Blame view

stim/visualization/camera.h 4.9 KB
cce7daf9   Pavel Govyadinov   added glObj.h to ...
1
2
3
  #include <stim/math/vector.h>

  #include <stim/math/quaternion.h>

  #include <stim/math/matrix.h>

7006df5f   David Mayerich   reformat of direc...
4
5
6
  

  #include <ostream>

  

8a86bd56   David Mayerich   changed rts names...
7
8
  #ifndef STIM_CAMERA_H

  #define STIM_CAMERA_H

7006df5f   David Mayerich   reformat of direc...
9
  

8a86bd56   David Mayerich   changed rts names...
10
  namespace stim{

7006df5f   David Mayerich   reformat of direc...
11
12
13
  

  class camera

  {

308a743c   David Mayerich   fixed class compa...
14
15
16
  	vec3<float> d;	//direction that the camera is pointing

  	vec3<float> p;	//position of the camera

  	vec3<float> up;	//"up" direction

7006df5f   David Mayerich   reformat of direc...
17
18
19
20
21
22
  	float focus;		//focal length of the camera

  	float fov;

  

  	//private function makes sure that the up vector is orthogonal to the direction vector and both are normalized

  	void stabalize()

  	{

308a743c   David Mayerich   fixed class compa...
23
  		vec3<float> side = up.cross(d);

7006df5f   David Mayerich   reformat of direc...
24
25
26
27
28
29
  		up = d.cross(side);

  		up = up.norm();

  		d = d.norm();

  	}

  

  public:

308a743c   David Mayerich   fixed class compa...
30
  	void setPosition(vec3<float> pos)

7006df5f   David Mayerich   reformat of direc...
31
32
33
  	{

  		p = pos;

  	}

308a743c   David Mayerich   fixed class compa...
34
  	void setPosition(float x, float y, float z){setPosition(vec3<float>(x, y, z));}

7006df5f   David Mayerich   reformat of direc...
35
36
37
38
  

  	void setFocalDistance(float distance){focus = distance;}

  	void setFOV(float field_of_view){fov = field_of_view;}

  

308a743c   David Mayerich   fixed class compa...
39
  	void LookAt(vec3<float> pos)

7006df5f   David Mayerich   reformat of direc...
40
41
42
43
44
45
46
47
48
49
  	{

  		//find the new direction

  		d = pos - p;

  

  		//find the distance from the look-at point to the current position

  		focus = d.len();

  

  		//stabalize the camera

  		stabalize();

  	}

308a743c   David Mayerich   fixed class compa...
50
51
52
  	void LookAt(float px, float py, float pz){LookAt(vec3<float>(px, py, pz));}

  	void LookAt(vec3<float> pos, vec3<float> new_up){up = new_up; LookAt(pos);}

  	void LookAt(float px, float py, float pz, float ux, float uy, float uz){LookAt(vec3<float>(px, py, pz), vec3<float>(ux, uy, uz));}

7006df5f   David Mayerich   reformat of direc...
53
54
55
  	void LookAtDolly(float lx, float ly, float lz)

  	{

  		//find the current focus point

308a743c   David Mayerich   fixed class compa...
56
57
  		vec3<float> f = p + focus*d;

  		vec3<float> T = vec3<float>(lx, ly, lz) - f;

7006df5f   David Mayerich   reformat of direc...
58
59
60
  		p = p + T;

  	}

  

308a743c   David Mayerich   fixed class compa...
61
  	void Dolly(vec3<float> direction)

7006df5f   David Mayerich   reformat of direc...
62
63
64
  	{

  		p = p+direction;

  	}

308a743c   David Mayerich   fixed class compa...
65
  	void Dolly(float x, float y, float z){Dolly(vec3<float>(x, y, z));}

7006df5f   David Mayerich   reformat of direc...
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
  	void Push(float delta)

  	{

  		if(delta > focus)

  			delta = focus;

  

  		focus -= delta;

  

  		Dolly(d*delta);

  	}

  

  	void Pan(float theta_x, float theta_y, float theta_z)

  	{

  		//x rotation is around the up axis

  		quaternion<float> qx;

  		qx.CreateRotation(theta_x, up[0], up[1], up[2]);

  

  		//y rotation is around the side axis

308a743c   David Mayerich   fixed class compa...
83
  		vec3<float> side = up.cross(d);

7006df5f   David Mayerich   reformat of direc...
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
  		quaternion<float> qy;

  		qy.CreateRotation(theta_y, side[0], side[1], side[2]);

  

  		//z rotation is around the direction vector

  		quaternion<float> qz;

  		qz.CreateRotation(theta_z, d[0], d[1], d[2]);

  

  		//combine the rotations in x, y, z order

  		quaternion<float> final = qz*qy*qx;

  

  		//get the rotation matrix

  		matrix<float, 3> rot_matrix = final.toMatrix3();

  

  		//apply the rotation

  		d = rot_matrix*d;

  		up = rot_matrix*up;

  

  		//stabalize the camera

  		stabalize();

  

