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321 lines
15 KiB
321 lines
15 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkPerspectiveTransform.h,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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// .NAME vtkPerspectiveTransform - describes a 4x4 matrix transformation
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// .SECTION Description
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// A vtkPerspectiveTransform can be used to describe the full range of
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// homogeneous transformations. It was designed in particular
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// to describe a camera-view of a scene.
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// <P>The order in which you set up the display coordinates (via
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// AdjustZBuffer() and AdjustViewport()), the projection (via Perspective(),
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// Frustum(), or Ortho()) and the camera view (via SetupCamera()) are
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// important. If the transform is in PreMultiply mode, which is the
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// default, set the Viewport and ZBuffer first, then the projection, and
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// finally the camera view. Once the view is set up, the Translate
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// and Rotate methods can be used to move the camera around in world
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// coordinates. If the Oblique() or Stereo() methods are used, they
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// should be called just before SetupCamera().
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// <P>In PostMultiply mode, you must perform all transformations
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// in the opposite order. This is necessary, for example, if you
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// already have a perspective transformation set up but must adjust
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// the viewport. Another example is if you have a view transformation,
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// and wish to perform translations and rotations in the camera's
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// coordinate system rather than in world coordinates.
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// <P>The SetInput and Concatenate methods can be used to create
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// a transformation pipeline with vtkPerspectiveTransform. See vtkTransform
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// for more information on the transformation pipeline.
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// .SECTION See Also
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// vtkGeneralTransform vtkTransform vtkMatrix4x4 vtkCamera
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#ifndef __vtkPerspectiveTransform_h
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#define __vtkPerspectiveTransform_h
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#include "vtkHomogeneousTransform.h"
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#include "vtkMatrix4x4.h" // Needed for inline methods
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class VTK_COMMON_EXPORT vtkPerspectiveTransform : public vtkHomogeneousTransform
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{
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public:
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static vtkPerspectiveTransform *New();
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vtkTypeRevisionMacro(vtkPerspectiveTransform,vtkHomogeneousTransform);
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void PrintSelf(ostream& os, vtkIndent indent);
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// Description:
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// Set this transformation to the identity transformation. If
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// the transform has an Input, then the transformation will be
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// reset so that it is the same as the Input.
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void Identity() { this->Concatenation->Identity(); this->Modified(); };
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// Description:
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// Invert the transformation. This will also set a flag so that
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// the transformation will use the inverse of its Input, if an Input
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// has been set.
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void Inverse() { this->Concatenation->Inverse(); this->Modified(); };
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// Description:
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// Perform an adjustment to the viewport coordinates. By default Ortho,
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// Frustum, and Perspective provide a window of ([-1,+1],[-1,+1]).
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// In PreMultiply mode, you call this method before calling Ortho, Frustum,
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// or Perspective. In PostMultiply mode you can call it after. Note
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// that if you must apply both AdjustZBuffer and AdjustViewport, it
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// makes no difference which order you apply them in.
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void AdjustViewport(double oldXMin, double oldXMax,
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double oldYMin, double oldYMax,
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double newXMin, double newXMax,
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double newYMin, double newYMax);
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// Description:
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// Perform an adjustment to the Z-Buffer range that the near and far
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// clipping planes map to. By default Ortho, Frustum, and Perspective
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// map the near clipping plane to -1 and the far clipping plane to +1.
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// In PreMultiply mode, you call this method before calling Ortho, Frustum,
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// or Perspective. In PostMultiply mode you can call it after.
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void AdjustZBuffer(double oldNearZ, double oldFarZ,
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double newNearZ, double newFarZ);
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// Description:
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// Create an orthogonal projection matrix and concatenate it by the
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// current transformation. The matrix maps [xmin,xmax], [ymin,ymax],
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// [-znear,-zfar] to [-1,+1], [-1,+1], [+1,-1].
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void Ortho(double xmin, double xmax, double ymin, double ymax,
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double znear, double zfar);
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// Description:
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// Create an perspective projection matrix and concatenate it by the
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// current transformation. The matrix maps a frustum with a back
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// plane at -zfar and a front plane at -znear with extent
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// [xmin,xmax],[ymin,ymax] to [-1,+1], [-1,+1], [+1,-1].
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void Frustum(double xmin, double xmax, double ymin, double ymax,
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double znear, double zfar);
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// Description:
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// Create a perspective projection matrix by specifying the view angle
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// (this angle is in the y direction), the aspect ratio, and the near
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// and far clipping range. The projection matrix is concatenated
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// with the current transformation. This method works via Frustum.
