| // This file is part of Eigen, a lightweight C++ template library | 
 | // for linear algebra. | 
 | // | 
 | // Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr> | 
 | // | 
 | // This Source Code Form is subject to the terms of the Mozilla | 
 | // Public License v. 2.0. If a copy of the MPL was not distributed | 
 | // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. | 
 |  | 
 | #include "camera.h" | 
 |  | 
 | #include "gpuhelper.h" | 
 | #include <GL/glu.h> | 
 |  | 
 | #include "Eigen/LU" | 
 | using namespace Eigen; | 
 |  | 
 | Camera::Camera() | 
 |     : mViewIsUptodate(false), mProjIsUptodate(false) | 
 | { | 
 |     mViewMatrix.setIdentity(); | 
 |      | 
 |     mFovY = M_PI/3.; | 
 |     mNearDist = 1.; | 
 |     mFarDist = 50000.; | 
 |      | 
 |     mVpX = 0; | 
 |     mVpY = 0; | 
 |  | 
 |     setPosition(Vector3f::Constant(100.)); | 
 |     setTarget(Vector3f::Zero()); | 
 | } | 
 |  | 
 | Camera& Camera::operator=(const Camera& other) | 
 | { | 
 |     mViewIsUptodate = false; | 
 |     mProjIsUptodate = false; | 
 |      | 
 |     mVpX = other.mVpX; | 
 |     mVpY = other.mVpY; | 
 |     mVpWidth = other.mVpWidth; | 
 |     mVpHeight = other.mVpHeight; | 
 |  | 
 |     mTarget = other.mTarget; | 
 |     mFovY = other.mFovY; | 
 |     mNearDist = other.mNearDist; | 
 |     mFarDist = other.mFarDist; | 
 |      | 
 |     mViewMatrix = other.mViewMatrix; | 
 |     mProjectionMatrix = other.mProjectionMatrix; | 
 |  | 
 |     return *this; | 
 | } | 
 |  | 
 | Camera::Camera(const Camera& other) | 
 | { | 
 |     *this = other; | 
 | } | 
 |  | 
 | Camera::~Camera() | 
 | { | 
 | } | 
 |  | 
 |  | 
 | void Camera::setViewport(uint offsetx, uint offsety, uint width, uint height) | 
 | { | 
 |     mVpX = offsetx; | 
 |     mVpY = offsety; | 
 |     mVpWidth = width; | 
 |     mVpHeight = height; | 
 |      | 
 |     mProjIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::setViewport(uint width, uint height) | 
 | { | 
 |     mVpWidth = width; | 
 |     mVpHeight = height; | 
 |      | 
 |     mProjIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::setFovY(float value) | 
 | { | 
 |     mFovY = value; | 
 |     mProjIsUptodate = false; | 
 | } | 
 |  | 
 | Vector3f Camera::direction(void) const | 
 | { | 
 |     return - (orientation() * Vector3f::UnitZ()); | 
 | } | 
 | Vector3f Camera::up(void) const | 
 | { | 
 |     return orientation() * Vector3f::UnitY(); | 
 | } | 
 | Vector3f Camera::right(void) const | 
 | { | 
 |     return orientation() * Vector3f::UnitX(); | 
 | } | 
 |  | 
 | void Camera::setDirection(const Vector3f& newDirection) | 
 | { | 
 |     // TODO implement it computing the rotation between newDirection and current dir ? | 
 |     Vector3f up = this->up(); | 
 |      | 
 |     Matrix3f camAxes; | 
 |  | 
 |     camAxes.col(2) = (-newDirection).normalized(); | 
 |     camAxes.col(0) = up.cross( camAxes.col(2) ).normalized(); | 
 |     camAxes.col(1) = camAxes.col(2).cross( camAxes.col(0) ).normalized(); | 
 |     setOrientation(Quaternionf(camAxes)); | 
 |      | 
 |     mViewIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::setTarget(const Vector3f& target) | 
 | { | 
 |     mTarget = target; | 
 |     if (!mTarget.isApprox(position())) | 
 |     { | 
 |         Vector3f newDirection = mTarget - position(); | 
 |         setDirection(newDirection.normalized()); | 
 |     } | 
 | } | 
 |  | 
 | void Camera::setPosition(const Vector3f& p) | 
 | { | 
 |     mFrame.position = p; | 
 |     mViewIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::setOrientation(const Quaternionf& q) | 
 | { | 
 |     mFrame.orientation = q; | 
 |     mViewIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::setFrame(const Frame& f) | 
 | { | 
 |   mFrame = f; | 
