// @(#)root/gl:$Id$ // Author: Richard Maunder 25/05/2005 /************************************************************************* * Copyright (C) 1995-2000, Rene Brun and Fons Rademakers. * * All rights reserved. * * * * For the licensing terms see $ROOTSYS/LICENSE. * * For the list of contributors see $ROOTSYS/README/CREDITS. * *************************************************************************/ #include "TGLCamera.h" #include "TGLIncludes.h" #include "TGLBoundingBox.h" #include "TError.h" #include "TMath.h" ////////////////////////////////////////////////////////////////////////// // // // TGLCamera // // // // Abstract base camera class - concrete classes for orthographic and // // persepctive cameras derive from it. This class maintains values for // // the current: // // i) Viewport // // ii) Projection, modelview and clip matricies - extracted from GL // // iii) The 6 frustum planes // // iv) Expanded frustum interest box // // // // It provides methods for various projection, overlap and intersection // // tests for viewport and world locations, against the true frustum and // // expanded interest box, and for extracting eye position and direction.// // // // It also defines the pure virtual manipulation interface methods the // // concrete ortho and prespective classes must implement. // ////////////////////////////////////////////////////////////////////////// ClassImp(TGLCamera) const Double_t TGLCamera::fgInterestBoxExpansion = 1.3; UInt_t TGLCamera::fgDollyDeltaSens = 500; //______________________________________________________________________________ TGLCamera::TGLCamera() : fExternalCenter(kFALSE), fFixDefCenter(kFALSE), fWasArcBalled(kFALSE), fCenter(&fDefCenter), fNearClip(0), fFarClip(0), fDollyDefault(1.0), fDollyDistance(1.0), fVAxisMinAngle(0.01f), fCacheDirty(kTRUE), fTimeStamp (1), fProjM(), fModVM(), fClipM(), fViewport(0,0,100,100), fLargestSeen(0.0) { // Default base camera constructor for (UInt_t i = 0; i < kPlanesPerFrustum; i++ ) { fFrustumPlanes[i].Set(1.0, 0.0, 0.0, 0.0); } TGLVertex3 origin; fCamBase.Set(origin, TGLVector3(1, 0, 0), TGLVector3(0, 0, 1)); } //______________________________________________________________________________ TGLCamera::TGLCamera(const TGLVector3 & hAxis, const TGLVector3 & vAxis) : fExternalCenter(kFALSE), fFixDefCenter(kFALSE), fWasArcBalled(kFALSE), fCenter(&fDefCenter), fNearClip(0), fFarClip(0), fDollyDefault(1.0), fDollyDistance(1.0), fVAxisMinAngle(0.01f), fCacheDirty(kTRUE), fTimeStamp (1), fProjM(), fModVM(), fClipM(), fViewport(0,0,100,100), fLargestSeen(0.0) { // Default base camera constructor for (UInt_t i = 0; i < kPlanesPerFrustum; i++ ) { fFrustumPlanes[i].Set(1.0, 0.0, 0.0, 0.0); } TGLVertex3 origin; fCamBase.Set(origin, vAxis, hAxis); } //______________________________________________________________________________ TGLCamera::~TGLCamera() { // Base camera destructor. } //______________________________________________________________________________ void TGLCamera::SetViewport(const TGLRect & viewport) { // Set viewport extents from passed 'viewport' rect. fViewport = viewport; IncTimeStamp(); } //______________________________________________________________________________ void TGLCamera::UpdateCache() const { // Update internally cached frustum values assert(fCacheDirty); glGetDoublev(GL_PROJECTION_MATRIX, fProjM.Arr()); glGetDoublev(GL_MODELVIEW_MATRIX, fModVM.Arr()); // Multiply projection by modelview to get the clip matrix // TODO: Move this into TGLMatrix or shift all over to ROOT ones fClipM = fProjM; fClipM *= fModVM; // RIGHT clipping plane fFrustumPlanes[kRight].Set(fClipM[ 3] - fClipM[ 0], fClipM[ 7] - fClipM[ 4], fClipM[11] - fClipM[ 8], fClipM[15] - fClipM[12]); // LEFT clipping plane fFrustumPlanes[kLeft].Set(fClipM[ 3] + fClipM[ 0], fClipM[ 7] + fClipM[ 4], fClipM[11] + fClipM[ 8], fClipM[15] + fClipM[12]); // BOTTOM clipping plane fFrustumPlanes[kBottom].Set(fClipM[ 3] + fClipM[ 1], fClipM[ 7] + fClipM[ 5], fClipM[11] + fClipM[ 9], fClipM[15] + fClipM[13]); // TOP clipping plane fFrustumPlanes[kTop].Set(fClipM[ 3] - fClipM[ 1], fClipM[ 7] - fClipM[ 5], fClipM[11] - fClipM[ 9], fClipM[15] - fClipM[13]); // FAR clipping plane fFrustumPlanes[kFar].Set(fClipM[ 3] - fClipM[ 2], fClipM[ 7] - fClipM[ 6], fClipM[11] - fClipM[10], fClipM[15] - fClipM[14]); // NEAR