/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SbViewVolume SbLinear.h Inventor/SbLinear.h \brief The SbViewVolume class is a viewing volume in 3D space. \ingroup base This class contains the necessary information for storing a view volume. It has methods for projection of primitives into the 3D volume from 2D points in the projection plane or vice versa, doing camera transforms, view volume transforms, etc. \sa SbViewportRegion */ // FIXME: I have a nagging feeling that it is bad design to use the // *same* class entity for embedding the abstractions and the // functionality of both perspective and orthographic view volumes. // // Should investigate, then possibly fixing this design flaw by // splitting up into two different classes (inheriting a common // abstract viewvolume-class?), while keeping this class around as a // wrapper class for the new abstractions to be API compatible with // client code using the original API. 20010824 mortene. #include #include #include #include #include #include #include #include #include #include #include #include #if COIN_DEBUG #include #endif // COIN_DEBUG #include // COIN_OBSOLETED() #include /*! \enum SbViewVolume::ProjectionType An SbViewVolume instance can represent either an orthogonal projection volume or a perspective projection volume. \sa ortho(), perspective(), getProjectionType(). */ /*! \var SbViewVolume::ProjectionType SbViewVolume::ORTHOGRAPHIC Orthographic projection. */ /*! \var SbViewVolume::ProjectionType SbViewVolume::PERSPECTIVE Perspective projection. */ /*! \var SbViewVolume::ProjectionType SbViewVolume::type \COININTERNAL */ /*! \var SbVec3f SbViewVolume::projPoint \COININTERNAL */ /*! \var SbVec3f SbViewVolume::projDir \COININTERNAL */ /*! \var float SbViewVolume::nearDist \COININTERNAL */ /*! \var float SbViewVolume::nearToFar \COININTERNAL */ /*! \var SbVec3f SbViewVolume::llf \COININTERNAL */ /*! \var SbVec3f SbViewVolume::lrf \COININTERNAL */ /*! \var SbVec3f SbViewVolume::ulf \COININTERNAL */ // // some convenience function for converting between single precision // and double precision classes. // static void copy_matrix(const SbDPMatrix & src, SbMatrix & dst) { const double * s = src[0]; float * d = dst[0]; for (int i = 0; i < 16; i++) { d[i] = (float) s[i]; } } static void copy_matrix(const SbMatrix & src, SbDPMatrix & dst) { const float * s = src[0]; double * d = dst[0]; for (int i = 0; i < 16; i++) { d[i] = (double) s[i]; } } static SbVec3f to_sbvec3f(const SbVec3d & v) { return SbVec3f((float) v[0], (float) v[1], (float) v[2]); } static SbVec2f to_sbvec2f(const SbVec2d & v) { return SbVec2f((float) v[0], (float) v[1]); } /*! Constructor. Note that the SbViewVolume instance will be uninitialized until you explicitly call \a ortho() or \a perspective(). \sa ortho(), perspective(). */ SbViewVolume::SbViewVolume(void) { } /*! Destructor. */ SbViewVolume::~SbViewVolume(void) { } /*! Returns the view volume's affine matrix and projection matrix. \sa getMatrix(), getCameraSpaceMatrix() */ void SbViewVolume::getMatrices(SbMatrix& affine, SbMatrix& proj) const { SbDPMatrix dpaffine, dpproj; this->dpvv.getMatrices(dpaffine, dpproj); copy_matrix(dpaffine, affine); copy_matrix(dpproj, proj); } /*! Returns the combined affine and projection matrix. \sa getMatrices(), getCameraSpaceMatrix() */ SbMatrix SbViewVolume::getMatrix(void) const { SbDPMatrix dpmatrix = this->dpvv.getMatrix(); SbMatrix matrix; copy_matrix(dpmatrix, matrix); return matrix; } /*! Returns a matrix which will translate the view volume camera back to origo, and rotate the camera so it'll point along the negative z axis. Note that the matrix