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void Perspective(double angle, double aspect, double znear, double zfar);
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// Description:
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// Create a shear transformation about a plane at distance z from
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// the camera. The values dxdz (i.e. dx/dz) and dydz specify the
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// amount of shear in the x and y directions. The 'zplane' specifies
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// the distance from the camera to the plane at which the shear
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// causes zero displacement. Generally you want this plane to be the
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// focal plane.
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// This transformation can be used in combination with Ortho to create
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// an oblique projection. It can also be used in combination with
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// Perspective to provide correct stereo views when the eye is at
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// arbitrary but known positions relative to the center of a flat
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// viewing screen.
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void Shear(double dxdz, double dydz, double zplane);
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// Description:
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// Create a stereo shear matrix and concatenate it with the
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// current transformation. This can be applied in conjunction with either a
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// perspective transformation (via Frustum or Projection) or an
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// orthographic projection. You must specify the distance from
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// the camera plane to the focal plane, and the angle between
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// the distance vector and the eye. The angle should be negative
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// for the left eye, and positive for the right. This method
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// works via Oblique.
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void Stereo(double angle, double focaldistance);
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// Description:
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// Set a view transformation matrix for the camera (this matrix does
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// not contain any perspective) and concatenate it with the current
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// transformation.
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void SetupCamera(const double position[3], const double focalpoint[3],
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const double viewup[3]);
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void SetupCamera(double p0, double p1, double p2,
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double fp0, double fp1, double fp2,
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double vup0, double vup1, double vup2);
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// Description:
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// Create a translation matrix and concatenate it with the current
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// transformation according to PreMultiply or PostMultiply semantics.
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void Translate(double x, double y, double z) {
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this->Concatenation->Translate(x,y,z); };
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void Translate(const double x[3]) { this->Translate(x[0], x[1], x[2]); };
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void Translate(const float x[3]) { this->Translate(x[0], x[1], x[2]); };
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// Description:
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// Create a rotation matrix and concatenate it with the current
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// transformation according to PreMultiply or PostMultiply semantics.
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// The angle is in degrees, and (x,y,z) specifies the axis that the
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// rotation will be performed around.
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void RotateWXYZ(double angle, double x, double y, double z) {
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this->Concatenation->Rotate(angle,x,y,z); };
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void RotateWXYZ(double angle, const double axis[3]) {
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this->RotateWXYZ(angle, axis[0], axis[1], axis[2]); };
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void RotateWXYZ(double angle, const float axis[3]) {
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this->RotateWXYZ(angle, axis[0], axis[1], axis[2]); };
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// Description:
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// Create a rotation matrix about the X, Y, or Z axis and concatenate
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// it with the current transformation according to PreMultiply or
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// PostMultiply semantics. The angle is expressed in degrees.
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void RotateX(double angle) { this->RotateWXYZ(angle, 1, 0, 0); };
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void RotateY(double angle) { this->RotateWXYZ(angle, 0, 1, 0); };
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void RotateZ(double angle) { this->RotateWXYZ(angle, 0, 0, 1); };
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// Description:
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// Create a scale matrix (i.e. set the diagonal elements to x, y, z)
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// and concatenate it with the current transformation according to
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// PreMultiply or PostMultiply semantics.
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void Scale(double x, double y, double z) {
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this->Concatenation->Scale(x,y,z); };
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void Scale(const double s[3]) { this->Scale(s[0], s[1], s[2]); };
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void Scale(const float s[3]) { this->Scale(s[0], s[1], s[2]); };
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// Description:
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// Set the current matrix directly. This actually calls Identity(),
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// followed by Concatenate(matrix).
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void SetMatrix(vtkMatrix4x4 *matrix) {
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this->SetMatrix(*matrix->Element); };
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void SetMatrix(const double elements[16]) {
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this->Identity(); this->Concatenate(elements); };
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// Description:
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// Concatenates the matrix with the current transformation according
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// to PreMultiply or PostMultiply semantics.
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void Concatenate(vtkMatrix4x4 *matrix) {
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this->Concatenate(*matrix->Element); };
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void Concatenate(const double elements[16]) {
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this->Concatenation->Concatenate(elements); };
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// Description:
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// Concatenate the specified transform with the current transformation
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// according to PreMultiply or PostMultiply semantics.
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// The concatenation is pipelined, meaning that if any of the
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// transformations are changed, even after Concatenate() is called,
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// those changes will be reflected when you call TransformPoint().
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void Concatenate(vtkHomogeneousTransform *transform);
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// Description:
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// Sets the internal state of the transform to PreMultiply. All subsequent
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// operations will occur before those already represented in the
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// current transformation. In homogeneous matrix notation, M = M*A where
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// M is the current transformation matrix and A is the applied matrix.
