cdeeda67bb
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.
617 lines
20 KiB
C++
617 lines
20 KiB
C++
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//
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// Copyright 2015 Sandia Corporation.
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// Copyright 2015 UT-Battelle, LLC.
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// Copyright 2015 Los Alamos National Security.
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//
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// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
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// the U.S. Government retains certain rights in this software.
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//
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// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
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// Laboratory (LANL), the U.S. Government retains certain rights in
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// this software.
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//============================================================================
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#ifndef vtk_m_rendering_Camera_h
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#define vtk_m_rendering_Camera_h
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#include <vtkm/Bounds.h>
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#include <vtkm/Math.h>
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#include <vtkm/Matrix.h>
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#include <vtkm/Transform3D.h>
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#include <vtkm/Range.h>
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#include <vtkm/VectorAnalysis.h>
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#include <vtkm/rendering/MatrixHelpers.h>
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namespace vtkm {
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namespace rendering {
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class Camera
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{
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struct Camera3DStruct
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{
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public:
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VTKM_CONT_EXPORT
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Camera3DStruct()
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: LookAt(0.0f, 0.0f, 0.0f),
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Position(0.0f, 0.0f, 1.0f),
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ViewUp(0.0f, 1.0f, 0.0f),
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FieldOfView(60.0f),
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XPan(0.0f),
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YPan(0.0f),
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Zoom(1.0f)
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{}
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VTKM_CONT_EXPORT
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vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix() const
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{
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return MatrixHelpers::ViewMatrix(this->Position, this->LookAt, this->ViewUp);
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}
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VTKM_CONT_EXPORT
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vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(vtkm::Id width,
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vtkm::Id height,
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vtkm::Float32 nearPlane,
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vtkm::Float32 farPlane) const
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{
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vtkm::Matrix<vtkm::Float32,4,4> matrix;
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vtkm::MatrixIdentity(matrix);
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vtkm::Float32 AspectRatio = vtkm::Float32(width) / vtkm::Float32(height);
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vtkm::Float32 fovRad = (this->FieldOfView * 3.1415926f)/180.f;
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fovRad = vtkm::Tan( fovRad * 0.5f);
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vtkm::Float32 size = nearPlane * fovRad;
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vtkm::Float32 left = -size * AspectRatio;
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vtkm::Float32 right = size * AspectRatio;
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vtkm::Float32 bottom = -size;
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vtkm::Float32 top = size;
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matrix(0,0) = 2.f * nearPlane / (right - left);
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matrix(1,1) = 2.f * nearPlane / (top - bottom);
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matrix(0,2) = (right + left) / (right - left);
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matrix(1,2) = (top + bottom) / (top - bottom);
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matrix(2,2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
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matrix(3,2) = -1.f;
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matrix(2,3) = -(2.f * farPlane * nearPlane) / (farPlane - nearPlane);
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matrix(3,3) = 0.f;
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vtkm::Matrix<vtkm::Float32,4,4> T, Z;
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T = vtkm::Transform3DTranslate(this->XPan, this->YPan, 0.f);
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Z = vtkm::Transform3DScale(this->Zoom, this->Zoom, 1.f);
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matrix = vtkm::MatrixMultiply(Z, vtkm::MatrixMultiply(T, matrix));
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return matrix;
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}
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vtkm::Vec<vtkm::Float32,3> LookAt;
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vtkm::Vec<vtkm::Float32,3> Position;
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vtkm::Vec<vtkm::Float32,3> ViewUp;
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vtkm::Float32 FieldOfView;
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vtkm::Float32 XPan;
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vtkm::Float32 YPan;
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vtkm::Float32 Zoom;
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};
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struct Camera2DStruct
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{
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public:
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VTKM_CONT_EXPORT
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Camera2DStruct()
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: Left(-1.0f), Right(1.0f), Bottom(-1.0f), Top(1.0f), XScale(1.0f)
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{}
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VTKM_CONT_EXPORT
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vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix() const
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{
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vtkm::Vec<vtkm::Float32,3> lookAt((this->Left + this->Right)/2.f,
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(this->Top + this->Bottom)/2.f,
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0.f);
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vtkm::Vec<vtkm::Float32,3> position = lookAt;
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position[2] = 1.f;
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vtkm::Vec<vtkm::Float32,3> up(0,1,0);
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return MatrixHelpers::ViewMatrix(position, lookAt, up);
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}
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VTKM_CONT_EXPORT
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vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(vtkm::Float32 size,
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vtkm::Float32 near,
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vtkm::Float32 far,
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vtkm::Float32 aspect) const
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{
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vtkm::Matrix<vtkm::Float32,4,4> matrix(0.f);
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vtkm::Float32 left = -size/2.f * aspect;
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vtkm::Float32 right = size/2.f * aspect;
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vtkm::Float32 bottom = -size/2.f;
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vtkm::Float32 top = size/2.f;
