at_0
// t_1 = R_1' * (at_0 + R_1 * z)
m_rotation_conj = q.conjugate();
m_translation =
m_rotation_conj *
(old_at +
m_rotation_conj.conjugate() * Vector3d(0,0,1) * m_at_dist);
assert((old_at - at()).squaredNorm() < DOUBLE_EPS);
}
inline void igl::Camera::look_at(
const Eigen::Vector3d & eye,
const Eigen::Vector3d & at,
const Eigen::Vector3d & up)
{
using namespace Eigen;
using namespace std;
// http://www.opengl.org/sdk/docs/man2/xhtml/gluLookAt.xml
// Normalize vector from at to eye
Vector3d F = eye-at;
m_at_dist = F.norm();
F.normalize();
// Project up onto plane orthogonal to F and normalize
assert(up.cross(F).norm() > DOUBLE_EPS && "(eye-at) x up ≈ 0");
const Vector3d proj_up = (up-(up.dot(F))*F).normalized();
Quaterniond a,b;
a.setFromTwoVectors(Vector3d(0,0,-1),-F);
b.setFromTwoVectors(a*Vector3d(0,1,0),proj_up);
m_rotation_conj = (b*a).conjugate();
m_translation = m_rotation_conj * eye;
//cout<<"m_at_dist: "<<m_at_dist<<endl;
//cout<<"proj_up: "<<proj_up.transpose()<<endl;
//cout<<"F: "<<F.transpose()<<endl;
//cout<<"eye(): "<<this->eye().transpose()<<endl;
//cout<<"at(): "<<this->at().transpose()<<endl;
//cout<<"eye()-at(): "<<(this->eye()-this->at()).normalized().transpose()<<endl;
//cout<<"eye-this->eye(): "<<(eye-this->eye()).squaredNorm()<<endl;
assert( (eye-this->eye()).squaredNorm() < DOUBLE_EPS);
//assert((F-(this->eye()-this->at()).normalized()).squaredNorm() <
// DOUBLE_EPS);
assert( (at-this->at()).squaredNorm() < DOUBLE_EPS);
//assert( (proj_up-this->up()).squaredNorm() < DOUBLE_EPS);
}
#endif