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// The default is PreMultiply.
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void PreMultiply() {
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if (this->Concatenation->GetPreMultiplyFlag()) { return; }
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this->Concatenation->SetPreMultiplyFlag(1); this->Modified(); };
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// Description:
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// Sets the internal state of the transform to PostMultiply. All subsequent
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// operations will occur after those already represented in the
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// current transformation. In homogeneous matrix notation, M = A*M where
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// M is the current transformation matrix and A is the applied matrix.
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// The default is PreMultiply.
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void PostMultiply() {
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if (!this->Concatenation->GetPreMultiplyFlag()) { return; }
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this->Concatenation->SetPreMultiplyFlag(0); this->Modified(); };
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// Description:
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// Get the total number of transformations that are linked into this
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// one via Concatenate() operations or via SetInput().
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int GetNumberOfConcatenatedTransforms() {
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return this->Concatenation->GetNumberOfTransforms() +
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(this->Input == NULL ? 0 : 1); };
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// Description
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// Get one of the concatenated transformations as a vtkAbstractTransform.
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// These transformations are applied, in series, every time the
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// transformation of a coordinate occurs. This method is provided
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// to make it possible to decompose a transformation into its
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// constituents, for example to save a transformation to a file.
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vtkHomogeneousTransform *GetConcatenatedTransform(int i) {
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if (this->Input == NULL) {
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return (vtkHomogeneousTransform *)this->Concatenation->GetTransform(i); }
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else if (i < this->Concatenation->GetNumberOfPreTransforms()) {
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return (vtkHomogeneousTransform *)this->Concatenation->GetTransform(i); }
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else if (i > this->Concatenation->GetNumberOfPreTransforms()) {
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return (vtkHomogeneousTransform*)this->Concatenation->GetTransform(i-1);}
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else if (this->GetInverseFlag()) {
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return (vtkHomogeneousTransform *)this->Input->GetInverse(); }
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else {
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return (vtkHomogeneousTransform *)this->Input; } };
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// Description:
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// Set the input for this transformation. This will be used as the
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// base transformation if it is set. This method allows you to build
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// a transform pipeline: if the input is modified, then this transformation
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// will automatically update accordingly. Note that the InverseFlag,
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// controlled via Inverse(), determines whether this transformation
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// will use the Input or the inverse of the Input.
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void SetInput(vtkHomogeneousTransform *input);
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vtkHomogeneousTransform *GetInput() { return this->Input; };
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// Description:
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// Get the inverse flag of the transformation. This controls
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// whether it is the Input or the inverse of the Input that
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// is used as the base transformation. The InverseFlag is
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// flipped every time Inverse() is called. The InverseFlag
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// is off when a transform is first created.
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int GetInverseFlag() {
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return this->Concatenation->GetInverseFlag(); };
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// Description:
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// Pushes the current transformation onto the transformation stack.
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void Push() { if (this->Stack == NULL) {
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this->Stack = vtkTransformConcatenationStack::New(); }
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this->Stack->Push(&this->Concatenation);
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this->Modified(); };
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// Description:
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// Deletes the transformation on the top of the stack and sets the top
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// to the next transformation on the stack.
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void Pop() { if (this->Stack == NULL) { return; }
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this->Stack->Pop(&this->Concatenation);
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this->Modified(); };
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// Description:
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// Make a new transform of the same type -- you are responsible for
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// deleting the transform when you are done with it.
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vtkAbstractTransform *MakeTransform();
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// Description:
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// Check for self-reference. Will return true if concatenating
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// with the specified transform, setting it to be our inverse,
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// or setting it to be our input will create a circular reference.
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// CircuitCheck is automatically called by SetInput(), SetInverse(),
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// and Concatenate(vtkXTransform *). Avoid using this function,
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// it is experimental.
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int CircuitCheck(vtkAbstractTransform *transform);
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// Description:
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// Override GetMTime to account for input and concatenation.
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unsigned long GetMTime();
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protected:
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vtkPerspectiveTransform();
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~vtkPerspectiveTransform();
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void InternalDeepCopy(vtkAbstractTransform *t);
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void InternalUpdate();
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vtkHomogeneousTransform *Input;
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vtkTransformConcatenation *Concatenation;
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vtkTransformConcatenationStack *Stack;
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private:
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vtkPerspectiveTransform(const vtkPerspectiveTransform&); // Not implemented
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void operator=(const vtkPerspectiveTransform&); // Not implemented
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};
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#endif
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