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387 lines
15 KiB
387 lines
15 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkCamera.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 vtkCamera - a virtual camera for 3D rendering
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// .SECTION Description
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// vtkCamera is a virtual camera for 3D rendering. It provides methods
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// to position and orient the view point and focal point. Convenience
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// methods for moving about the focal point also are provided. More
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// complex methods allow the manipulation of the computer graphics
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// model including view up vector, clipping planes, and
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// camera perspective.
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// .SECTION See Also
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// vtkPerspectiveTransform
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#ifndef __vtkCamera_h
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#define __vtkCamera_h
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#include "vtkObject.h"
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class vtkMatrix4x4;
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class vtkPerspectiveTransform;
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class vtkRenderer;
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class vtkTransform;
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class vtkHomogeneousTransform;
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class VTK_RENDERING_EXPORT vtkCamera : public vtkObject
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{
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public:
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void PrintSelf(ostream& os, vtkIndent indent);
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vtkTypeRevisionMacro(vtkCamera,vtkObject);
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// Description:
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// Construct camera instance with its focal point at the origin,
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// and position=(0,0,1). The view up is along the y-axis,
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// view angle is 30 degrees, and the clipping range is (.1,1000).
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static vtkCamera *New();
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// Description:
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// Set/Get the position of the camera in world coordinates.
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// The default position is (0,0,1).
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void SetPosition(double x, double y, double z);
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void SetPosition(const double a[3]) {
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this->SetPosition(a[0], a[1], a[2]); };
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vtkGetVector3Macro(Position,double);
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// Description:
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// Set/Get the focal of the camera in world coordinates.
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// The default focal point is the origin.
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void SetFocalPoint(double x, double y, double z);
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void SetFocalPoint(const double a[3]) {
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this->SetFocalPoint(a[0], a[1], a[2]);};
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vtkGetVector3Macro(FocalPoint,double);
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// Description:
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// Set/Get the view up direction for the camera. The default
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// is (0,1,0).
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void SetViewUp(double vx, double vy, double vz);
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void SetViewUp(const double a[3]) {
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this->SetViewUp(a[0], a[1], a[2]); }
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vtkGetVector3Macro(ViewUp,double);
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// Description:
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// Recompute the ViewUp vector to force it to be perpendicular to
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// camera->focalpoint vector. Unless you are going to use
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// Yaw or Azimuth on the camera, there is no need to do this.
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void OrthogonalizeViewUp();
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// Description:
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// Move the focal point so that it is the specified distance from
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// the camera position. This distance must be positive.
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void SetDistance(double);
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// Description:
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// Return the distance from the camera position to the focal point.
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// This distance is positive.
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vtkGetMacro(Distance,double);
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// Description:
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// Get the vector in the direction from the camera position to the
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// focal point. This is usually the opposite of the ViewPlaneNormal,
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// the vector perpendicular to the screen, unless the view is oblique.
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vtkGetVector3Macro(DirectionOfProjection,double);
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// Description:
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// Move the position of the camera along the direction of projection. Moving
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// towards the focal point (e.g., greater than 1) is a dolly-in, moving away
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// from the focal point (e.g., less than 1) is a dolly-out.
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void Dolly(double distance);
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// Description:
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// Set the roll angle of the camera about the direction of projection.
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void SetRoll(double angle);
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double GetRoll();
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// Description:
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// Rotate the camera about the direction of projection.
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void Roll(double angle);
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// Description:
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// Rotate the camera about the view up vector centered at the focal point.
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// Note that the view up vector is not necessarily perpendicular to the
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// direction of projection.
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void Azimuth(double angle);
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// Description:
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// Rotate the focal point about the view up vector centered at the camera's
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// position. Note that the view up vector is not necessarily perpendicular
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// to the direction of projection.
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void Yaw(double angle);
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// Description:
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// Rotate the camera about the cross product of the direction of projection
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// and the view up vector centered on the focal point.
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void Elevation(double angle);
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// Description:
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// Rotate the focal point about the cross product of the view up vector
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// and the direction of projection, centered at the camera's position.
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void Pitch(double angle);
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// Description:
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// Set/Get the value of the ParallelProjection instance variable. This
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// determines if the camera should do a perspective or parallel projection.
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void SetParallelProjection(int flag);
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vtkGetMacro(ParallelProjection,int);
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vtkBooleanMacro(ParallelProjection,int);
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// Description:
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// Set/Get the value of the UseHorizontalViewAngle instance variable. If
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// set, the camera's view angle represents a horizontal view angle, rather
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// than the default vertical view angle. This is useful if the application
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// uses a display device which whose specs indicate a particular horizontal
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// view angle, or if the application varies the window height but wants to
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// keep the perspective transform unchanges.
