Revision 1583,
1.5 KB
checked in by bittner, 18 years ago
(diff) |
ray casting issue partially solved
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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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7 | namespace GtpVisibilityPreprocessor {
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8 |
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9 | class KdTree;
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10 | class SceneGraph;
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11 |
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12 |
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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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28 | mWidth = 100;
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29 | mHeight = 100;
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30 | mFovy = 90.0f*(float)M_PI/180.0f;
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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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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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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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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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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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78 | };
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79 |
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80 | #endif
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