Revision 878,
1.5 KB
checked in by bittner, 19 years ago
(diff) |
mesh inntersection bug fixed
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[162] | 1 | #ifndef __CAMERA_H
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| 2 | #define __CAMERA_H
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| 3 |
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| 4 | #include "Vector3.h"
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| 5 | #include "AxisAlignedBox3.h"
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| 6 |
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[860] | 7 | namespace GtpVisibilityPreprocessor {
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| 8 |
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[162] | 9 | class KdTree;
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[492] | 10 | class SceneGraph;
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[162] | 11 |
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[860] | 12 |
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[162] | 13 | class Camera
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| 14 | {
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| 15 | public:
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| 16 | Vector3 mPosition;
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| 17 | Vector3 mDirection;
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| 18 | /** up vector takes into account the FOV at a unit distance from the origin */
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| 19 | Vector3 mUp;
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| 20 | /** right vector takes into account the FOV at a unit distance from the origin */
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| 21 | Vector3 mRight;
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| 22 |
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| 23 | float mFovy;
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| 24 | int mWidth;
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| 25 | int mHeight;
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| 26 |
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| 27 | Camera() {
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[492] | 28 | mWidth = 1400;
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| 29 | mHeight = 1000;
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[878] | 30 | mFovy = 90.0f*(float)M_PI/180.0f;
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[162] | 31 | }
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| 32 |
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| 33 | void Precompute() {
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| 34 | mDirection.Normalize();
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| 35 | Vector3 side = CrossProd(Vector3(0,1,0), mDirection);
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| 36 | mUp = Normalize(CrossProd(side, mDirection));
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| 37 | mRight = Normalize(CrossProd(mDirection, mUp));
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| 38 | float k = tan(mFovy/2);
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| 39 | mUp *= k;
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| 40 | mRight *= k*mWidth/mHeight;
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| 41 | }
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| 42 |
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| 43 | void SetPosition(const Vector3 &pos) {
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| 44 | mPosition = pos;
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| 45 | Precompute();
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| 46 | }
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| 47 |
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[386] | 48 | void SetDirection(const Vector3 &dir) {
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| 49 | mDirection = dir;
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| 50 | Precompute();
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| 51 | }
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| 52 |
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[162] | 53 | void LookInBox(const AxisAlignedBox3 &box)
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| 54 | {
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| 55 | mDirection = Vector3(0,0,1);
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| 56 | mPosition = box.Center();
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| 57 | Precompute();
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| 58 | }
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| 59 |
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| 60 |
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| 61 | void LookAtBox(const AxisAlignedBox3 &box)
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| 62 | {
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| 63 | mDirection = box.Max() - box.Min();
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| 64 | mPosition = box.Min() - mDirection;
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| 65 | Precompute();
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| 66 | }
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| 67 |
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| 68 | bool
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[492] | 69 | SnapImage(string filename,
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| 70 | KdTree *tree,
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| 71 | SceneGraph *sceneGraph
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| 72 | );
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[162] | 73 |
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| 74 | void SetupRay(Ray &ray, const int x, const int y);
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| 75 |
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| 76 | };
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| 77 |
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[863] | 78 | };
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[162] | 79 |
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| 80 | #endif
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