vtk-m2/vtkm/rendering/Camera.h
Kenneth Moreland 9f3e0e5952 Implement roll, elevation, and azimuth for 3D cameras
Also implement pan and zoom for 2D cameras.

Update the rendering tests to do these camera rotations. This matches
better the viewpoint used before the previous camera changes.
2016-06-09 13:34:29 -06:00

711 lines
23 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/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 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_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix() const
{
return MatrixHelpers::ViewMatrix(this->Position, this->LookAt, this->ViewUp);
}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(vtkm::Id width,
vtkm::Id height,
vtkm::Float32 nearPlane,
vtkm::Float32 farPlane) const
{
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
vtkm::Float32 AspectRatio = vtkm::Float32(width) / vtkm::Float32(height);
vtkm::Float32 fovRad = (this->FieldOfView * 3.1415926f)/180.f;
fovRad = vtkm::Tan( fovRad * 0.5f);
vtkm::Float32 size = nearPlane * fovRad;
vtkm::Float32 left = -size * AspectRatio;
vtkm::Float32 right = size * AspectRatio;
vtkm::Float32 bottom = -size;
vtkm::Float32 top = size;
matrix(0,0) = 2.f * nearPlane / (right - left);
matrix(1,1) = 2.f * nearPlane / (top - bottom);
matrix(0,2) = (right + left) / (right - left);
matrix(1,2) = (top + bottom) / (top - bottom);
matrix(2,2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
matrix(3,2) = -1.f;
matrix(2,3) = -(2.f * farPlane * nearPlane) / (farPlane - nearPlane);
matrix(3,3) = 0.f;
vtkm::Matrix<vtkm::Float32,4,4> T, Z;
T = vtkm::Transform3DTranslate(this->XPan, this->YPan, 0.f);
Z = vtkm::Transform3DScale(this->Zoom, this->Zoom, 1.f);
matrix = vtkm::MatrixMultiply(Z, vtkm::MatrixMultiply(T, matrix));
return matrix;
}
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 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_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix() const
{
vtkm::Vec<vtkm::Float32,3> lookAt((this->Left + this->Right)/2.f,
(this->Top + this->Bottom)/2.f,
0.f);
vtkm::Vec<vtkm::Float32,3> position = lookAt;
position[2] = 1.f;
vtkm::Vec<vtkm::Float32,3> up(0,1,0);
return MatrixHelpers::ViewMatrix(position, lookAt, up);
}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(vtkm::Float32 size,
vtkm::Float32 near,
vtkm::Float32 far,
vtkm::Float32 aspect) const
{
vtkm::Matrix<vtkm::Float32,4,4> matrix(0.f);
vtkm::Float32 left = -size/2.f * aspect;
vtkm::Float32 right = size/2.f * aspect;
vtkm::Float32 bottom = -size/2.f;
vtkm::Float32 top = size/2.f;
matrix(0,0) = 2.f/(right-left);
matrix(1,1) = 2.f/(top-bottom);
matrix(2,2) = -2.f/(far-near);
matrix(0,3) = -(right+left)/(right-left);
matrix(1,3) = -(top+bottom)/(top-bottom);
matrix(2,3) = -(far+near)/(far-near);
matrix(3,3) = 1.f;
vtkm::Matrix<vtkm::Float32,4,4> T, Z;
T = vtkm::Transform3DTranslate(this->XPan, this->YPan, 0.f);
Z = vtkm::Transform3DScale(this->Zoom, this->Zoom, 1.f);
matrix = vtkm::MatrixMultiply(Z, vtkm::MatrixMultiply(T, matrix));
return matrix;
}
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_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix() const
{
if (this->Mode == Camera::MODE_3D)
{
return this->Camera3D.CreateViewMatrix();
}
else
{
return this->Camera2D.CreateViewMatrix();
}
}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(
vtkm::Id screenWidth, vtkm::Id screenHeight) const
{
if (this->Mode == Camera::MODE_3D)
{
return this->Camera3D.CreateProjectionMatrix(
screenWidth, screenHeight, this->NearPlane, this->FarPlane);
}
else
{
vtkm::Float32 size = vtkm::Abs(this->Camera2D.Top - this->Camera2D.Bottom);
vtkm::Float32 left,right,bottom,top;
this->GetRealViewport(screenWidth,screenHeight,left,right,bottom,top);
vtkm::Float32 aspect =
(static_cast<vtkm::Float32>(screenWidth)*(right-left)) /
(static_cast<vtkm::Float32>(screenHeight)*(top-bottom));
return this->Camera2D.CreateProjectionMatrix(
size, this->NearPlane, this->FarPlane, aspect);
}
}
VTKM_CONT_EXPORT
void GetRealViewport(vtkm::Id screenWidth, vtkm::Id screenHeight,
vtkm::Float32 &left, vtkm::Float32 &right,
vtkm::Float32 &bottom, vtkm::Float32 &top) const