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matrix(0,0) = 2.f/(right-left);
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matrix(1,1) = 2.f/(top-bottom);
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matrix(2,2) = -2.f/(far-near);
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matrix(0,3) = -(right+left)/(right-left);
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matrix(1,3) = -(top+bottom)/(top-bottom);
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matrix(2,3) = -(far+near)/(far-near);
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matrix(3,3) = 1.f;
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return matrix;
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}
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vtkm::Float32 Left;
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vtkm::Float32 Right;
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vtkm::Float32 Bottom;
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vtkm::Float32 Top;
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vtkm::Float32 XScale;
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};
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public:
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enum ModeEnum { MODE_2D, MODE_3D };
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VTKM_CONT_EXPORT
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Camera(ModeEnum vtype=Camera::MODE_3D)
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: Mode(vtype),
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NearPlane(0.01f),
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FarPlane(1000.0f),
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ViewportLeft(-1.0f),
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ViewportRight(1.0f),
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ViewportBottom(-1.0f),
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ViewportTop(1.0f)
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{}
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VTKM_CONT_EXPORT
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vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix() const
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{
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if (this->Mode == Camera::MODE_3D)
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{
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return this->Camera3D.CreateViewMatrix();
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}
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else
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{
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return this->Camera2D.CreateViewMatrix();
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}
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}
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VTKM_CONT_EXPORT
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vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(
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vtkm::Id screenWidth, vtkm::Id screenHeight) const
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{
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if (this->Mode == Camera::MODE_3D)
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{
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return this->Camera3D.CreateProjectionMatrix(
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screenWidth, screenHeight, this->NearPlane, this->FarPlane);
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}
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else
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{
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vtkm::Float32 size = vtkm::Abs(this->Camera2D.Top - this->Camera2D.Bottom);
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vtkm::Float32 left,right,bottom,top;
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this->GetRealViewport(screenWidth,screenHeight,left,right,bottom,top);
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vtkm::Float32 aspect =
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(static_cast<vtkm::Float32>(screenWidth)*(right-left)) /
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(static_cast<vtkm::Float32>(screenHeight)*(top-bottom));
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return this->Camera2D.CreateProjectionMatrix(
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size, this->NearPlane, this->FarPlane, aspect);
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}
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}
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VTKM_CONT_EXPORT
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void GetRealViewport(vtkm::Id screenWidth, vtkm::Id screenHeight,
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vtkm::Float32 &left, vtkm::Float32 &right,
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vtkm::Float32 &bottom, vtkm::Float32 &top) const
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{
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if (this->Mode == Camera::MODE_3D)
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{
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left = this->ViewportLeft;
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right = this->ViewportRight;
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bottom = this->ViewportBottom;
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top = this->ViewportTop;
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}
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else
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{
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vtkm::Float32 maxvw = (this->ViewportRight-this->ViewportLeft) * static_cast<vtkm::Float32>(screenWidth);
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vtkm::Float32 maxvh = (this->ViewportTop-this->ViewportBottom) * static_cast<vtkm::Float32>(screenHeight);
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vtkm::Float32 waspect = maxvw / maxvh;
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vtkm::Float32 daspect = (this->Camera2D.Right - this->Camera2D.Left) / (this->Camera2D.Top - this->Camera2D.Bottom);
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daspect *= this->Camera2D.XScale;
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//cerr << "waspect="<<waspect << " \tdaspect="<<daspect<<endl;
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const bool center = true; // if false, anchor to bottom-left
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if (waspect > daspect)
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{
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vtkm::Float32 new_w = (this->ViewportRight-this->ViewportLeft) * daspect / waspect;
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if (center)
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{
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left = (this->ViewportLeft+this->ViewportRight)/2.f - new_w/2.f;
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right = (this->ViewportLeft+this->ViewportRight)/2.f + new_w/2.f;
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}
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else
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{
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left = this->ViewportLeft;
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right = this->ViewportLeft + new_w;
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}
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bottom = this->ViewportBottom;
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top = this->ViewportTop;
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}
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else
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{
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vtkm::Float32 new_h = (this->ViewportTop-this->ViewportBottom) * waspect / daspect;
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if (center)
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{
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bottom = (this->ViewportBottom+this->ViewportTop)/2.f - new_h/2.f;
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top = (this->ViewportBottom+this->ViewportTop)/2.f + new_h/2.f;
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}
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else
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{
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bottom = this->ViewportBottom;
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top = this->ViewportBottom + new_h;
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}
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left = this->ViewportLeft;
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right = this->ViewportRight;
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}
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}
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}
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/// \brief The mode of the camera (2D or 3D).
