Revision 162,
1.3 KB
checked in by bittner, 19 years ago
(diff) |
functional raycasting version
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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 | class KdTree;
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8 |
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9 | class Camera
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10 | {
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11 | public:
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12 | Vector3 mPosition;
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13 | Vector3 mDirection;
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14 | /** up vector takes into account the FOV at a unit distance from the origin */
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15 | Vector3 mUp;
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16 | /** right vector takes into account the FOV at a unit distance from the origin */
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17 | Vector3 mRight;
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18 |
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19 | float mFovy;
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20 | int mWidth;
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21 | int mHeight;
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22 |
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23 | Camera() {
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24 | mWidth = 640;
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25 | mHeight = 480;
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26 | mFovy = 60*M_PI/180;
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27 | }
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28 |
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29 | void Precompute() {
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30 | mDirection.Normalize();
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31 | Vector3 side = CrossProd(Vector3(0,1,0), mDirection);
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32 | mUp = Normalize(CrossProd(side, mDirection));
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33 | mRight = Normalize(CrossProd(mDirection, mUp));
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34 | float k = tan(mFovy/2);
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35 | mUp *= k;
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36 | mRight *= k*mWidth/mHeight;
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37 | }
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38 |
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39 | void SetPosition(const Vector3 &pos) {
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40 | mPosition = pos;
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41 | Precompute();
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42 | }
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43 |
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44 | void LookInBox(const AxisAlignedBox3 &box)
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45 | {
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46 | mDirection = Vector3(0,0,1);
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47 | mPosition = box.Center();
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48 | Precompute();
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49 | }
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50 |
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51 |
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52 | void LookAtBox(const AxisAlignedBox3 &box)
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53 | {
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54 | mDirection = box.Max() - box.Min();
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55 | mPosition = box.Min() - mDirection;
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56 | Precompute();
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57 | }
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58 |
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59 | bool
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60 | SnapImage(string filename, KdTree *tree);
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61 |
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62 | void SetupRay(Ray &ray, const int x, const int y);
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63 |
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64 | };
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65 |
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66 |
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67 | #endif
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