clipping plane fFrustumPlanes[kNear].Set(fClipM[ 3] + fClipM[ 2], fClipM[ 7] + fClipM[ 6], fClipM[11] + fClipM[10], fClipM[15] + fClipM[14]); fCacheDirty = kFALSE; } //______________________________________________________________________________ TGLBoundingBox TGLCamera::Frustum(Bool_t asBox) const { // Return the the current camera frustum. If asBox == kFALSE return // a true frustum (truncated square based pyramid). If asBox == kTRUE // return a true box, using the far clipping plane intersection projected // back to the near plane. // // Camera must have valid frustum cache - call Apply() after last modifcation, before using // // Note: TGLBoundingBox is not really valid when filled with truncated pyramid // - this is used as a visual debug aid only so ok. // TODO: BoundingBox object is not always valid // Need a generic bounding volume object if (fCacheDirty) { Error("TGLCamera::FrustumBox()", "cache dirty - must call Apply()"); } TGLVertex3 vertex[8]; // 7-------6 // /| /| // 3-------2 | // | 4-----|-5 // |/ |/ // 0-------1 // Get four vertices of frustum on the far clipping plane // We assume they always intersect vertex[4] = Intersection(fFrustumPlanes[kFar], fFrustumPlanes[kBottom], fFrustumPlanes[kLeft]).second; vertex[5] = Intersection(fFrustumPlanes[kFar], fFrustumPlanes[kBottom], fFrustumPlanes[kRight]).second; vertex[6] = Intersection(fFrustumPlanes[kFar], fFrustumPlanes[kTop], fFrustumPlanes[kRight]).second; vertex[7] = Intersection(fFrustumPlanes[kFar], fFrustumPlanes[kTop], fFrustumPlanes[kLeft]).second; if (asBox) { // Now find the matching four verticies for above, projected onto near clip plane // As near and far clip planes are parallel this forms a orientated box encompassing the frustum vertex[0] = fFrustumPlanes[kNear].NearestOn(vertex[4]); vertex[1] = fFrustumPlanes[kNear].NearestOn(vertex[5]); vertex[2] = fFrustumPlanes[kNear].NearestOn(vertex[6]); vertex[3] = fFrustumPlanes[kNear].NearestOn(vertex[7]); } else { // Returing true frustum - find verticies at near clipping plane // We assume they always intersect vertex[0] = Intersection(fFrustumPlanes[kNear], fFrustumPlanes[kBottom], fFrustumPlanes[kLeft]).second; vertex[1] = Intersection(fFrustumPlanes[kNear], fFrustumPlanes[kBottom], fFrustumPlanes[kRight]).second; vertex[2] = Intersection(fFrustumPlanes[kNear], fFrustumPlanes[kTop], fFrustumPlanes[kRight]).second; vertex[3] = Intersection(fFrustumPlanes[kNear], fFrustumPlanes[kTop], fFrustumPlanes[kLeft]).second; } return TGLBoundingBox(vertex); } //______________________________________________________________________________ TGLVertex3 TGLCamera::EyePoint() const { // Return the camera eye point (vertex) in world space // Camera must have valid frustum cache - call Apply() after last modifcation, before using if (fCacheDirty) { Error("TGLPerspectiveCamera::FrustumBox()", "cache dirty - must call Apply()"); } // Use intersection of right/left/top frustum planes - can be done in // other ways from camera values but this is easiest. // Note for an ortho camera this will result in an infinite z distance // which is theorectically correct although of limited use return Intersection(fFrustumPlanes[kRight], fFrustumPlanes[kLeft], fFrustumPlanes[kTop]).second; } //______________________________________________________________________________ TGLVector3 TGLCamera::EyeDirection() const { // Extract the camera eye direction (vector), running from EyePoint() // Camera must have valid frustum cache - call Apply() after last modifcation, before using if (fCacheDirty) { Error("TGLCamera::FrustumBox()", "cache dirty - must call Apply()"); } // Direction is just normal of near clipping plane return fFrustumPlanes[kNear].Norm(); } //______________________________________________________________________________ TGLVertex3 TGLCamera::FrustumCenter() const { // Find the center of the camera frustum from intersection of planes // This method will work even with parallel left/right & top/bottom and // infinite eye point of ortho cameras // Camera must have valid frustum cache - call Apply() after last modifcation, before using if (fCacheDirty) { Error("TGLCamera::FrustumCenter()", "cache dirty - must call Apply()"); } std::pair<Bool_t, TGLVertex3> nearBottomLeft = Intersection(fFrustumPlanes[kNear], fFrustumPlanes[kBottom], fFrustumPlanes[kLeft]); std::pair<Bool_t, TGLVertex3> farTopRight = Intersection(fFrustumPlanes[kFar], fFrustumPlanes[kTop], fFrustumPlanes[kRight]); // Planes should intersect if (!nearBottomLeft.first || !farTopRight.first) { Error("TGLCamera::FrustumCenter()", "frustum planes invalid"); return TGLVertex3(0.0, 0.0, 0.0); } return nearBottomLeft.second + (farTopRight.second - nearBottomLeft.second)/2.0; } //______________________________________________________________________________ Rgl::EOverlap TGLCamera::FrustumOverlap(const TGLBoundingBox & box) const { // Calcaulte overlap (kInside, kOutside, kPartial) of box with camera // frustum // Camera must have valid frustum cache - call Apply() after last modifcation, before using if (fCacheDirty) { Error("TGLCamera::FrustumOverlap()", "cache dirty - must call Apply()"); } // Test shape against each plane in frustum - returning overlap result // This method can result in kFALSE positives, where shape lies outside // frustum, but not outside a single plane of it. In this case the shape // will be regarded incorrectly as intersecting (kPartial) // TODO: Improve this - have a reliable test (seperating axes). Int_t planesInside = 0; // Assume outside to start for (Int_t planeIndex = 0; planeIndex < kPlanesPerFrustum; ++planeIndex) { Rgl::EOverlap planeOverlap = box.Overlap(fFrustumPlanes[planeIndex]); // Special case - any object which comes through the near clipping // plane is completely removed - disabled at present // TODO: In future may want to fade object (opacity) as they approach // near clip - how will this be returned? template pair? /*if (planeIndex == kNear && planeOverlap == kPartial) { return kOutside; }*/ // Once we find a single plane which shape is outside, we are outside the frustum if (planeOverlap == Rgl::kOutside) { return Rgl::kOutside; } else if (planeOverlap == Rgl::kInside) { planesInside++; } } // Completely inside frustum if (planesInside == kPlanesPerFrustum) { return Rgl::kInside; } else { return Rgl::kPartial; } } //______________________________________________________________________________ Rgl::EOverlap TGLCamera::ViewportOverlap(const TGLBoundingBox & box) const { // Calculate overlap (kInside, kOutside, kPartial) of box projection onto viewport // (as rect) against the viewport rect. // Camera must have valid frustum cache - call Apply() after last modifcation, before using. return ViewportRect(box).Overlap(fViewport); } //______________________________________________________________________________ TGLRect TGLCamera::ViewportRect(const TGLBoundingBox & box, const TGLBoundingBox::EFace face) const { // Calculate viewport rectangle which just contains projection of single 'face' // of world frame bounding box 'box' onto the viewport. Note use other version // of ViewportRect() if you want whole 'box' contained return ViewportRect(box, &face); } //______________________________________________________________________________ TGLRect TGLCamera::ViewportRect(const TGLBoundingBox & box, const TGLBoundingBox::EFace * face) const { // Calculate viewport rectangle which just contains projection of // world frame bounding box 'box' onto the viewport. If face is // null the rect contains the whole bounding box (8 vertices/6 // faces). If face is non-null it indicates a box face, and the // rect contains the single face (4 vertices). Note use other // version of ViewportRect() if you wish to just pass a static // EFace enum member (e.g. kFaceLowX) // // Note: // i) Rectangle is NOT clipped by viewport limits - so can result // in rect with corners outside viewport - negative etc // ii) TGLRect provides int (pixel based) values - not subpxiel accurate // iii) Camera must have valid frustum cache - call Apply() after last // modifcation, before calling if (fCacheDirty) { Error("TGLCamera::ViewportSize()", "cache dirty - must call Apply()"); } // TODO: Maybe TGLRect should be converted to Double_t so subpixel accurate // Would give better LOD calculations at small sizes // May often result in a rect bigger then the viewport // as gluProject does not clip. Double_t winX, winY, winZ; TGLRect screenRect; // TGLBoundingBox::Vertices() & TGLBoundingBox::FaceVertices() return // const & vectors so this *should* all be effficient... UInt_t vertexCount; if (face) { vertexCount = box.FaceVertices(*face).size(); } else { vertexCount = box.NumVertices(); } for (UInt_t i = 0; i < vertexCount; i++) { const TGLVertex3 & vertex = face ? box.Vertex(box.FaceVertices(*face).at(i)) : box.Vertex(i); gluProject(vertex.X(), vertex.Y(), vertex.Z(), fModVM.CArr(), fProjM.CArr(), fViewport.CArr(), &winX, &winY, &winZ); if (i == 0) { screenRect.SetCorner(static_cast<Int_t>(winX),static_cast<Int_t>(winY)); } else { screenRect.Expand(static_cast<Int_t>(winX), static_cast<Int_t>(winY)); } } return screenRect; } //______________________________________________________________________________ TGLVertex3 TGLCamera::WorldToViewport(const TGLVertex3 & worldVertex, TGLMatrix* modviewMat) const { // Convert a 3D world vertex to '3D' viewport (screen) one. The X()/Y() // components of the viewport vertex are the horizontal/vertical pixel // positions. The Z() component is the viewport depth value - for a // default depth range this is 0.0 (at near clip plane) to 1.0 (at far // clip plane). See OpenGL gluProject & glDepth documentation // // Camera must have valid frustum cache - call Apply() after last modifcation, before using if (fCacheDirty) { Error("TGLCamera::WorldToViewport()", "cache dirty - must call Apply()"); } TGLVertex3 viewportVertex; gluProject(worldVertex[0], worldVertex[1], worldVertex[2], modviewMat ? modviewMat->CArr() : fModVM.CArr(), fProjM.CArr(), fViewport.CArr(), &viewportVertex[0], &viewportVertex[1], &viewportVertex[2]); return viewportVertex; } //______________________________________________________________________________ TGLVector3 TGLCamera::WorldDeltaToViewport(const TGLVertex3 & worldRef, const TGLVector3 & worldDelta) const { // Convert a 3D vector worldDelta (shift) about vertex worldRef to a viewport // (screen) '3D' vector. The X()/Y() components of the vector are the horizontal / // vertical pixel deltas. The Z() component is the viewport depth delta - for a // default depth range between 0.0 (at near clip plane) to 1.0 (at far clip plane) // See OpenGL gluProject & glDepth documentation // // Camera must have valid frustum cache - call Apply() if (fCacheDirty) { Error("TGLCamera::WorldToViewport()", "cache dirty - must call Apply()"); } TGLVertex3 other = worldRef + worldDelta; TGLVertex3 v1 = WorldToViewport(worldRef); TGLVertex3 v2 = WorldToViewport(other); return v2 - v1; } //______________________________________________________________________________ TGLVertex3 TGLCamera::ViewportToWorld(const TGLVertex3 & viewportVertex, TGLMatrix* modviewMat) const { // Convert a '3D' viewport vertex to 3D world one. The X()/Y() components // of viewportVertex are the horizontal/vertical pixel position. // The Z() component is the viewport depth value - for a default // depth range this is 0.0 (at near clip plane) to 1.0 (at far clip // plane). Without Z() the viewport position corresponds to a line // in 3D world space - see: // TGLLine3 TGLCamera::ViewportToWorld(Double_t viewportX, Double_t viewportY) const // // See also OpenGL gluUnProject & glDepth documentation. // // Camera must have valid frustum cache - call Apply() after last // modifcation, before using. if (fCacheDirty) { Error("TGLCamera::ViewportToWorld()", "cache dirty - must call Apply()"); } TGLVertex3 worldVertex; gluUnProject(viewportVertex[0], viewportVertex[1], viewportVertex[2], modviewMat ? modviewMat->CArr() : fModVM.CArr(), fProjM.CArr(), fViewport.CArr(), &worldVertex[0], &worldVertex[1], &worldVertex[2]); return worldVertex; } //______________________________________________________________________________ TGLLine3 TGLCamera::ViewportToWorld(Double_t viewportX, Double_t viewportY) const { // Convert a 2D viewport position to 3D world line - the projection of the // viewport point into 3D space. Line runs from near to far camera clip planes // (the minimum and maximum visible depth). See also // TGLVertex3 TGLCamera::ViewportToWorld(const TGLVertex3 & viewportVertex) const // for 3D viewport -> 3D world vertex conversions. // See also OpenGL gluUnProject & glDepth documentation // // Camera must have valid frustum cache - call Apply() after last modifcation, before using if (fCacheDirty) { Error("TGLCamera::Viewport2DToWorldLine()", "cache dirty - must call Apply()"); } // Find world verticies at near and far clip planes, and return line through them TGLVertex3 nearClipWorld = ViewportToWorld(TGLVertex3(viewportX, viewportY, 