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void SetUseHorizontalViewAngle(int flag);
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vtkGetMacro(UseHorizontalViewAngle, int);
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vtkBooleanMacro(UseHorizontalViewAngle, int);
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// Description:
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// Set/Get the camera view angle, which is the angular height of the
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// camera view measured in degrees. The default angle is 30 degrees.
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// This method has no effect in parallel projection mode.
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// The formula for setting the angle up for perfect perspective viewing
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// is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow
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// (measured in mm by holding a ruler up to your screen) and d is the
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// distance from your eyes to the screen.
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void SetViewAngle(double angle);
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vtkGetMacro(ViewAngle,double);
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// Description:
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// Set/Get the scaling used for a parallel projection, i.e. the height
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// of the viewport in world-coordinate distances. The default is 1.
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// Note that the "scale" parameter works as an "inverse scale" ---
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// larger numbers produce smaller images.
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// This method has no effect in perspective projection mode.
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void SetParallelScale(double scale);
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vtkGetMacro(ParallelScale,double);
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// Description:
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// In perspective mode, decrease the view angle by the specified factor.
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// In parallel mode, decrease the parallel scale by the specified factor.
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// A value greater than 1 is a zoom-in, a value less than 1 is a zoom-out.
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void Zoom(double factor);
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// Description:
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// Set/Get the location of the near and far clipping planes along the
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// direction of projection. Both of these values must be positive.
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// How the clipping planes are set can have a large impact on how
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// well z-buffering works. In particular the front clipping
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// plane can make a very big difference. Setting it to 0.01 when it
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// really could be 1.0 can have a big impact on your z-buffer resolution
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// farther away. The default clipping range is (0.1,1000).
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void SetClippingRange(double dNear, double dFar);
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void SetClippingRange(const double a[2]) {
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this->SetClippingRange(a[0], a[1]); };
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vtkGetVector2Macro(ClippingRange,double);
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// Description:
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// Set the distance between clipping planes. This method adjusts the
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// far clipping plane to be set a distance 'thickness' beyond the
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// near clipping plane.
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void SetThickness(double);
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vtkGetMacro(Thickness,double);
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// Description:
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// Set/Get the center of the window in viewport coordinates.
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// The viewport coordinate range is ([-1,+1],[-1,+1]). This method
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// is for if you have one window which consists of several viewports,
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// or if you have several screens which you want to act together as
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// one large screen.
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void SetWindowCenter(double x, double y);
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vtkGetVector2Macro(WindowCenter,double);
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// Description:
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// Get/Set the oblique viewing angles. The first angle, alpha, is the
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// angle (measured from the horizontal) that rays along the direction
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// of projection will follow once projected onto the 2D screen.
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// The second angle, beta, is the angle between the view plane and
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// the direction of projection. This creates a shear transform
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// x' = x + dz*cos(alpha)/tan(beta), y' = dz*sin(alpha)/tan(beta)
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// where dz is the distance of the point from the focal plane.
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// The angles are (45,90) by default. Oblique projections
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// commonly use (30,63.435).
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void SetObliqueAngles(double alpha, double beta);
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// Description:
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// Apply a transform to the camera. The camera position, focal-point,
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// and view-up are re-calulated using the transform's matrix to
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// multiply the old points by the new transform.
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void ApplyTransform(vtkTransform *t);
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// Description:
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// Get the ViewPlaneNormal. This vector will point opposite to
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// the direction of projection, unless you have created an sheared output
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// view using SetViewShear/SetObliqueAngles.
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vtkGetVector3Macro(ViewPlaneNormal,double);
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// Description:
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// Set/get the shear transform of the viewing frustum. Parameters are
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// dx/dz, dy/dz, and center. center is a factor that describes where
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// to shear around. The distance dshear from the camera where
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// no shear occurs is given by (dshear = center * FocalDistance).
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void SetViewShear(double dxdz, double dydz, double center);
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void SetViewShear(double d[3]);
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vtkGetVector3Macro(ViewShear, double);
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// Description:
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// Set/Get the separation between eyes (in degrees). This is used
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// when generating stereo images.
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vtkSetMacro(EyeAngle,double);
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vtkGetMacro(EyeAngle,double);
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// Description:
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// Set the size of the cameras lens in world coordinates. This is only
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// used when the renderer is doing focal depth rendering. When that is
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// being done the size of the focal disk will effect how significant the
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// depth effects will be.
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vtkSetMacro(FocalDisk,double);
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vtkGetMacro(FocalDisk,double);
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// Description:
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// Return the matrix of the view transform.
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virtual vtkMatrix4x4 *GetViewTransformMatrix();
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// Description:
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// Return the perspective transform matrix, which converts from camera
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// coordinates to viewport coordinates. The 'aspect' is the
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// width/height for the viewport, and the nearz and farz are the
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// Z-buffer values that map to the near and far clipping planes.
