vtk-m/vtkm/rendering/MatrixHelpers.h
Kenneth Moreland cdeeda67bb Make a shared header of 3D transformations
Affine transformations of homogeneous coordinates using 4x4 matrices are
quite common in visualization. Create a new math header file in the base
vtkm namespace that has common functions for such coordinates.

Much of this implementation was taken from the rendering matrix helpers.
2016-06-09 13:34:29 -06:00

170 lines
5.5 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 2016 Sandia Corporation.
// Copyright 2016 UT-Battelle, LLC.
// Copyright 2016 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_MatrixHelpers_h
#define vtk_m_rendering_MatrixHelpers_h
#include <vtkm/Matrix.h>
#include <vtkm/VectorAnalysis.h>
namespace vtkm {
namespace rendering {
struct MatrixHelpers
{
static VTKM_CONT_EXPORT
void CreateOGLMatrix(const vtkm::Matrix<vtkm::Float32,4,4> &mtx,
vtkm::Float32 *oglM)
{
oglM[ 0] = mtx[0][0];
oglM[ 1] = mtx[1][0];
oglM[ 2] = mtx[2][0];
oglM[ 3] = mtx[3][0];
oglM[ 4] = mtx[0][1];
oglM[ 5] = mtx[1][1];
oglM[ 6] = mtx[2][1];
oglM[ 7] = mtx[3][1];
oglM[ 8] = mtx[0][2];
oglM[ 9] = mtx[1][2];
oglM[10] = mtx[2][2];
oglM[11] = mtx[3][2];
oglM[12] = mtx[0][3];
oglM[13] = mtx[1][3];
oglM[14] = mtx[2][3];
oglM[15] = mtx[3][3];
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> ViewMatrix(const vtkm::Vec<vtkm::Float32,3> &position,
const vtkm::Vec<vtkm::Float32,3> &lookAt,
const vtkm::Vec<vtkm::Float32,3> &up)
{
vtkm::Vec<vtkm::Float32,3> viewDir = position-lookAt;
vtkm::Vec<vtkm::Float32,3> right = vtkm::Cross(up,viewDir);
vtkm::Vec<vtkm::Float32,3> ru = vtkm::Cross(viewDir,right);
vtkm::Normalize(viewDir);
vtkm::Normalize(right);
vtkm::Normalize(ru);
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
matrix(0,0) = right[0];
matrix(0,1) = right[1];
matrix(0,2) = right[2];
matrix(1,0) = ru[0];
matrix(1,1) = ru[1];
matrix(1,2) = ru[2];
matrix(2,0) = viewDir[0];
matrix(2,1) = viewDir[1];
matrix(2,2) = viewDir[2];
matrix(0,3) = -vtkm::dot(right,position);
matrix(1,3) = -vtkm::dot(ru,position);
matrix(2,3) = -vtkm::dot(viewDir,position);
return matrix;
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> WorldMatrix(const vtkm::Vec<vtkm::Float32,3> &neworigin,
const vtkm::Vec<vtkm::Float32,3> &newx,
const vtkm::Vec<vtkm::Float32,3> &newy,
const vtkm::Vec<vtkm::Float32,3> &newz)
{
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
matrix(0,0) = newx[0];
matrix(0,1) = newy[0];
matrix(0,2) = newz[0];
matrix(1,0) = newx[1];
matrix(1,1) = newy[1];
matrix(1,2) = newz[1];
matrix(2,0) = newx[2];
matrix(2,1) = newy[2];
matrix(2,2) = newz[2];
matrix(0,3) = neworigin[0];
matrix(1,3) = neworigin[1];
matrix(2,3) = neworigin[2];
return matrix;
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> TrackballMatrix(vtkm::Float32 p1x,
vtkm::Float32 p1y,
vtkm::Float32 p2x,
vtkm::Float32 p2y)
{
const vtkm::Float32 RADIUS = 0.80f; //z value lookAt x = y = 0.0
const vtkm::Float32 COMPRESSION = 3.5f; // multipliers for x and y.
const vtkm::Float32 AR3 = RADIUS*RADIUS*RADIUS;
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
if (p1x==p2x && p1y==p2y) { return matrix; }
vtkm::Vec<vtkm::Float32, 3> p1(p1x,p1y, AR3/((p1x*p1x+p1y*p1y)*COMPRESSION+AR3));
vtkm::Vec<vtkm::Float32, 3> p2(p2x,p2y, AR3/((p2x*p2x+p2y*p2y)*COMPRESSION+AR3));
vtkm::Vec<vtkm::Float32, 3> axis = vtkm::Normal(vtkm::Cross(p2,p1));
vtkm::Vec<vtkm::Float32, 3> p2_p1(p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2]);
vtkm::Float32 t = vtkm::Magnitude(p2_p1);
t = vtkm::Min(vtkm::Max(t, -1.0f), 1.0f);
vtkm::Float32 phi = static_cast<vtkm::Float32>(-2.0f*asin(t/(2.0f*RADIUS)));
vtkm::Float32 val = static_cast<vtkm::Float32>(sin(phi/2.0f));
axis[0] *= val;
axis[1] *= val;
axis[2] *= val;
//quaternion
vtkm::Float32 q[4] = {axis[0], axis[1], axis[2], static_cast<vtkm::Float32>(cos(phi/2.0f))};
// normalize quaternion to unit magnitude
t = 1.0f / static_cast<vtkm::Float32>(sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]));
q[0] *= t;
q[1] *= t;
q[2] *= t;
q[3] *= t;
matrix(0,0) = 1 - 2 * (q[1]*q[1] + q[2]*q[2]);
matrix(0,1) = 2 * (q[0]*q[1] + q[2]*q[3]);
matrix(0,2) = (2 * (q[2]*q[0] - q[1]*q[3]) );
matrix(1,0) = 2 * (q[0]*q[1] - q[2]*q[3]);
matrix(1,1) = 1 - 2 * (q[2]*q[2] + q[0]*q[0]);
matrix(1,2) = (2 * (q[1]*q[2] + q[0]*q[3]) );
matrix(2,0) = (2 * (q[2]*q[0] + q[1]*q[3]) );
matrix(2,1) = (2 * (q[1]*q[2] - q[0]*q[3]) );
matrix(2,2) = (1 - 2 * (q[1]*q[1] + q[0]*q[0]) );
return matrix;
}
};
}} //namespace vtkm::rendering
#endif // vtk_m_rendering_MatrixHelpers_h