vtk-m/vtkm/rendering/Camera.h
Robert Maynard 7d295de8c9 Refactor vtk-m symbol visibility macros to be on the classes.
Instead of labeling each method that needs to have visibility
we can label entire classes, this reduces the amount of noise and
potential for mistakes when writing classes.
2016-10-19 15:01:32 -04:00

580 lines
17 KiB
C++

//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// Copyright 2015 Sandia Corporation.
// Copyright 2015 UT-Battelle, LLC.
// Copyright 2015 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
//
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//============================================================================
#ifndef vtk_m_rendering_Camera_h
#define vtk_m_rendering_Camera_h
#include <vtkm/rendering/vtkm_rendering_export.h>
#include <vtkm/Bounds.h>
#include <vtkm/Math.h>
#include <vtkm/Matrix.h>
#include <vtkm/Transform3D.h>
#include <vtkm/Range.h>
#include <vtkm/VectorAnalysis.h>
#include <vtkm/rendering/MatrixHelpers.h>
namespace vtkm {
namespace rendering {
class VTKM_RENDERING_EXPORT Camera
{
struct Camera3DStruct
{
public:
VTKM_CONT_EXPORT
Camera3DStruct()
: LookAt(0.0f, 0.0f, 0.0f),
Position(0.0f, 0.0f, 1.0f),
ViewUp(0.0f, 1.0f, 0.0f),
FieldOfView(60.0f),
XPan(0.0f),
YPan(0.0f),
Zoom(1.0f)
{}
vtkm::Matrix<vtkm::Float32,4,4>
CreateViewMatrix() const;
vtkm::Matrix<vtkm::Float32,4,4>
CreateProjectionMatrix(vtkm::Id width,
vtkm::Id height,
vtkm::Float32 nearPlane,
vtkm::Float32 farPlane) const;
vtkm::Vec<vtkm::Float32,3> LookAt;
vtkm::Vec<vtkm::Float32,3> Position;
vtkm::Vec<vtkm::Float32,3> ViewUp;
vtkm::Float32 FieldOfView;
vtkm::Float32 XPan;
vtkm::Float32 YPan;
vtkm::Float32 Zoom;
};
struct VTKM_RENDERING_EXPORT Camera2DStruct
{
public:
VTKM_CONT_EXPORT
Camera2DStruct()
: Left(-1.0f),
Right(1.0f),
Bottom(-1.0f),
Top(1.0f),
XScale(1.0f),
XPan(0.0f),
YPan(0.0f),
Zoom(1.0f)
{}
vtkm::Matrix<vtkm::Float32,4,4>
CreateViewMatrix() const;
vtkm::Matrix<vtkm::Float32,4,4>
CreateProjectionMatrix(vtkm::Float32 size,
vtkm::Float32 znear,
vtkm::Float32 zfar,
vtkm::Float32 aspect) const;
vtkm::Float32 Left;
vtkm::Float32 Right;
vtkm::Float32 Bottom;
vtkm::Float32 Top;
vtkm::Float32 XScale;
vtkm::Float32 XPan;
vtkm::Float32 YPan;
vtkm::Float32 Zoom;
};
public:
enum ModeEnum { MODE_2D, MODE_3D };
VTKM_CONT_EXPORT
Camera(ModeEnum vtype=Camera::MODE_3D)
: Mode(vtype),
NearPlane(0.01f),
FarPlane(1000.0f),
ViewportLeft(-1.0f),
ViewportRight(1.0f),
ViewportBottom(-1.0f),
ViewportTop(1.0f)
{}
vtkm::Matrix<vtkm::Float32,4,4>
CreateViewMatrix() const;
vtkm::Matrix<vtkm::Float32,4,4>
CreateProjectionMatrix(vtkm::Id screenWidth, vtkm::Id screenHeight) const;
void GetRealViewport(vtkm::Id screenWidth, vtkm::Id screenHeight,
vtkm::Float32 &left, vtkm::Float32 &right,
vtkm::Float32 &bottom, vtkm::Float32 &top) const;
/// \brief The mode of the camera (2D or 3D).
///
/// \c vtkm::Camera can be set to a 2D or 3D mode. 2D mode is used for
/// looking at data in the x-y plane. 3D mode allows the camera to be
/// positioned anywhere and pointing at any place in 3D.
///
VTKM_CONT_EXPORT
vtkm::rendering::Camera::ModeEnum GetMode() const
{
return this->Mode;
}
VTKM_CONT_EXPORT
void SetMode(vtkm::rendering::Camera::ModeEnum mode)
{
this->Mode = mode;
}
VTKM_CONT_EXPORT
void SetModeTo3D()
{
this->SetMode(vtkm::rendering::Camera::MODE_3D);
}
VTKM_CONT_EXPORT
void SetModeTo2D()
{
this->SetMode(vtkm::rendering::Camera::MODE_2D);
}
/// \brief The clipping range of the camera.