will \a not include the rotation necessary to make the camera up vector point along the positive y axis (i.e. camera roll is not accounted for). \sa getMatrices(), getMatrix() */ SbMatrix SbViewVolume::getCameraSpaceMatrix(void) const { SbDPMatrix m = this->dpvv.getCameraSpaceMatrix(); SbMatrix ret; copy_matrix(m, ret); return ret; } /*! Project the given 2D point from the projection plane into a 3D line. \a pt coordinates should be normalized to be within [0, 1]. */ void SbViewVolume::projectPointToLine(const SbVec2f& pt, SbLine& line) const { SbVec2d dppt; dppt[0] = pt[0]; dppt[1] = pt[1]; SbVec3d pt0, pt1; this->dpvv.projectPointToLine(dppt, pt0, pt1); line.setValue(to_sbvec3f(pt0), to_sbvec3f(pt1)); } /*! Project the given 2D point from the projection plane into two points defining a 3D line. The first point, \a line0, will be the corresponding point for the projection on the near plane, while \a line1 will be the line endpoint, lying in the far plane. */ void SbViewVolume::projectPointToLine(const SbVec2f & pt, SbVec3f & line0, SbVec3f & line1) const { SbVec2d dppt(pt[0], pt[1]); SbVec3d dpline0, dpline1; this->dpvv.projectPointToLine(dppt, dpline0, dpline1); line0 = to_sbvec3f(dpline0); line1 = to_sbvec3f(dpline1); } /*! Project the \a src point to a normalized set of screen coordinates in the projection plane and place the result in \a dst. It is safe to let \a src and \dst be the same SbVec3f instance. The z-coordinate of \a dst is monotonically increasing for points closer to the far plane. Note however that this is not a linear relationship, the \a dst z-coordinate is calculated as follows: Orthogonal view: DSTz = (-2 * SRCz - far - near) / (far - near), Perspective view: DSTz = (-SRCz * (far - near) - 2*far*near) / (far - near) The returned coordinates (\a dst) are normalized to be in range [0, 1]. */ void SbViewVolume::projectToScreen(const SbVec3f& src, SbVec3f& dst) const { SbVec3d dpsrc(src[0], src[1], src[2]); SbVec3d dpdst; this->dpvv.projectToScreen(dpsrc, dpdst); dst = to_sbvec3f(dpdst); } /*! Returns an SbPlane instance which has a normal vector in the opposite direction of which the camera is pointing. This means the plane will be parallel to the near and far clipping planes. \sa getSightPoint() */ SbPlane SbViewVolume::getPlane(const float distFromEye) const { return this->dpvv.getPlane(distFromEye); } /*! Returns the point on the center line-of-sight from the camera position with the given distance. \sa getPlane() */ SbVec3f SbViewVolume::getSightPoint(const float distFromEye) const { return to_sbvec3f(this->dpvv.getSightPoint(distFromEye)); } /*! Return the 3D point which projects to \a normPoint and lies on the plane perpendicular to the camera direction and \a distFromEye distance away from the camera position. \a normPoint should be given in normalized coordinates, where the visible render canvas is covered by the range [0.0, 1.0]. */ SbVec3f SbViewVolume::getPlanePoint(const float distFromEye, const SbVec2f & normPoint) const { SbVec2d dpnormPoint(normPoint[0], normPoint[1]); return to_sbvec3f(this->dpvv.getPlanePoint(distFromEye, dpnormPoint)); } /*! Returns a rotation that aligns an object so that its positive x-axis is to the right and its positive y-axis is up in the view volume. If rightangleonly is TRUE, it will create a rotation that aligns the x and y-axis with the closest orthogonal axes to right and up. */ SbRotation SbViewVolume::getAlignRotation(SbBool rightangleonly) const { SbDPRotation rot = this->dpvv.getAlignRotation(rightangleonly); const double * src = rot.getValue(); float q[4]; for (int i = 0; i < 4; i++){ q[i] = (float) src[i]; } return