{
if (this->Mode == Camera::MODE_3D)
{
left = this->ViewportLeft;
right = this->ViewportRight;
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
else
{
vtkm::Float32 maxvw = (this->ViewportRight-this->ViewportLeft) * static_cast<vtkm::Float32>(screenWidth);
vtkm::Float32 maxvh = (this->ViewportTop-this->ViewportBottom) * static_cast<vtkm::Float32>(screenHeight);
vtkm::Float32 waspect = maxvw / maxvh;
vtkm::Float32 daspect = (this->Camera2D.Right - this->Camera2D.Left) / (this->Camera2D.Top - this->Camera2D.Bottom);
daspect *= this->Camera2D.XScale;
//cerr << "waspect="<<waspect << " \tdaspect="<<daspect<<endl;
const bool center = true; // if false, anchor to bottom-left
if (waspect > daspect)
{
vtkm::Float32 new_w = (this->ViewportRight-this->ViewportLeft) * daspect / waspect;
if (center)
{
left = (this->ViewportLeft+this->ViewportRight)/2.f - new_w/2.f;
right = (this->ViewportLeft+this->ViewportRight)/2.f + new_w/2.f;
}
else
{
left = this->ViewportLeft;
right = this->ViewportLeft + new_w;
}
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
else
{
vtkm::Float32 new_h = (this->ViewportTop-this->ViewportBottom) * waspect / daspect;
if (center)
{
bottom = (this->ViewportBottom+this->ViewportTop)/2.f - new_h/2.f;
top = (this->ViewportBottom+this->ViewportTop)/2.f + new_h/2.f;
}
else
{
bottom = this->ViewportBottom;
top = this->ViewportBottom + new_h;
}
left = this->ViewportLeft;
right = this->ViewportRight;
}
}
}
/// \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(const vtkm::Range &nearFarRange)
{
this->SetClippingRange(static_cast<vtkm::Float32>(nearFarRange.Min),
static_cast<vtkm::Float32>(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
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(const vtkm::Bounds &viewportBounds)
{
this->SetViewport(static_cast<vtkm::Float32>(viewportBounds.X.Min),
static_cast<vtkm::Float32>(viewportBounds.X.Max),
static_cast<vtkm::Float32>(viewportBounds.Y.Min),
static_cast<vtkm::Float32>(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;
}
/// \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;
}
/// \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;
}
/// \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;
}
/// \brief Pans the camera
///
VTKM_CONT_EXPORT
void Pan(vtkm::Float32 dx, vtkm::Float32 dy)
{
this->Camera3D.XPan += dx;
this->Camera3D.YPan += dy;
this->Camera2D.XPan += dx;
this->Camera2D.YPan += dy;
}
VTKM_CONT_EXPORT
void Pan(vtkm::Vec<vtkm::Float32,2> 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.
///
VTKM_CONT_EXPORT
void Zoom(vtkm::Float32 zoom)
{
vtkm::Float32 factor = vtkm::Pow(4.0f, zoom);
this->Camera3D.Zoom *= factor;
this->Camera3D.XPan *= factor;
this->Camera3D.YPan *= factor;
this->Camera2D.Zoom *= factor;
this->Camera2D.XPan *= factor;
this->Camera2D.YPan *= factor;
}
/// \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.
///
VTKM_CONT_EXPORT
void TrackballRotate(vtkm::Float32 startX,
vtkm::Float32 startY,
vtkm::Float32 endX,
vtkm::Float32 endY)
{
vtkm::Matrix<vtkm::Float32,4,4> rotate =
MatrixHelpers::TrackballMatrix(startX,startY, endX,endY);
//Translate matrix
vtkm::Matrix<vtkm::Float32,4,4> translate =
vtkm::Transform3DTranslate(-this->Camera3D.LookAt);
//Translate matrix
vtkm::Matrix<vtkm::Float32,4,4> inverseTranslate =
vtkm::Transform3DTranslate(this->Camera3D.LookAt);
vtkm::Matrix<vtkm::Float32,4,4> view = this->CreateViewMatrix();
view(0,3) = 0;
view(1,3) = 0;
view(2,3) = 0;
vtkm::Matrix<vtkm::Float32,4,4> inverseView = vtkm::MatrixTranspose(view);
//fullTransform = inverseTranslate * inverseView * rotate * view * translate
vtkm::Matrix<vtkm::Float32,4,4> fullTransform;
fullTransform = vtkm::MatrixMultiply(
inverseTranslate, vtkm::MatrixMultiply(
inverseView, vtkm::MatrixMultiply(
rotate, vtkm::MatrixMultiply(
view,translate))));
this->Camera3D.Position =
vtkm::Transform3DPoint(fullTransform, this->Camera3D.Position);
this->Camera3D.LookAt =
vtkm::Transform3DPoint(fullTransform, this->Camera3D.LookAt);
this->Camera3D.ViewUp =
vtkm::Transform3DVector(fullTransform, this->Camera3D.ViewUp);
}
/// \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.
