/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) 1998-2007 by Systems in Motion. All rights reserved.
*
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* See the file LICENSE.GPL at the root directory of this source
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\**************************************************************************/
/*!
\class SoOrthographicCamera SoOrthographicCamera.h Inventor/nodes/SoOrthographicCamera.h
\brief The SoOrthographicCamera class defines a camera node with orthographic rendering.
\ingroup nodes
Orthographic rendering will not give a particularly realistic
impression of the scene, but non-realistic rendering is for various
reasons widely used in applications for e.g. Computer Aided Design.
Also, a simple technique for drawing overlay / HUD style graphics
(often appearing to be in 2D) can be implemented by setting up a
"sub scene graph" with an SoOrthographicCamera and the geometry. As
a simple demonstration of this concept, load this file into e.g. the
ExaminerViewer:
\verbatim
#Inventor V2.1 ascii
Separator {
PerspectiveCamera { position 0 0 5 }
Cone { }
Separator {
OrthographicCamera {
position -0.75 -0.75 2
}
BaseColor { rgb 1 1 0 }
Sphere { radius 0.2 }
}
}
\endverbatim
You will likely encounter Z-buffer issues with this technique which
makes the overlay / HUD graphics end up interspersed with the "real"
geometry. If so, this can be solved by e.g. inserting an SoCallback
node in the sub-scene, where you let the callback disable the depth
buffer with glDisable(GL_DEPTH_TEST).
FILE FORMAT/DEFAULTS:
\code
OrthographicCamera {
viewportMapping ADJUST_CAMERA
position 0 0 1
orientation 0 0 1 0
nearDistance 1
farDistance 10
aspectRatio 1
focalDistance 5
height 2
}
\endcode
*/
// *************************************************************************
#include
#include
#include
#include
// *************************************************************************
/*!
\var SoSFFloat SoOrthographicCamera::height
Height of viewport in world-space scale. Defaults to 2.0 units.
*/
// *************************************************************************
SO_NODE_SOURCE(SoOrthographicCamera);
/*!
Constructor.
*/
SoOrthographicCamera::SoOrthographicCamera()
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoOrthographicCamera);
SO_NODE_ADD_FIELD(height, (2.0f));
}
/*!
Destructor.
*/
SoOrthographicCamera::~SoOrthographicCamera()
{
}
// Doc in superclass.
void
SoOrthographicCamera::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoOrthographicCamera, SO_FROM_INVENTOR_1|SoNode::VRML1);
}
/*!
Scale SoOrthographicCamera::height by multiplying with \a
scalefactor.
*/
void
SoOrthographicCamera::scaleHeight(float scalefactor)
{
this->height.setValue(this->height.getValue() * scalefactor);
}
// Doc in superclass.
SbViewVolume
SoOrthographicCamera::getViewVolume(float useaspectratio) const
{
SbViewVolume volume;
if (useaspectratio == 0.0f) useaspectratio = this->aspectRatio.getValue();
float halfheight = this->height.getValue() * 0.5f;
float halfwidth = halfheight * useaspectratio;
volume.ortho(-halfwidth, halfwidth,
-halfheight, halfheight,
this->nearDistance.getValue(), this->farDistance.getValue());
volume.rotateCamera(this->orientation.getValue());
volume.translateCamera(this->position.getValue());
return volume;
}
// Doc in superclass.
void
SoOrthographicCamera::viewBoundingBox(const SbBox3f & box,
float aspect, float slack)
{
#if COIN_DEBUG
if (box.isEmpty()) {
SoDebugError::postWarning("SoOrthographicCamera::viewBoundingBox",
"bounding box empty");
return;
}
#endif // COIN_DEBUG
// First, we want to move the camera in such a way that it is
// pointing straight at the center of the scene bounding box -- but
// without modifiying the rotation value (so we can't use
// SoCamera::pointAt()).
SbVec3f cameradirection;
this->orientation.getValue().multVec(SbVec3f(0, 0, -1), cameradirection);
this->position.setValue(box.getCenter() + -cameradirection);
// Get the radius of the bounding sphere.
SbSphere bs;
bs.circumscribe(box);
float radius = bs.getRadius();
// Make sure that everything will still be inside the viewing volume
// even if the aspect ratio "favorizes" width over height.
if (aspect < 1.0f)
this->height = 2 * radius / aspect;
else
this->height = 2 * radius;
// Move the camera to the edge of the bounding sphere, while still
// pointing at the scene.
SbVec3f direction = this->position.getValue() - box.getCenter();
(void) direction.normalize(); // we know this is not a null vector
this->position.setValue(box.getCenter() + direction * radius);
// Set up the clipping planes according to the slack value (a value
// of 1.0 will yield clipping planes that are tangent to the
// bounding sphere of the scene).
float distance_to_midpoint =
(this->position.getValue() - box.getCenter()).length();
this->nearDistance = distance_to_midpoint - radius * slack;
this->farDistance = distance_to_midpoint + radius * slack;
// The focal distance is simply the distance from the camera to the
// scene midpoint. This field is not used in rendering, its just
// provided to make it easier for the user to do calculations based
// on the distance between the camera and the scene.
this->focalDistance = distance_to_midpoint;
}