SbRotation(q); } /*! Given a sphere with center in \a worldCenter and an initial radius of 1.0, return the scale factor needed to make this sphere have a \a normRadius radius when projected onto the near clipping plane. */ float SbViewVolume::getWorldToScreenScale(const SbVec3f& worldCenter, float normRadius) const { SbVec3d dpworldCenter(worldCenter[0], worldCenter[1], worldCenter[2]); return (float) this->dpvv.getWorldToScreenScale(dpworldCenter, normRadius); } /*! Projects the given box onto the projection plane and returns the normalized screen space it occupies. */ SbVec2f SbViewVolume::projectBox(const SbBox3f& box) const { return to_sbvec2f(this->dpvv.projectBox(box)); } /*! Returns a narrowed version of the view volume which is within the given [0, 1] normalized coordinates. The coordinates are taken to be corner points of a normalized "view window" on the near clipping plane. I.e.: \code SbViewVolume view; view.ortho(0, 100, 0, 100, 0.1, 1000); view = view.narrow(0.25, 0.5, 0.75, 1.0); \endcode ..will give a view volume with corner points <25, 75> and <50, 100>. \sa scale(), scaleWidth(), scaleHeight() */ SbViewVolume SbViewVolume::narrow(float left, float bottom, float right, float top) const { SbDPViewVolume vv = this->dpvv.narrow(left, bottom, right, top); SbViewVolume ret; vv.copyValues(ret); ret.dpvv = vv; return ret; } /*! Returns a narrowed version of the view volume which is within the given [0, 1] normalized coordinates. The box x and y coordinates are taken to be corner points of a normalized "view window" on the near clipping plane. The box z coordinates are used to adjust the near and far clipping planes, and should be relative to the current clipping planes. A value of 1.0 is at the current near plane. A value of 0.0 is at the current far plane. */ SbViewVolume SbViewVolume::narrow(const SbBox3f & box) const { SbDPViewVolume vv = this->dpvv.narrow(box); SbViewVolume ret; vv.copyValues(ret); ret.dpvv = vv; return ret; } // FIXME: make an illustration for the following documentation of an // orthographic view volume, annotated with the input arguments to the // function. 20010824 mortene. /*! Set up the view volume as a rectangular box for orthographic parallel projections. The line of sight will be along the negative z axis, through the center of the plane defined by the point [(right+left)/2, (top+bottom)/2, 0] \sa perspective(). */ void SbViewVolume::ortho(float left, float right, float bottom, float top, float nearval, float farval) { this->dpvv.ortho(left, right, bottom, top, nearval, farval); this->dpvv.copyValues(*this); } // FIXME: make an illustration for the following documentation of a // perspective view volume, annotated with the input arguments to the // function. 20010824 mortene. /*! Set up the view volume for perspective projections. The line of sight will be through origo along the negative z axis. \sa ortho(). */ void SbViewVolume::perspective(float fovy, float aspect, float nearval, float farval) { this->dpvv.perspective(fovy, aspect, nearval, farval); this->dpvv.copyValues(*this); } /*! Set up the frustum for perspective projection. This is an alternative to perspective() that lets you specify any kind of view volumes (e.g. off center volumes). It has the same arguments and functionality as the corresponding OpenGL glFrustum() function. \COIN_FUNCTION_EXTENSION \since Coin 2.0 \sa perspective() */ void SbViewVolume::frustum(float left, float right, float bottom, float top, float nearval, float farval) { this->dpvv.frustum(left, right, bottom, top, nearval, farval); this->dpvv.copyValues(*this); } /*! Rotate the direction