///
/// The clipping range establishes the near and far clipping planes. These
/// clipping planes are parallel to the viewing plane. The planes are defined
/// by simply specifying the distance from the viewpoint. Renderers can (and
/// usually do) remove any geometry closer than the near plane and further
/// than the far plane.
///
/// For precision purposes, it is best to place the near plane as far away as
/// possible (while still being in front of any geometry). The far plane
/// usually has less effect on the depth precision, so can be placed well far
/// behind the geometry.
///
VTKM_CONT_EXPORT
vtkm::Range GetClippingRange() const
{
return vtkm::Range(this->NearPlane, this->FarPlane);
}
VTKM_CONT_EXPORT
void SetClippingRange(vtkm::Float32 nearPlane, vtkm::Float32 farPlane)
{
this->NearPlane = nearPlane;
this->FarPlane = farPlane;
}
VTKM_CONT_EXPORT
void SetClippingRange(vtkm::Float64 nearPlane, vtkm::Float64 farPlane)
{
this->SetClippingRange(static_cast<vtkm::Float32>(nearPlane),
static_cast<vtkm::Float32>(farPlane));
}
VTKM_CONT_EXPORT
void SetClippingRange(const vtkm::Range &nearFarRange)
{
this->SetClippingRange(nearFarRange.Min, nearFarRange.Max);
}
/// \brief The viewport of the projection
///
/// The projection of the camera can be offset to be centered around a subset
/// of the rendered image. This is established with a "viewport," which is
/// defined by the left/right and bottom/top of this viewport. The values of
/// the viewport are relative to the rendered image's bounds. The left and
/// bottom of the image are at -1 and the right and top are at 1.
///
VTKM_CONT_EXPORT
void GetViewport(vtkm::Float32 &left,
vtkm::Float32 &right,
vtkm::Float32 &bottom,
vtkm::Float32 &top) const
{
left = this->ViewportLeft;
right = this->ViewportRight;
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
VTKM_CONT_EXPORT
void GetViewport(vtkm::Float64 &left,
vtkm::Float64 &right,
vtkm::Float64 &bottom,
vtkm::Float64 &top) const
{
left = this->ViewportLeft;
right = this->ViewportRight;
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
VTKM_CONT_EXPORT
vtkm::Bounds GetViewport() const
{
return vtkm::Bounds(this->ViewportLeft,
this->ViewportRight,
this->ViewportBottom,
this->ViewportTop,
0.0,
0.0);
}
VTKM_CONT_EXPORT
void SetViewport(vtkm::Float32 left,
vtkm::Float32 right,
vtkm::Float32 bottom,
vtkm::Float32 top)
{
this->ViewportLeft = left;
this->ViewportRight = right;
this->ViewportBottom = bottom;
this->ViewportTop = top;
}
VTKM_CONT_EXPORT
void SetViewport(vtkm::Float64 left,
vtkm::Float64 right,
vtkm::Float64 bottom,
vtkm::Float64 top)
{
this->SetViewport(static_cast<vtkm::Float32>(left),
static_cast<vtkm::Float32>(right),
static_cast<vtkm::Float32>(bottom),
static_cast<vtkm::Float32>(top));
}
VTKM_CONT_EXPORT
void SetViewport(const vtkm::Bounds &viewportBounds)
{
this->SetViewport(viewportBounds.X.Min,
viewportBounds.X.Max,
viewportBounds.Y.Min,
viewportBounds.Y.Max);
}
/// \brief The focal point the camera is looking at in 3D mode
///
/// When in 3D mode, the camera is set up to be facing the \c LookAt
/// position. If \c LookAt is set, the mode is changed to 3D mode.
///
VTKM_CONT_EXPORT
const vtkm::Vec<vtkm::Float32,3> &GetLookAt() const
{
return this->Camera3D.LookAt;
}
VTKM_CONT_EXPORT
void SetLookAt(const vtkm::Vec<vtkm::Float32,3> &lookAt)
{
this->SetModeTo3D();
this->Camera3D.LookAt = lookAt;
}
VTKM_CONT_EXPORT
void SetLookAt(const vtkm::Vec<Float64,3> &lookAt)
{
this->SetLookAt(vtkm::Vec<Float32,3>(lookAt));
}
/// \brief The spatial position of the camera in 3D mode
///
/// When in 3D mode, the camera is modeled to be at a particular location. If
/// \c Position is set, the mode is changed to 3D mode.