0.0)); TGLVertex3 farClipWorld = ViewportToWorld(TGLVertex3(viewportX, viewportY, 1.0)); return TGLLine3(nearClipWorld, farClipWorld - nearClipWorld); } //______________________________________________________________________________ TGLLine3 TGLCamera::ViewportToWorld(const TPoint & viewport) const { // Convert a 2D viewport position to 3D world line - the projection of the // viewport point into 3D space. Line runs from near to far camera clip planes // (the minimum and maximum visible depth). See also // TGLVertex3 TGLCamera::ViewportToWorld(const TGLVertex3 & viewportVertex) const // for 3D viewport -> 3D world vertex conversions. // See also OpenGL gluUnProject & glDepth documentation // // Camera must have valid frustum cache - call Apply() after last modifcation, before using return ViewportToWorld(viewport.GetX(), viewport.GetY()); } //______________________________________________________________________________ std::pair<Bool_t, TGLVertex3> TGLCamera::ViewportPlaneIntersection(Double_t viewportX, Double_t viewportY, const TGLPlane & worldPlane) const { // Find the intersection of projection of supplied viewport point (a 3D world // line - see ViewportToWorld) with supplied world plane. Returns std::pair // of Bool_t and TGLVertex3. If line intersects std::pair.first (Bool_t) is // kTRUE, and std::pair.second (TGLVertex) contains the intersection vertex. // If line does not intersect (line and plane parallel) std::pair.first // (Bool_t) if kFALSE, and std::pair.second (TGLVertex) is invalid. // // NOTE: The projection lines is extended for the plane intersection test // hence the intersection vertex can lie outside the near/far clip regions // (not visible) // // Camera must have valid frustum cache - call Apply() after last modifcation, before using TGLLine3 worldLine = ViewportToWorld(viewportX, viewportY); // Find intersection of line with plane return Intersection(worldPlane, worldLine, kTRUE /* extended */ ); } //______________________________________________________________________________ std::pair<Bool_t, TGLVertex3> TGLCamera::ViewportPlaneIntersection(const TPoint & viewport, const TGLPlane & worldPlane) const { // Find the intersection of projection of supplied viewport TPoint (a 3D world // line - see ViewportToWorld) with supplied world plane. Returns std::pair // of bool and vertex. If line intersects // // Camera must have valid frustum cache - call Apply() after last modifcation, before using return ViewportPlaneIntersection(viewport.GetX(), viewport.GetY(), worldPlane); } //______________________________________________________________________________ TGLVector3 TGLCamera::ViewportDeltaToWorld(const TGLVertex3 & worldRef, Double_t viewportXDelta, Double_t viewportYDelta, TGLMatrix* modviewMat) const { // Apply a 2D viewport delta (shift) to the projection of worldRef onto viewport, // returning the resultant world vector which equates to it. Useful for making // 3D world objects track mouse moves. // // Camera must have valid frustum cache - call Apply() if (fCacheDirty) { Error("TGLCamera::ViewportDeltaToWorld()", "cache dirty - must call Apply()"); } TGLVertex3 winVertex = WorldToViewport(worldRef, modviewMat); winVertex.Shift(viewportXDelta, viewportYDelta, 0.0); return (ViewportToWorld(winVertex, modviewMat) - worldRef); } //______________________________________________________________________________ Bool_t TGLCamera::OfInterest(const TGLBoundingBox & box, Bool_t ignoreSize) const { // Calculate if the an object defined by world frame bounding box // is 'of interest' to the camera. This is defined as box: // // i) intersecting completely or partially (kInside/kPartial) with // cameras interest box (fInterestBox) // ii) having significant length OR volume ratio compared to this // interest box // // If a box is 'of interest' returns kTRUE, kFALSE otherwise. See // TGLCamera::UpdateInterest() for more details of camera interest // box. // // Note: Length/volume ratios NOT dependent on the projected size // of box at current camera configuration as we do not want // continual changes. This is used when (re) populating the scene // with objects from external client. // // TODO: Might be more logical to move this test out to client - // and have accessor for fInterestBox instead? Bool_t interest = kFALSE; // *********** IMPORTANT - Bootstrapping the camera with empty scene // // Initially the camera can't be Setup() (limits etc) until the // scene is populated and it has a valid bounding box to pass to // the camera. However the scene can't be populated without // knowing if objects sent are 'of interest' - which needs a camera // interest box, made from a properly setup camera frustum - catch // 22. // // To overcome this we track the largest box diagonal seen so far and // regard anything over 0.001 of this as 'of interest'. This enables // us to get a roughly populated scene with largest objects, setup // the camera, and do first draw. We then do a // TGLCamera::UpdateInterest() - which always return kTRUE, and // thus fires an internal rebuild to fill scene properly and // finally setup camera properly. if (fInterestBox.IsEmpty()) { if (box.Diagonal() >= fLargestSeen * 0.001) { if (box.Diagonal() > fLargestSeen) { fLargestSeen = box.Diagonal(); } interest = kTRUE; } } else { // Objects are of interest if the have length ratio c.f. the // current interest box, and they at least partially overlap it. // Some objects have zero volume BBs - e.g. single points - skip // the test for these as there is no way to threshold on 0. if (box.IsEmpty()) { interest = kTRUE; } else { if (ignoreSize || box.Diagonal() / fInterestBox.Diagonal() > 0.0001) interest = fInterestBox.Overlap(box) != Rgl::kOutside; } } return interest; } //______________________________________________________________________________ Bool_t TGLCamera::UpdateInterest(Bool_t force) { // Update the internal interest box (fInterestBox) of the camera. // The interest box is an orientated bounding box, calculated as // an expanded container round the frustum. It is used to test if // if object bounding boxes are of interest (should be accepted // into viewer scene) for a camera - see TGLCamera::OfInterest() // // The interest box is updated if the frustum is no longer contained // in the existing one, or a new one calculated on the current frustum // differs significantly in volume (camera has been zoomed/dollyed // sizable amount). // // If the interest box is updated we return kTRUE - kFALSE otherwise. Bool_t exposedUpdate = kFALSE; // Construct a new interest box using the current frustum box as a basis TGLBoundingBox frustumBox = Frustum(kTRUE); TGLBoundingBox newInterestBox(frustumBox); // The Z(2) axis of frustum (near->far plane) can be quite shallow c.f. X(0)/Y(1) // For interest box we want to expand to ensure it is at least size // of smaller X/Y to avoid excessive interest box recalculations TGLVector3 frustumExtents = frustumBox.Extents(); Double_t minBoxLength = frustumExtents.Mag() * fgInterestBoxExpansion; newInterestBox.Scale(minBoxLength/frustumExtents[0], minBoxLength/frustumExtents[1], minBoxLength/frustumExtents[2]); // Calculate volume ratio of new to old Double_t volRatio = 0.0; // If the interest box is empty the interest is ALWAYS updated // See TGLCamera::OfInterest() comment on bootstrapping if (!fInterestBox.IsEmpty()) { volRatio = newInterestBox.Volume() / fInterestBox.Volume(); } // Update the existing interest box with new one if: // i) Volume ratio old/new interest has changed significantly // ii) The current frustum is not inside existing interest // iii) Force case (debugging) if (volRatio > 8.0 || volRatio < 0.125 || fInterestBox.IsEmpty() || fInterestBox.Overlap(frustumBox) != Rgl::kInside || force) { fPreviousInterestBox = fInterestBox; fInterestBox = newInterestBox; // Frustum should be fully contained now if (fInterestBox.Overlap(frustumBox) != Rgl::kInside) { Error("TGLCamera::UpdateInterest", "update interest box does not contain frustum"); } exposedUpdate = kTRUE; // Keep the real frustum (true and box versions) as debuging aid fInterestFrustum = Frustum(kFALSE); fInterestFrustumAsBox = frustumBox; if (gDebug>2 || force) { Info("TGLCamera::UpdateInterest", "changed - volume ratio %f", volRatio ); } } return exposedUpdate; } //______________________________________________________________________________ void TGLCamera::ResetInterest() { // Clear out the existing interest box fInterestBox.SetEmpty(); // We also reset the bootstrapping variable - see // TGLCamera::OfInterest comments. fLargestSeen = 0.0; } //______________________________________________________________________________ Bool_t TGLCamera::AdjustAndClampVal(Double_t & val, Double_t min, Double_t max, Int_t screenShift, Int_t screenShiftRange, Bool_t mod1, Bool_t mod2) const { // Adjust a passed REFERENCE value 'val', based on screenShift delta. // Two modifier flags ('mod1' / 'mod2' ) for sensitivity: // // mod1 = kFALSE, mod2 = kFALSE : normal sensitivity (screenShift/screenShiftRange) // mod1 = kTRUE, mod2 = kFALSE : 0.1x sensitivity // mod1 = kTRUE, mod2 = kTRUE : 0.01x sensitivity // mod1 = kFALSE, mod2 = kTRUE : 10.0x sensitivity // // 'val' is modified and clamped to 'min' / 'max' range. // Return bool kTRUE if val actually changed. // // Used as common interaction function for adjusting zoom/dolly etc if (screenShift == 0) { return kFALSE; } // Calculate a sensitivity based on passed modifiers Double_t sens = val * static_cast<Double_t>(screenShift); if (mod1) { sens *= 0.1; if (mod2) { sens *= 0.1; } } else { if (mod2) { sens *= 10.0; } } Double_t oldVal = val; Double_t shift = sens / static_cast<Double_t>(screenShiftRange); val -= shift; if (val < min) { val = min; } else if (val > max) { val = max; } return val != oldVal; } //______________________________________________________________________________ Double_t TGLCamera::AdjustDelta(Double_t screenShift, Double_t deltaFactor, Bool_t mod1, Bool_t mod2) const { // Adjust a passed screen value and apply modifiers. // See AdjustAndClampVal() for details. if (screenShift == 0) return 0; // Calculate a sensitivity based on passed modifiers Double_t sens = 1.0; if (mod1) { sens *= 0.1; if (mod2) { sens *= 0.1; } } else { if (mod2) { sens *= 10.0; } } return sens * deltaFactor * screenShift; } //______________________________________________________________________________ void TGLCamera::DrawDebugAids() const { // Draw out some debugging aids for the camera: // // i) The frustum used to create the current interest box (RED) // ii) The same frustum as a squared off box (ORANGE) // iii) The axis aligned version of the frustum used as interest box basis (YELLOW) // iv) The current interest box (BLUE) // Interest box frustum base (RED) glColor3d(1.0,0.0,0.0); fInterestFrustum.Draw(); // Interest box frustum as box (ORANGE) glColor3d(1.0,0.65,0.15); fInterestFrustumAsBox.Draw(); // Current Interest box (BLUE) glColor3d(0.0,0.0,1.0); fInterestBox.Draw(); // Previous interest (GREY) glColor3d(.8,.7,.6); fPreviousInterestBox.Draw(); // Also draw line from current eye point out in eye direction - should not // appear if calculated correctly TGLVertex3 start = EyePoint(); TGLVertex3 end = start + EyeDirection(); glColor3d(1.0,1.0,1.0); glBegin(GL_LINES); glVertex3dv(start.CArr()); glVertex3dv(end.CArr()); glEnd(); } //______________________________________________________________________________ void TGLCamera::SetExternalCenter(Bool_t enable) { // Set camera center diffrent than scene center, if enable is kTRUE. if (fExternalCenter == enable) return; fExternalCenter = enable; if (fExternalCenter) fCenter = &fExtCenter; else fCenter = &fDefCenter; TGLMatrix bt = fCamBase * fCamTrans; fCamBase.SetBaseVec(4, *fCenter); TGLMatrix binv = fCamBase; binv.Invert(); fCamTrans = binv * bt; IncTimeStamp(); } //______________________________________________________________________________ void TGLCamera::SetCenterVec(Double_t x, Double_t y, Double_t z) { // Set camera center vector. if (fExternalCenter) fExtCenter.Set(x, y, z); else fDefCenter.Set(x, y, z); TGLMatrix bt = fCamBase * fCamTrans; fCamBase.SetBaseVec(4, *fCenter); TGLMatrix binv = fCamBase; binv.Invert(); fCamTrans = binv * bt; IncTimeStamp(); } //______________________________________________________________________________ void TGLCamera::SetCenterVecWarp(Double_t x, Double_t y, Double_t z) { // Set camera center vector and do not keep the same combined // camera transformation matrix. // It appears as if the camera warped to the new center. if (fExternalCenter) fExtCenter.Set(x, y, z); else fDefCenter.Set(x, y, z); fCamBase.SetBaseVec(4, *fCenter); IncTimeStamp(); } //______________________________________________________________________________ Double_t TGLCamera::GetTheta() const { // Get angle between camera up axis. TGLVector3 fwd = fCamTrans.GetBaseVec(1); TGLVector3 zdir = fCamBase.GetBaseVec(3); fCamBase.RotateIP(fwd); return