 |   mViewIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::rotateAroundTarget(const Quaternionf& q) | 
 | { | 
 |     Matrix4f mrot, mt, mtm; | 
 |      | 
 |     // update the transform matrix | 
 |     updateViewMatrix(); | 
 |     Vector3f t = mViewMatrix * mTarget; | 
 |  | 
 |     mViewMatrix = Translation3f(t) | 
 |                 * q | 
 |                 * Translation3f(-t) | 
 |                 * mViewMatrix; | 
 |      | 
 |     Quaternionf qa(mViewMatrix.linear()); | 
 |     qa = qa.conjugate(); | 
 |     setOrientation(qa); | 
 |     setPosition(- (qa * mViewMatrix.translation()) ); | 
 |  | 
 |     mViewIsUptodate = true; | 
 | } | 
 |  | 
 | void Camera::localRotate(const Quaternionf& q) | 
 | { | 
 |     float dist = (position() - mTarget).norm(); | 
 |     setOrientation(orientation() * q); | 
 |     mTarget = position() + dist * direction(); | 
 |     mViewIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::zoom(float d) | 
 | { | 
 |     float dist = (position() - mTarget).norm(); | 
 |     if(dist > d) | 
 |     { | 
 |         setPosition(position() + direction() * d); | 
 |         mViewIsUptodate = false; | 
 |     } | 
 | } | 
 |  | 
 | void Camera::localTranslate(const Vector3f& t) | 
 | { | 
 |   Vector3f trans = orientation() * t; | 
 |   setPosition( position() + trans ); | 
 |   setTarget( mTarget + trans ); | 
 |  | 
 |   mViewIsUptodate = false; | 
 | } | 
 |  | 
 | void Camera::updateViewMatrix(void) const | 
 | { | 
 |     if(!mViewIsUptodate) | 
 |     { | 
 |         Quaternionf q = orientation().conjugate(); | 
 |         mViewMatrix.linear() = q.toRotationMatrix(); | 
 |         mViewMatrix.translation() = - (mViewMatrix.linear() * position()); | 
 |  | 
 |         mViewIsUptodate = true; | 
 |     } | 
 | } | 
 |  | 
 | const Affine3f& Camera::viewMatrix(void) const | 
 | { | 
 |   updateViewMatrix(); | 
 |   return mViewMatrix; | 
 | } | 
 |  | 
 | void Camera::updateProjectionMatrix(void) const | 
 | { | 
 |   if(!mProjIsUptodate) | 
 |   { | 
 |     mProjectionMatrix.setIdentity(); | 
 |     float aspect = float(mVpWidth)/float(mVpHeight); | 
 |     float theta = mFovY*0.5; | 
 |     float range = mFarDist - mNearDist; | 
 |     float invtan = 1./tan(theta); | 
 |  | 
 |     mProjectionMatrix(0,0) = invtan / aspect; | 
 |     mProjectionMatrix(1,1) = invtan; | 
 |     mProjectionMatrix(2,2) = -(mNearDist + mFarDist) / range; | 
 |     mProjectionMatrix(3,2) = -1; | 
 |     mProjectionMatrix(2,3) = -2 * mNearDist * mFarDist / range; | 
 |     mProjectionMatrix(3,3) = 0; | 
 |      | 
 |     mProjIsUptodate = true; | 
 |   } | 
 | } | 
 |  | 
 | const Matrix4f& Camera::projectionMatrix(void) const | 
 | { | 
 |   updateProjectionMatrix(); | 
 |   return mProjectionMatrix; | 
 | } | 
 |  | 
 | void Camera::activateGL(void) | 
 | { | 
 |   glViewport(vpX(), vpY(), vpWidth(), vpHeight()); | 
 |   gpu.loadMatrix(projectionMatrix(),GL_PROJECTION); | 
 |   gpu.loadMatrix(viewMatrix().matrix(),GL_MODELVIEW); | 
 | } | 
 |  | 
 |  | 
 | Vector3f Camera::unProject(const Vector2f& uv, float depth) const | 
 | { | 
 |     Matrix4f inv = mViewMatrix.inverse().matrix(); | 
 |     return unProject(uv, depth, inv); | 
 | } | 
 |  | 
 | Vector3f Camera::unProject(const Vector2f& uv, float depth, const Matrix4f& invModelview) const | 
 | { | 
 |     updateViewMatrix(); | 
 |     updateProjectionMatrix(); | 
 |      | 
 |     Vector3f a(2.*uv.x()/float(mVpWidth)-1., 2.*uv.y()/float(mVpHeight)-1., 1.); | 
 |     a.x() *= depth/mProjectionMatrix(0,0); | 
 |     a.y() *= depth/mProjectionMatrix(1,1); | 
 |     a.z() = -depth; | 
 |     // FIXME /\/| | 
 |     Vector4f b = invModelview * Vector4f(a.x(), a.y(), a.z(), 1.); | 
 |     return Vector3f(b.x(), b.y(), b.z()); | 
 | } |