///
VTKM_CONT_EXPORT
const vtkm::Vec<vtkm::Float32,3> &GetPosition() const
{
return this->Camera3D.Position;
}
VTKM_CONT_EXPORT
void SetPosition(const vtkm::Vec<vtkm::Float32,3> &position)
{
this->SetModeTo3D();
this->Camera3D.Position = position;
}
VTKM_CONT_EXPORT
void SetPosition(const vtkm::Vec<vtkm::Float64,3> &position)
{
this->SetPosition(vtkm::Vec<vtkm::Float32,3>(position));
}
/// \brief The up orientation of the camera in 3D mode
///
/// When in 3D mode, the camera is modeled to be at a particular location and
/// looking at a particular spot. The view up vector orients the rotation of
/// the image so that the top of the image is in the direction pointed to by
/// view up. If \c ViewUp is set, the mode is changed to 3D mode.
///
VTKM_CONT_EXPORT
const vtkm::Vec<vtkm::Float32,3> &GetViewUp() const
{
return this->Camera3D.ViewUp;
}
VTKM_CONT_EXPORT
void SetViewUp(const vtkm::Vec<vtkm::Float32,3> &viewUp)
{
this->SetModeTo3D();
this->Camera3D.ViewUp = viewUp;
}
VTKM_CONT_EXPORT
void SetViewUp(const vtkm::Vec<vtkm::Float64,3> &viewUp)
{
this->SetViewUp(vtkm::Vec<vtkm::Float32,3>(viewUp));
}
/// \brief The field of view angle
///
/// The field of view defines the angle (in degrees) that are visible from
/// the camera position.
///
/// Setting the field of view changes the mode to 3D.
///
VTKM_CONT_EXPORT
vtkm::Float32 GetFieldOfView() const
{
return this->Camera3D.FieldOfView;
}
VTKM_CONT_EXPORT
void SetFieldOfView(vtkm::Float32 fov)
{
this->SetModeTo3D();
this->Camera3D.FieldOfView = fov;
}
VTKM_CONT_EXPORT
void SetFieldOfView(vtkm::Float64 fov)
{
this->SetFieldOfView(static_cast<vtkm::Float32>(fov));
}
/// \brief Pans the camera
///
void Pan(vtkm::Float32 dx, vtkm::Float32 dy);
/// \brief Pans the camera
///
VTKM_CONT_EXPORT
void Pan(vtkm::Float64 dx, vtkm::Float64 dy)
{
this->Pan(static_cast<vtkm::Float32>(dx), static_cast<vtkm::Float32>(dy));
}
VTKM_CONT_EXPORT
void Pan(vtkm::Vec<vtkm::Float32,2> direction)
{
this->Pan(direction[0], direction[1]);
}
VTKM_CONT_EXPORT
void Pan(vtkm::Vec<vtkm::Float64,2> direction)
{
this->Pan(direction[0], direction[1]);
}
/// \brief Zooms the camera in or out
///
/// Zooming the camera scales everything in the image up or down. Positive
/// zoom makes the geometry look bigger or closer. Negative zoom has the
/// opposite effect. A zoom of 0 has no effect.
///
void Zoom(vtkm::Float32 zoom);
VTKM_CONT_EXPORT
void Zoom(vtkm::Float64 zoom)
{
this->Zoom(static_cast<vtkm::Float32>(zoom));
}
/// \brief Moves the camera as if a point was dragged along a sphere.
///
/// \c TrackballRotate takes the normalized screen coordinates (in the range
/// -1 to 1) and rotates the camera around the \c LookAt position. The rotation
/// first projects the points to a sphere around the \c LookAt position. The
/// camera is then rotated as if the start point was dragged to the end point
/// along with the world.
///
/// \c TrackballRotate changes the mode to 3D.
///
void TrackballRotate(vtkm::Float32 startX,
vtkm::Float32 startY,
vtkm::Float32 endX,
vtkm::Float32 endY);
VTKM_CONT_EXPORT
void TrackballRotate(vtkm::Float64 startX,
vtkm::Float64 startY,
vtkm::Float64 endX,
vtkm::Float64 endY)
{
this->TrackballRotate(static_cast<vtkm::Float32>(startX),
static_cast<vtkm::Float32>(startY),
static_cast<vtkm::Float32>(endX),
static_cast<vtkm::Float32>(endY));
}
/// \brief Set up the camera to look at geometry
///
/// \c ResetToBounds takes a \c Bounds structure containing the bounds in
/// 3D space that contain the geometry being rendered. This method sets up
/// the camera so that it is looking at this region in space. The view
/// direction is preserved.
///
void ResetToBounds(const vtkm::Bounds &dataBounds);
/// \brief Roll the camera
///
/// Rotates the camera around the view direction by the given angle. The
/// angle is given in degrees.
///
/// Roll is currently only supported for 3D cameras.
