vtk-m/vtkm/rendering/Camera.h
Kenneth Moreland fdaccc22db Remove exports for header-only functions/methods
Change the VTKM_CONT_EXPORT to VTKM_CONT. (Likewise for EXEC and
EXEC_CONT.) Remove the inline from these macros so that they can be
applied to everything, including implementations in a library.

Because inline is not declared in these modifies, you have to add the
keyword to functions and methods where the implementation is not inlined
in the class.
2016-11-15 22:22:13 -07:00

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
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
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
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
vtkm::rendering::Camera::ModeEnum GetMode() const
{
return this->Mode;
}
VTKM_CONT
void SetMode(vtkm::rendering::Camera::ModeEnum mode)
{
this->Mode = mode;
}
VTKM_CONT
void SetModeTo3D()
{
this->SetMode(vtkm::rendering::Camera::MODE_3D);
}
VTKM_CONT
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
vtkm::Range GetClippingRange() const
{
return vtkm::Range(this->NearPlane, this->FarPlane);
}
VTKM_CONT
void SetClippingRange(vtkm::Float32 nearPlane, vtkm::Float32 farPlane)
{
this->NearPlane = nearPlane;
this->FarPlane = farPlane;
}
VTKM_CONT
void SetClippingRange(vtkm::Float64 nearPlane, vtkm::Float64 farPlane)
{
this->SetClippingRange(static_cast<vtkm::Float32>(nearPlane),
static_cast<vtkm::Float32>(farPlane));
}
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;
}
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;
}
VTKM_CONT
vtkm::Bounds GetViewport() const
{
return vtkm::Bounds(this->ViewportLeft,
this->ViewportRight,
this->ViewportBottom,
this->ViewportTop,
0.0,
0.0);
}
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;
}
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));
}
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::Vec<vtkm::Float32,3> &GetLookAt() const
{
return this->Camera3D.LookAt;
}
VTKM_CONT
void SetLookAt(const vtkm::Vec<vtkm::Float32,3> &lookAt)
{
this->SetModeTo3D();
this->Camera3D.LookAt = lookAt;
}
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
/// \c Position is set, the mode is changed to 3D mode.
///
VTKM_CONT
const vtkm::Vec<vtkm::Float32,3> &GetPosition() const
{
return this->Camera3D.Position;
}
VTKM_CONT
void SetPosition(const vtkm::Vec<vtkm::Float32,3> &position)
{
this->SetModeTo3D();
this->Camera3D.Position = position;
}
VTKM_CONT
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
const vtkm::Vec<vtkm::Float32,3> &GetViewUp() const
{
return this->Camera3D.ViewUp;
}
VTKM_CONT
void SetViewUp(const vtkm::Vec<vtkm::Float32,3> &viewUp)
{
this->SetModeTo3D();
this->Camera3D.ViewUp = viewUp;
}
VTKM_CONT
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
vtkm::Float32 GetFieldOfView() const
{
return this->Camera3D.FieldOfView;
}
VTKM_CONT
void SetFieldOfView(vtkm::Float32 fov)
{
this->SetModeTo3D();
this->Camera3D.FieldOfView = fov;
}
VTKM_CONT
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
void Pan(vtkm::Float64 dx, vtkm::Float64 dy)
{
this->Pan(static_cast<vtkm::Float32>(dx), static_cast<vtkm::Float32>(dy));
}
VTKM_CONT
void Pan(vtkm::Vec<vtkm::Float32,2> direction)
{
this->Pan(direction[0], direction[1]);
}
VTKM_CONT
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
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
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
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
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
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
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
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
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
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
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
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);
}
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