///
VTKM_CONT_EXPORT
void ResetToBounds(const vtkm::Bounds &dataBounds)
{
// Save camera mode
ModeEnum saveMode = this->GetMode();
// Reset for 3D camera
vtkm::Vec<vtkm::Float32,3> directionOfProjection =
this->GetPosition() - this->GetLookAt();
vtkm::Normalize(directionOfProjection);
vtkm::Vec<vtkm::Float32,3> center = dataBounds.Center();
this->SetLookAt(center);
vtkm::Vec<vtkm::Float32,3> totalExtent;
totalExtent[0] = vtkm::Float32(dataBounds.X.Length());
totalExtent[1] = vtkm::Float32(dataBounds.Y.Length());
totalExtent[2] = vtkm::Float32(dataBounds.Z.Length());
vtkm::Float32 diagonalLength = vtkm::Magnitude(totalExtent);
this->SetPosition(center + directionOfProjection * diagonalLength * 1.0f);
this->SetFieldOfView(60.0f);
this->SetClippingRange(1.0f, diagonalLength*10.0f);
// Reset for 2D camera
this->SetViewRange2D(dataBounds);
// Restore camera mode
this->SetMode(saveMode);
}
/// \brief Roll the camera
///
/// Rotates the camera around the view direction by the given angle. The
/// angle is given in radians.
///
/// Roll is currently only supported for 3D cameras.
///
VTKM_CONT_EXPORT
void Roll(vtkm::Float32 angleRadians)
{
vtkm::Vec<vtkm::Float32,3> directionOfProjection =
this->GetLookAt() - this->GetPosition();
vtkm::Matrix<vtkm::Float32,4,4> rotateTransform =
vtkm::Transform3DRotate(angleRadians, directionOfProjection);
this->SetViewUp(vtkm::Transform3DVector(rotateTransform,this->GetViewUp()));
}
/// \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 radians.
///
/// Azimuth only makes sense for 3D cameras, so the camera mode will be set
/// to 3D when this method is called.
///
VTKM_CONT_EXPORT
void Azimuth(vtkm::Float32 angleRadians)
{
// Translate to the focal point (LookAt), rotate about view up, and
// translate back again.
vtkm::Matrix<vtkm::Float32,4,4> transform =
vtkm::Transform3DTranslate(this->GetLookAt());
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DRotate(angleRadians, this->GetViewUp()));
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DTranslate(-this->GetLookAt()));
this->SetPosition(vtkm::Transform3DPoint(transform, this->GetPosition()));
}
/// \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 radians.
///
/// Elevation only makes sense for 3D cameras, so the camera mode will be set
/// to 3D when this method is called.
///
VTKM_CONT_EXPORT
void Elevation(vtkm::Float32 angleRadians)
{
vtkm::Vec<vtkm::Float32,3> axisOfRotation =
vtkm::Cross(this->GetPosition() - this->GetLookAt(), this->GetViewUp());
// Translate to the focal point (LookAt), rotate about the defined axis,
// and translate back again.
vtkm::Matrix<vtkm::Float32,4,4> transform =
vtkm::Transform3DTranslate(this->GetLookAt());
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DRotate(angleRadians, axisOfRotation));
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DTranslate(-this->GetLookAt()));
this->SetPosition(vtkm::Transform3DPoint(transform, this->GetPosition()));
}
/// \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;
}
VTKM_CONT_EXPORT
void SetViewRange2D(const vtkm::Range &xRange,
const vtkm::Range &yRange)
{
this->SetViewRange2D(static_cast<vtkm::Float32>(xRange.Min),
static_cast<vtkm::Float32>(xRange.Max),
static_cast<vtkm::Float32>(yRange.Min),
static_cast<vtkm::Float32>(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