///
void Roll(vtkm::Float32 angleDegrees);
VTKM_CONT_EXPORT
void Roll(vtkm::Float64 angleDegrees)
{
this->Roll(static_cast<vtkm::Float32>(angleDegrees));
}
/// \brief Rotate the camera about the view up vector centered at the focal point.
///
/// Note that the view up vector is whatever was set via SetViewUp, and is
/// not necesarily perpendicular to the direction of projection. The angle is
/// given in degrees.
///
/// Azimuth only makes sense for 3D cameras, so the camera mode will be set
/// to 3D when this method is called.
///
void Azimuth(vtkm::Float32 angleDegrees);
VTKM_CONT_EXPORT
void Azimuth(vtkm::Float64 angleDegrees)
{
this->Azimuth(static_cast<vtkm::Float32>(angleDegrees));
}
/// \brief Rotate the camera vertically around the focal point.
///
/// Specifically, this rotates the camera about the cross product of the
/// negative of the direction of projection and the view up vector, using the
/// focal point (LookAt) as the center of rotation. The angle is given
/// in degrees.
///
/// Elevation only makes sense for 3D cameras, so the camera mode will be set
/// to 3D when this method is called.
///
void Elevation(vtkm::Float32 angleDegrees);
VTKM_CONT_EXPORT
void Elevation(vtkm::Float64 angleDegrees)
{
this->Elevation(static_cast<vtkm::Float32>(angleDegrees));
}
/// \brief Move the camera toward or away from the focal point.
///
/// Specifically, this divides the camera's distnace from the focal point
/// (LookAt) by the given value. Use a value greater than one to dolly in
/// toward the focal point, and use a value less than one to dolly-out away
/// from the focal point.
///
/// Dolly only makes sense for 3D cameras, so the camera mode will be set to
/// 3D when this method is called.
///
void Dolly(vtkm::Float32 value);
VTKM_CONT_EXPORT
void Dolly(vtkm::Float64 value)
{
this->Dolly(static_cast<vtkm::Float32>(value));
}
/// \brief The viewable region in the x-y plane
///
/// When the camera is in 2D, it is looking at some region of the x-y plane.
/// The region being looked at is defined by the range in x (determined by
/// the left and right sides) and by the range in y (determined by the bottom
/// and top sides).
///
/// \c SetViewRange2D changes the camera mode to 2D.
///
VTKM_CONT_EXPORT
void GetViewRange2D(vtkm::Float32 &left,
vtkm::Float32 &right,
vtkm::Float32 &bottom,
vtkm::Float32 &top) const
{
left = this->Camera2D.Left;
right = this->Camera2D.Right;
bottom = this->Camera2D.Bottom;
top = this->Camera2D.Top;
}
VTKM_CONT_EXPORT
vtkm::Bounds GetViewRange2D() const
{
return vtkm::Bounds(this->Camera2D.Left,
this->Camera2D.Right,
this->Camera2D.Bottom,
this->Camera2D.Top,
0.0,
0.0);
}
VTKM_CONT_EXPORT
void SetViewRange2D(vtkm::Float32 left,
vtkm::Float32 right,
vtkm::Float32 bottom,
vtkm::Float32 top)
{
this->SetModeTo2D();
this->Camera2D.Left = left;
this->Camera2D.Right = right;
this->Camera2D.Bottom = bottom;
this->Camera2D.Top = top;
this->Camera2D.XPan = 0;
this->Camera2D.YPan = 0;
this->Camera2D.Zoom = 1;
}
VTKM_CONT_EXPORT
void SetViewRange2D(vtkm::Float64 left,
vtkm::Float64 right,
vtkm::Float64 bottom,
vtkm::Float64 top)
{
this->SetViewRange2D(static_cast<vtkm::Float32>(left),
static_cast<vtkm::Float32>(right),
static_cast<vtkm::Float32>(bottom),
static_cast<vtkm::Float32>(top));
}
VTKM_CONT_EXPORT
void SetViewRange2D(const vtkm::Range &xRange,
const vtkm::Range &yRange)
{
this->SetViewRange2D(xRange.Min, xRange.Max, yRange.Min, yRange.Max);
}
VTKM_CONT_EXPORT
void SetViewRange2D(const vtkm::Bounds &viewRange)
{
this->SetViewRange2D(viewRange.X, viewRange.Y);
}
private:
ModeEnum Mode;
Camera3DStruct Camera3D;
Camera2DStruct Camera2D;
vtkm::Float32 NearPlane;
vtkm::Float32 FarPlane;
vtkm::Float32 ViewportLeft;
vtkm::Float32 ViewportRight;
vtkm::Float32 ViewportBottom;
vtkm::Float32 ViewportTop;
};
}} // namespace vtkm::rendering
#endif // vtk_m_rendering_Camera_h