vtk-m/vtkm/rendering/Camera.h
Kenneth Moreland 5b8c282e9f Continue transfer of Users' Guide text
These changes complete the using part of the guide.
2023-11-21 10:33:45 -07:00

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//============================================================================
// 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.
//============================================================================
#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/Range.h>
#include <vtkm/Transform3D.h>
#include <vtkm/VectorAnalysis.h>
#include <vtkm/rendering/MatrixHelpers.h>
namespace vtkm
{
namespace rendering
{
/// @brief Specifies the viewport for a rendering.
///
/// The `vtkm::rendering::View` object holds a `Camera` object to specify from
/// what perspective the rendering should take place.
///
/// A `Camera` operates in one of two major modes: 2D mode
/// or 3D mode. 2D mode is designed for looking at flat geometry (or close to flat
/// geometry) that is parallel to the x-y plane. 3D mode provides the freedom to
/// place the camera anywhere in 3D space.
class VTKM_RENDERING_EXPORT Camera
{
struct Camera3DStruct
{
public:
VTKM_CONT
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::Vec3f_32 LookAt;
vtkm::Vec3f_32 Position;
vtkm::Vec3f_32 ViewUp;
vtkm::Float32 FieldOfView;
vtkm::Float32 XPan;
vtkm::Float32 YPan;
vtkm::Float32 Zoom;
};
struct VTKM_RENDERING_EXPORT Camera2DStruct
{
public:
VTKM_CONT
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 struct Mode
{
TwoD,
ThreeD,
};
VTKM_CONT
Camera(Mode vtype = Camera::Mode::ThreeD)
: ModeType(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).
///
/// `vtkm::rendering::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
vtkm::rendering::Camera::Mode GetMode() const { return this->ModeType; }
/// @copydoc GetMode
VTKM_CONT
void SetMode(vtkm::rendering::Camera::Mode mode) { this->ModeType = mode; }
/// @copydoc GetMode
VTKM_CONT
void SetModeTo3D() { this->SetMode(vtkm::rendering::Camera::Mode::ThreeD); }
/// @copydoc GetMode
VTKM_CONT
void SetModeTo2D() { this->SetMode(vtkm::rendering::Camera::Mode::TwoD); }
/// @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
vtkm::Range GetClippingRange() const { return vtkm::Range(this->NearPlane, this->FarPlane); }
/// @copydoc GetClippingRange
VTKM_CONT
void SetClippingRange(vtkm::Float32 nearPlane, vtkm::Float32 farPlane)
{
this->NearPlane = nearPlane;
this->FarPlane = farPlane;
}
/// @copydoc GetClippingRange
VTKM_CONT
void SetClippingRange(vtkm::Float64 nearPlane, vtkm::Float64 farPlane)
{
this->SetClippingRange(static_cast<vtkm::Float32>(nearPlane),
static_cast<vtkm::Float32>(farPlane));
}
/// @copydoc GetClippingRange
VTKM_CONT
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
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;
}
/// @copydoc GetViewport
VTKM_CONT
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;
}
/// @copydoc GetViewport
VTKM_CONT
vtkm::Bounds GetViewport() const
{
return vtkm::Bounds(
this->ViewportLeft, this->ViewportRight, this->ViewportBottom, this->ViewportTop, 0.0, 0.0);
}
/// @copydoc GetViewport
VTKM_CONT
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;
}
/// @copydoc GetViewport
VTKM_CONT
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));
}
/// @copydoc GetViewport
VTKM_CONT
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
const vtkm::Vec3f_32& GetLookAt() const { return this->Camera3D.LookAt; }
/// @copydoc GetLookAt
VTKM_CONT
void SetLookAt(const vtkm::Vec3f_32& lookAt)
{
this->SetModeTo3D();
this->Camera3D.LookAt = lookAt;
}
/// @copydoc GetLookAt
VTKM_CONT
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
/// `Position` is set, the mode is changed to 3D mode.
///
VTKM_CONT
const vtkm::Vec3f_32& GetPosition() const { return this->Camera3D.Position; }
/// @copydoc GetPosition
VTKM_CONT
void SetPosition(const vtkm::Vec3f_32& position)
{
this->SetModeTo3D();
this->Camera3D.Position = position;
}
/// @copydoc GetPosition
VTKM_CONT
void SetPosition(const vtkm::Vec3f_64& position) { this->SetPosition(vtkm::Vec3f_32(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 `ViewUp` is set, the mode is changed to 3D mode.
///
VTKM_CONT
const vtkm::Vec3f_32& GetViewUp() const { return this->Camera3D.ViewUp; }
/// @copydoc GetViewUp
VTKM_CONT
void SetViewUp(const vtkm::Vec3f_32& viewUp)
{
this->SetModeTo3D();
this->Camera3D.ViewUp = viewUp;
}
/// @copydoc GetViewUp
VTKM_CONT
void SetViewUp(const vtkm::Vec3f_64& viewUp) { this->SetViewUp(vtkm::Vec3f_32(viewUp)); }
/// @brief The xscale of the camera
///
/// The xscale forces the 2D curves to be full-frame
///
/// Setting the xscale changes the mode to 2D.