  	}

  	void Pan(float theta_x){Pan(theta_x, 0, 0);}

  	void Tilt(float theta_y){Pan(0, theta_y, 0);}

  	void Twist(float theta_z){Pan(0, 0, theta_z);}

  

  	void Zoom(float delta)

  	{

  		fov -= delta;

  		if(fov < 0.5)

  			fov = 0.5;

  		if(fov > 180)

  			fov = 180;

  	}

  

  	void OrbitFocus(float theta_x, float theta_y)

  	{

  		//find the focal point

308a743c   David Mayerich   fixed class compa...
121
  		vec3<float> focal_point = p + focus*d;

7006df5f   David Mayerich   reformat of direc...
122
123
  

  		//center the coordinate system on the focal point

308a743c   David Mayerich   fixed class compa...
124
  		vec3<float> centered = p - (focal_point - vec3<float>(0, 0, 0));

7006df5f   David Mayerich   reformat of direc...
125
126
127
128
  

  		//create the x rotation (around the up vector)

  		quaternion<float> qx;

  		qx.CreateRotation(theta_x, up[0], up[1], up[2]);

308a743c   David Mayerich   fixed class compa...
129
  		centered = vec3<float>(0, 0, 0) + qx.toMatrix3()*(centered - vec3<float>(0, 0, 0));

7006df5f   David Mayerich   reformat of direc...
130
131
  

  		//get a side vector for theta_y rotation

308a743c   David Mayerich   fixed class compa...
132
  		vec3<float> side = up.cross((vec3<float>(0, 0, 0) - centered).norm());

7006df5f   David Mayerich   reformat of direc...
133
134
135
  

  		quaternion<float> qy;

  		qy.CreateRotation(theta_y, side[0], side[1], side[2]);

308a743c   David Mayerich   fixed class compa...
136
  		centered = vec3<float>(0, 0, 0) + qy.toMatrix3()*(centered - vec3<float>(0, 0, 0));

7006df5f   David Mayerich   reformat of direc...
137
138
139
140
141
  

  		//perform the rotation on the centered camera position

  		//centered = final.toMatrix()*centered;

  

  		//re-position the camera

308a743c   David Mayerich   fixed class compa...
142
  		p = centered + (focal_point - vec3<float>(0, 0, 0));

7006df5f   David Mayerich   reformat of direc...
143
144
145
146
147
148
149
150
151
152
153
  

  		//make sure we are looking at the focal point

  		LookAt(focal_point);

  

  		//stabalize the camera

  		stabalize();

  

  	}

  

  	void Slide(float u, float v)

  	{

308a743c   David Mayerich   fixed class compa...
154
155
  		vec3<float> V = up.norm();

  		vec3<float> U = up.cross(d).norm();

7006df5f   David Mayerich   reformat of direc...
156
157
158
159
160
  

  		p = p + (V * v) + (U * u);

  	}

  

  	//accessor methods

308a743c   David Mayerich   fixed class compa...
161
162
163
164
  	vec3<float> getPosition(){return p;}

  	vec3<float> getUp(){return up;}

  	vec3<float> getDirection(){return d;}

  	vec3<float> getLookAt(){return p + focus*d;}

7006df5f   David Mayerich   reformat of direc...
165
166
167
  	float getFOV(){return fov;}

  

  	//output the camera settings

5eeaf941   Pavel Govyadinov   changer to the ba...
168
  	void print(std::ostream& output)

7006df5f   David Mayerich   reformat of direc...
169
  	{

27b826a8   David Mayerich   added a spherical...
170
  		output<<"Position: "<<p.str()<<std::endl;

7006df5f   David Mayerich   reformat of direc...
171
172
173
174
  

  	}

  	friend std::ostream& operator<<(std::ostream& out, const camera& c)

  	{

27b826a8   David Mayerich   added a spherical...
175
176
177
  		out<<"Position: "<<c.p.str()<<std::endl;

  		out<<"Direction: "<<c.d.str()<<std::endl;

  		out<<"Up: "<<c.up.str()<<std::endl;

7006df5f   David Mayerich   reformat of direc...
178
179
180
181
182
183
184
  		out<<"Focal Distance: "<<c.focus<<std::endl;

  		return out;

  	}

  

  	//constructor

  	camera()

  	{

308a743c   David Mayerich   fixed class compa...
185
186
187
  		p = vec3<float>(0, 0, 0);

  		d = vec3<float>(0, 0, 1);

  		up = vec3<float>(0, 1, 0);

7006df5f   David Mayerich   reformat of direc...
188
  		focus = 1;

983b730b   David Mayerich   texture updates
189
  		fov = 60;

7006df5f   David Mayerich   reformat of direc...
190
191
  

  	}

9c97e126   David Mayerich   added an axis-ali...
192
193
194
195
196
197
198
  

  	/// Outputs the camera information as a string

  	std::string str(){

  		std::stringstream ss;

  		ss<<p.str()<<"----->"<<(p + d * focus).str();

  		return ss.str();

  	}

7006df5f   David Mayerich   reformat of direc...
199
200
201
202
203
204
205
  };

  

  }

  

  

  

  #endif