which the camera is pointing in. \sa translateCamera(). */ void SbViewVolume::rotateCamera(const SbRotation & q) { const float * quat = q.getValue(); double dpquat[4]; dpquat[0] = quat[0]; dpquat[1] = quat[1]; dpquat[2] = quat[2]; dpquat[3] = quat[3]; SbDPRotation dpq(dpquat); this->dpvv.rotateCamera(dpq); this->dpvv.copyValues(*this); } /*! Translate the camera position of the view volume. \sa rotateCamera(). */ void SbViewVolume::translateCamera(const SbVec3f & v) { SbVec3d dpv(v[0], v[1], v[2]); this->dpvv.translateCamera(dpv); this->dpvv.copyValues(*this); } /*! Return the vector pointing from the center of the view volume towards the camera. This is just the vector pointing in the opposite direction of \a getProjectionDirection(). \sa getProjectionDirection(). */ SbVec3f SbViewVolume::zVector(void) const { return -this->projDir; } /*! Return a copy SbViewVolume with narrowed depth by supplying parameters for new near and far clipping planes. \a nearval and \farval should be relative to the current clipping planes. A value of 1.0 is at the current near plane. A value of 0.0 is at the current far plane. \sa zVector(). */ SbViewVolume SbViewVolume::zNarrow(float nearval, float farval) const { SbDPViewVolume dpnarrowed = this->dpvv.zNarrow(nearval, farval); SbViewVolume narrowed; dpnarrowed.copyValues(narrowed); narrowed.dpvv = dpnarrowed; return narrowed; } /*! Scale width and height of viewing frustum by the given ratio around the projection plane center axis. \sa scaleWidth(), scaleHeight(). */ void SbViewVolume::scale(float factor) { this->dpvv.scaleWidth(factor); this->dpvv.scaleHeight(factor); } /*! Scale width of viewing frustum by the given ratio around the vertical center axis in the projection plane. \sa scale(), scaleHeight(). */ void SbViewVolume::scaleWidth(float ratio) { this->dpvv.scaleWidth(ratio); this->dpvv.copyValues(*this); } /*! Scale height of viewing frustum by the given ratio around the horizontal center axis in the projection plane. \sa scale(), scaleWidth(). */ void SbViewVolume::scaleHeight(float ratio) { this->dpvv.scaleHeight(ratio); this->dpvv.copyValues(*this); } /*! Return current view volume projection type, which can be either \a ORTHOGRAPHIC or \a PERSPECTIVE. \sa SbViewVolume::ProjectionType */ SbViewVolume::ProjectionType SbViewVolume::getProjectionType(void) const { return this->type; } /*! Returns the projection point, i.e. the camera position. */ const SbVec3f& SbViewVolume::getProjectionPoint(void) const { return this->projPoint; } /*! Returns the direction of projection, i.e. the direction the camera is pointing. \sa getNearDist(). */ const SbVec3f& SbViewVolume::getProjectionDirection(void) const { return this->projDir; } /*! Returns distance from projection plane to near clipping plane. \sa getProjectionDirection(). */ float SbViewVolume::getNearDist(void) const { return this->nearDist; } /*! Returns width of viewing frustum in the projection plane. \sa getHeight(), getDepth(). */ float SbViewVolume::getWidth(void) const { return (float) this->dpvv.getWidth(); } /*! Returns height of viewing frustum in the projection plane. \sa getWidth(), getDepth(). */ float SbViewVolume::getHeight(void) const { return (float) this->dpvv.getHeight(); } /*! Returns depth of viewing frustum, i.e. the distance from the near clipping plane to the far clipping plane. \sa getWidth(), getHeight(). */ float SbViewVolume::getDepth(void) const { return this->nearToFar; } /*! Dump the state of this object to the \a file stream. Only works in debug version of library, method does nothing in an optimized compile. */ void SbViewVolume::print(FILE * fp) const { #if COIN_DEBUG fprintf( fp, " projtype: %d\n", (int) this->getProjectionType() ); fprintf( fp, " projpt: " ); this->getProjectionPoint().print(fp); fprintf( fp, "\n" ); fprintf( fp, " projdir: " ); this->getProjectionDirection().print(fp); fprintf( fp, "\n" ); fprintf( fp, " neardist: %f\n", this->getNearDist() ); fprintf( fp, " width: %f\n", this->getWidth() ); fprintf( fp, " height: %f\n", this->getHeight() ); fprintf( fp, " depth: %f\n", this->getDepth() ); fprintf( fp, " llf: " ); this->llf.print(fp); fprintf( fp, "\n" ); fprintf( fp, " lrf: " ); this->lrf.print(fp); fprintf( fp, "\n" ); fprintf( fp, " ulf: " ); this->ulf.print(fp); fprintf( fp, "\n" ); #endif // COIN_DEBUG } /*! Returns the six planes defining the view volume in the following order: left, bottom, right, top, near, far. Plane normals are directed into the view volume. This method is an extension for Coin, and is not available in the original Open Inventor. */ void SbViewVolume::getViewVolumePlanes(SbPlane planes[6]) const { this->dpvv.getViewVolumePlanes(planes); } /*! Transform the viewing volume by \a matrix. */ void SbViewVolume::transform(const SbMatrix & matrix) { SbDPMatrix dpmatrix; copy_matrix(matrix, dpmatrix); this->dpvv.transform(dpmatrix); this->dpvv.copyValues(*this); } /*! Returns the view up vector for this view volume. It's a vector which is perpendicular to the projection direction, and parallel and oriented in the same direction as the vector from the lower left corner to the upper left corner of the near plane. */ SbVec3f SbViewVolume::getViewUp(void) const { return to_sbvec3f(this->dpvv.getViewUp()); } /*! Returns TRUE if \a p is inside the view volume. \since Coin 2.3 */ SbBool SbViewVolume::intersect(const SbVec3f & p) const { SbPlane planes[6]; this->getViewVolumePlanes(planes); for (int i = 0; i < 6; i++) { if (!planes[i].isInHalfSpace(p)) return FALSE; } return TRUE; } /*! Returns TRUE if the line segment \a p0, \a p1 may intersect volume. Be aware that it's not 100% certain that the line segment intersects the volume even if this function returns TRUE. \a closestpoint is set to the closest point on the line to the center ray of the view volume. \since Coin 2.3 */ SbBool SbViewVolume::intersect(const SbVec3f & p0, const SbVec3f & p1, SbVec3f & closestpoint) const { SbVec3f dummy; SbLine centerray(this->getProjectionPoint(), this->getProjectionPoint() + this->getProjectionDirection()); SbLine line(p0, p1); (void) line.getClosestPoints(centerray, closestpoint, dummy); // lame. FIXME: pederb, 2003-02-12 SbBox3f bbox; bbox.extendBy(p0); bbox.extendBy(p1); return this->intersect(bbox); } /*! Returns TRUE if \a box may be inside the view volume. \since Coin 2.3 */ SbBool SbViewVolume::intersect(const SbBox3f & box) const { int i, j; SbVec3f bmin, bmax; bmin = box.getMin(); bmax = box.getMax(); SbVec3f pts[8]; // create the 8 box corner points for (i = 0; i < 8; i++) { pts[i][0] = i & 1 ? bmin[0] : bmax[0]; pts[i][1] = i & 2 ? bmin[1] : bmax[1]; pts[i][2] = i & 4 ? bmin[2] : bmax[2]; } SbPlane planes[6]; this->getViewVolumePlanes(planes); for (i = 0; i < 6; i++) { for (j = 0; j < 8; j++) { if (planes[i].isInHalfSpace(pts[j])) break; } if (j == 8) return FALSE; } return TRUE; } /*! Returns TRUE if all eight corner points in \a bmin, \a bmax are outside \a p. \since Coin 2.3 */ SbBool SbViewVolume::outsideTest(const SbPlane & p, const SbVec3f & bmin, const SbVec3f & bmax) const { int i; SbVec3f pt; for (i = 0; i < 8; i++) { pt[0] = i & 1 ? bmin[0] : bmax[0]; pt[1] = i & 2 ? bmin[1] : bmax[1]; pt[2] = i & 4 ? bmin[2] : bmax[2]; if (p.isInHalfSpace(pt)) return FALSE; } return TRUE; }