TMath::ACos(fwd*zdir); } //______________________________________________________________________________ Bool_t TGLCamera::Truck(Double_t xDelta, Double_t yDelta) { // Truck the camera - 'move camera parallel to film plane'. // Returns kTRUE is redraw required (camera change), kFALSE otherwise. if (xDelta != 0 || yDelta != 0) { fCamTrans.MoveLF(2, xDelta); fCamTrans.MoveLF(3, yDelta); IncTimeStamp(); return kTRUE; } else { return kFALSE; } } //______________________________________________________________________________ Bool_t TGLCamera::Rotate(Int_t xDelta, Int_t yDelta, Bool_t mod1, Bool_t mod2) { // Rotate the camera round view volume center established in Setup(). // Arguments are: // xDelta - horizontal delta (pixels) // YDelta - vertical delta (pixels) Double_t vRotate = AdjustDelta(xDelta, TMath::TwoPi() / fViewport.Width(), mod1, mod2); Double_t hRotate = AdjustDelta(yDelta, TMath::Pi() / fViewport.Height(), mod1, mod2); return RotateRad(hRotate, vRotate); } //______________________________________________________________________________ Bool_t TGLCamera::RotateRad(Double_t hRotate, Double_t vRotate) { // Rotate camera around center. using namespace TMath; if (fWasArcBalled) { Double_t *M = fCamTrans.Arr(); Double_t d = M[2]; if (d > 1) d = 1; else if (d < -1) d = -1; // Fix numerical errors Double_t theta = ASin(d); Double_t phi = Abs(Cos(theta)) > 8.7e-6 ? ATan2(M[1], M[0]) : ATan2(-M[4], M[5]); M[0] = M[5] = M[10] = 1; M[1] = M[2] = M[4] = M[6] = M[8] = M[9] = 0; fCamTrans.RotateLF(1, 2, phi); fCamTrans.RotateLF(1, 3, theta); } if (hRotate != 0.0 || fWasArcBalled) { TGLVector3 fwd = fCamTrans.GetBaseVec(1); TGLVector3 lft = fCamTrans.GetBaseVec(2); TGLVector3 up = fCamTrans.GetBaseVec(3); TGLVector3 pos = fCamTrans.GetTranslation(); Double_t deltaF = pos * fwd; Double_t deltaU = pos * up; // up vector lock TGLVector3 zdir = fCamBase.GetBaseVec(3); fCamBase.RotateIP(fwd); Double_t theta = ACos(fwd*zdir); if (theta + hRotate < fVAxisMinAngle) hRotate = fVAxisMinAngle - theta; else if (theta + hRotate > Pi() - fVAxisMinAngle) hRotate = Pi() - fVAxisMinAngle - theta; fCamTrans.MoveLF(1, -deltaF); fCamTrans.MoveLF(3, -deltaU); fCamTrans.RotateLF(3, 1, hRotate); fCamTrans.MoveLF(3, deltaU); fCamTrans.MoveLF(1, deltaF); fWasArcBalled = kFALSE; } if (vRotate != 0.0) { fCamTrans.RotatePF(1, 2, -vRotate); } IncTimeStamp(); return kTRUE; } //______________________________________________________________________________ Bool_t TGLCamera::RotateArcBall(Int_t xDelta, Int_t yDelta, Bool_t mod1, Bool_t mod2) { // Rotate the camera round view volume center established in Setup(). // Arguments are: // xDelta - horizontal delta (pixels) // YDelta - vertical delta (pixels) Double_t vRotate = AdjustDelta(xDelta, TMath::TwoPi() / fViewport.Width(), mod1, mod2); Double_t hRotate = AdjustDelta(yDelta, TMath::Pi() / fViewport.Height(), mod1, mod2); return RotateArcBallRad(hRotate, vRotate); } //______________________________________________________________________________ Bool_t TGLCamera::RotateArcBallRad(Double_t hRotate, Double_t vRotate) { // Rotate camera around center. using namespace TMath; TGLVector3 fwd = fCamTrans.GetBaseVec(1); TGLVector3 lft = fCamTrans.GetBaseVec(2); TGLVector3 up = fCamTrans.GetBaseVec(3); TGLVector3 pos = fCamTrans.GetTranslation(); Double_t deltaF = pos * fwd; Double_t deltaL = pos * lft; Double_t deltaU = pos * up; fCamTrans.MoveLF(1, -deltaF); fCamTrans.MoveLF(2, -deltaL); fCamTrans.MoveLF(3, -deltaU); if (hRotate != 0.0) { fCamTrans.RotateLF(3, 1, hRotate); } if (vRotate != 0.0) { fCamTrans.RotateLF(1, 2, -vRotate); } fCamTrans.MoveLF(3, deltaU); fCamTrans.MoveLF(2, deltaL); fCamTrans.MoveLF(1, deltaF); fWasArcBalled = kTRUE; IncTimeStamp(); return kTRUE; } //______________________________________________________________________________ Bool_t TGLCamera::Dolly(Int_t delta, Bool_t mod1, Bool_t mod2) { // Dolly the camera - 'move camera along eye line, retaining lens focal length'. // Arguments are: // // 'delta' - mouse viewport delta (pixels) - +ive dolly in, -ive dolly out // 'mod1' / 'mod2' - sensitivity modifiers - see TGLCamera::AdjustAndClampVal() // // Returns kTRUE is redraw required (camera change), kFALSE otherwise. Double_t step = AdjustDelta(delta, fDollyDistance, mod1, mod2); if (step == 0) return kFALSE; fCamTrans.MoveLF(1, -step); IncTimeStamp(); return kTRUE; }