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// The viewport coordinates are in the range ([-1,+1],[-1,+1],[nearz,farz]).
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virtual vtkMatrix4x4 *GetPerspectiveTransformMatrix(double aspect,
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double nearz,
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double farz);
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// Description:
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// Return the concatenation of the ViewTransform and the
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// PerspectiveTransform. This transform will convert world
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// coordinates to view coordinates. The 'aspect' is the
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// width/height for the viewport, and the nearz and farz are the
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// Z-buffer values that map to the near and far clipping planes.
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// The view coordinates are in the range ([-1,+1],[-1,+1],[nearz,farz]).
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virtual vtkMatrix4x4 *GetCompositePerspectiveTransformMatrix(double aspect,
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double nearz,
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double farz);
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// Description:
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// In addition to the instance variables such as position and orientation,
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// you can add an additional transformation for your own use. This
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// transformation is concatenated to the camera's PerspectiveTransform
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void SetUserTransform(vtkHomogeneousTransform *transform);
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vtkGetObjectMacro(UserTransform,vtkHomogeneousTransform);
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// Description:
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// This method causes the camera to set up whatever is required for
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// viewing the scene. This is actually handled by an subclass of
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// vtkCamera, which is created through New()
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virtual void Render(vtkRenderer *) {};
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// Description:
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// Return the MTime that concerns recomputing the view rays of the camera.
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unsigned long GetViewingRaysMTime();
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// Description:
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// Mark that something has changed which requires the view rays
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// to be recomputed.
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void ViewingRaysModified();
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// Description:
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// Get the plane equations that bound the view frustum.
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// The plane normals point inward. The planes array contains six
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// plane equations of the form (Ax+By+Cz+D=0), the first four
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// values are (A,B,C,D) which repeats for each of the planes.
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// The aspect of the viewport is needed to correctly compute the planes
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virtual void GetFrustumPlanes(double aspect, double planes[24]);
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// Description:
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// Get the orientation of the camera.
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double *GetOrientation();
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double *GetOrientationWXYZ();
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// Description:
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// These methods have been deprecated. The view plane normal is
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// automatically set from the DirectionOfProjection according to
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// the ViewShear.
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void SetViewPlaneNormal(double x, double y, double z);
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void SetViewPlaneNormal(const double a[3]) {
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this->SetViewPlaneNormal(a[0], a[1], a[2]); };
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// Description:
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// This method is called automatically whenever necessary, it
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// should never be used outside of vtkCamera.cxx.
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void ComputeViewPlaneNormal();
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// Description:
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// Returns a transformation matrix for a coordinate frame attached to
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// the camera, where the camera is located at (0, 0, 1) looking at the
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// focal point at (0, 0, 0), with up being (0, 1, 0).
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vtkMatrix4x4 *GetCameraLightTransformMatrix();
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// Description:
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// Update the viewport
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virtual void UpdateViewport(vtkRenderer *vtkNotUsed(ren)) {}
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virtual vtkTransform *GetViewTransformObject() {return this->ViewTransform;};
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protected:
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vtkCamera();
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~vtkCamera();
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// Description:
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// These methods should only be used within vtkCamera.cxx.
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void ComputeDistance();
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void ComputeViewTransform();
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void ComputePerspectiveTransform(double aspect, double nearz, double farz);
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void ComputeCompositePerspectiveTransform(double aspect,
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double nearz, double farz);
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void ComputeCameraLightTransform();
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double WindowCenter[2];
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double ObliqueAngles[2];
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double FocalPoint[3];
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double Position[3];
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double ViewUp[3];
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double ViewAngle;
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double ClippingRange[2];
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double EyeAngle;
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int ParallelProjection;
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double ParallelScale;
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int Stereo;
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int LeftEye;
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double Thickness;
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double Distance;
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double DirectionOfProjection[3];
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double ViewPlaneNormal[3];
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double ViewShear[3];
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int UseHorizontalViewAngle;
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vtkHomogeneousTransform *UserTransform;
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vtkTransform *ViewTransform;
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vtkPerspectiveTransform *PerspectiveTransform;
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vtkPerspectiveTransform *Transform;
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vtkTransform *CameraLightTransform;
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double FocalDisk;
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// ViewingRaysMtime keeps track of camera modifications which will
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// change the calculation of viewing rays for the camera before it is
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// transformed to the camera's location and orientation.
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vtkTimeStamp ViewingRaysMTime;
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private:
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vtkCamera(const vtkCamera&); // Not implemented.
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void operator=(const vtkCamera&); // Not implemented.
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};
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#endif
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