///
VTKM_CONT
vtkm::Float32 GetXScale() const { return this->Camera2D.XScale; }
/// @copydoc GetXScale
VTKM_CONT
void SetXScale(vtkm::Float32 xscale)
{
this->SetModeTo2D();
this->Camera2D.XScale = xscale;
}
/// @copydoc GetXScale
VTKM_CONT
void SetXScale(vtkm::Float64 xscale) { this->SetXScale(static_cast<vtkm::Float32>(xscale)); }
/// @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
vtkm::Float32 GetFieldOfView() const { return this->Camera3D.FieldOfView; }
/// @copydoc GetFieldOfView
VTKM_CONT
void SetFieldOfView(vtkm::Float32 fov)
{
this->SetModeTo3D();
this->Camera3D.FieldOfView = fov;
}
/// @copydoc GetFieldOfView
VTKM_CONT
void SetFieldOfView(vtkm::Float64 fov) { this->SetFieldOfView(static_cast<vtkm::Float32>(fov)); }
/// @brief Pans the camera
///
/// Panning the camera shifts the view horizontially and/or vertically with
/// respect to the image plane.
///
/// Panning works in either 2D or 3D mode.
void Pan(vtkm::Float32 dx, vtkm::Float32 dy);
/// @copydoc Pan
VTKM_CONT
void Pan(vtkm::Float64 dx, vtkm::Float64 dy)
{
this->Pan(static_cast<vtkm::Float32>(dx), static_cast<vtkm::Float32>(dy));
}
/// @copydoc Pan
VTKM_CONT
void Pan(vtkm::Vec2f_32 direction) { this->Pan(direction[0], direction[1]); }
/// @copydoc Pan
VTKM_CONT
void Pan(vtkm::Vec2f_64 direction) { this->Pan(direction[0], direction[1]); }
/// @copydoc Pan
VTKM_CONT
vtkm::Vec2f_32 GetPan() const
{
vtkm::Vec2f_32 pan;
// Note that the 2D and 3D pan are always set the same.
pan[0] = this->Camera3D.XPan;
pan[1] = this->Camera3D.YPan;
return pan;
}
/// @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.
///
/// Zooming works in either 2D or 3D mode.
void Zoom(vtkm::Float32 zoom);
/// @copydoc Zoom
VTKM_CONT
void Zoom(vtkm::Float64 zoom) { this->Zoom(static_cast<vtkm::Float32>(zoom)); }
/// @copydoc Zoom
VTKM_CONT
vtkm::Float32 GetZoom() const { return this->Camera3D.Zoom; }
/// @brief Moves the camera as if a point was dragged along a sphere.
///
/// `TrackballRotate()` takes the normalized screen coordinates (in the range
/// -1 to 1) and rotates the camera around the `LookAt` position. The rotation
/// first projects the points to a sphere around the `LookAt` position. The
/// camera is then rotated as if the start point was dragged to the end point
/// along with the world.
///
/// `TrackballRotate()` changes the mode to 3D.
///
void TrackballRotate(vtkm::Float32 startX,
vtkm::Float32 startY,
vtkm::Float32 endX,
vtkm::Float32 endY);
/// @copydoc TrackballRotate
VTKM_CONT
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
///
/// `ResetToBounds()` takes a `vtkm::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. `ResetToBounds()` can also take optional padding
/// that the viewpoint should preserve around the object. Padding is specified
/// as the fraction of the bounds to add as padding.
///
void ResetToBounds(const vtkm::Bounds& dataBounds);
/// @copydoc ResetToBounds
void ResetToBounds(const vtkm::Bounds& dataBounds, vtkm::Float64 dataViewPadding);
/// @copydoc ResetToBounds
void ResetToBounds(const vtkm::Bounds& dataBounds,
vtkm::Float64 XDataViewPadding,
vtkm::Float64 YDataViewPadding,
vtkm::Float64 ZDataViewPadding);
/// @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);
/// @copydoc Roll
VTKM_CONT
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 necessarily 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);
/// @copydoc Azimuth
VTKM_CONT
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);
/// @copydoc Elevation
VTKM_CONT
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 distance 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()` has a similar effect as `Zoom()` since an object will appear larger
/// when the camera is closer. However, because you are moving the camera, `Dolly()`
/// can change the perspective relative to objects such as moving inside an object
/// for an interior perspective whereas `Zoom()` will just change the size of the
/// visible objects.
///
/// `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);
/// @copydoc Dolly
VTKM_CONT
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).
///
/// `SetViewRange2D()` changes the camera mode to 2D.
///
VTKM_CONT
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;
}
/// @copydoc GetViewRange2D
VTKM_CONT
vtkm::Bounds GetViewRange2D() const
{
return vtkm::Bounds(this->Camera2D.Left,
this->Camera2D.Right,
this->Camera2D.Bottom,
this->Camera2D.Top,
0.0,
0.0);
}
/// @copydoc GetViewRange2D
VTKM_CONT
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;
}
/// @copydoc GetViewRange2D
VTKM_CONT
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));
}
/// @copydoc GetViewRange2D
VTKM_CONT
void SetViewRange2D(const vtkm::Range& xRange, const vtkm::Range& yRange)
{
this->SetViewRange2D(xRange.Min, xRange.Max, yRange.Min, yRange.Max);
}
VTKM_CONT
void SetViewRange2D(const vtkm::Bounds& viewRange)
{
this->SetViewRange2D(viewRange.X, viewRange.Y);
}
VTKM_CONT
void Print() const;
private:
Mode ModeType;
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