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///
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/// \c vtkm::Camera can be set to a 2D or 3D mode. 2D mode is used for
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/// looking at data in the x-y plane. 3D mode allows the camera to be
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/// positioned anywhere and pointing at any place in 3D.
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///
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VTKM_CONT_EXPORT
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vtkm::rendering::Camera::ModeEnum GetMode() const
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{
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return this->Mode;
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}
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VTKM_CONT_EXPORT
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void SetMode(vtkm::rendering::Camera::ModeEnum mode)
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{
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this->Mode = mode;
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}
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VTKM_CONT_EXPORT
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void SetModeTo3D()
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{
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this->SetMode(vtkm::rendering::Camera::MODE_3D);
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}
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VTKM_CONT_EXPORT
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void SetModeTo2D()
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{
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this->SetMode(vtkm::rendering::Camera::MODE_2D);
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}
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/// \brief The clipping range of the camera.
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///
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/// The clipping range establishes the near and far clipping planes. These
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/// clipping planes are parallel to the viewing plane. The planes are defined
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/// by simply specifying the distance from the viewpoint. Renderers can (and
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/// usually do) remove any geometry closer than the near plane and further
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/// than the far plane.
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///
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/// For precision purposes, it is best to place the near plane as far away as
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/// possible (while still being in front of any geometry). The far plane
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/// usually has less effect on the depth precision, so can be placed well far
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/// behind the geometry.
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///
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VTKM_CONT_EXPORT
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vtkm::Range GetClippingRange() const
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{
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return vtkm::Range(this->NearPlane, this->FarPlane);
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}
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VTKM_CONT_EXPORT
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void SetClippingRange(vtkm::Float32 nearPlane, vtkm::Float32 farPlane)
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{
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this->NearPlane = nearPlane;
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this->FarPlane = farPlane;
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}
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VTKM_CONT_EXPORT
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void SetClippingRange(const vtkm::Range &nearFarRange)
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{
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this->SetClippingRange(static_cast<vtkm::Float32>(nearFarRange.Min),
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static_cast<vtkm::Float32>(nearFarRange.Max));
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}
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/// \brief The viewport of the projection
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///
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/// The projection of the camera can be offset to be centered around a subset
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/// of the rendered image. This is established with a "viewport," which is
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/// defined by the left/right and bottom/top of this viewport. The values of
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/// the viewport are relative to the rendered image's bounds. The left and
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/// bottom of the image are at -1 and the right and top are at 1.
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///
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VTKM_CONT_EXPORT
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void GetViewport(vtkm::Float32 &left,
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vtkm::Float32 &right,
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vtkm::Float32 &bottom,
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vtkm::Float32 &top) const
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{
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left = this->ViewportLeft;
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right = this->ViewportRight;
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bottom = this->ViewportBottom;
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top = this->ViewportTop;
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}
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VTKM_CONT_EXPORT
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vtkm::Bounds GetViewport() const
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{
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return vtkm::Bounds(this->ViewportLeft,
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this->ViewportRight,
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this->ViewportBottom,
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this->ViewportTop,
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0.0,
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0.0);
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}
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VTKM_CONT_EXPORT
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void SetViewport(vtkm::Float32 left,
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vtkm::Float32 right,
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vtkm::Float32 bottom,
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vtkm::Float32 top)
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{
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this->ViewportLeft = left;
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this->ViewportRight = right;
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this->ViewportBottom = bottom;
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this->ViewportTop = top;
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}
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VTKM_CONT_EXPORT
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void SetViewport(const vtkm::Bounds &viewportBounds)
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{
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this->SetViewport(static_cast<vtkm::Float32>(viewportBounds.X.Min),
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static_cast<vtkm::Float32>(viewportBounds.X.Max),
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static_cast<vtkm::Float32>(viewportBounds.Y.Min),
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static_cast<vtkm::Float32>(viewportBounds.Y.Max));
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}
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/// \brief The focal point the camera is looking at in 3D mode
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///
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/// When in 3D mode, the camera is set up to be facing the \c LookAt
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/// position. If \c LookAt is set, the mode is changed to 3D mode.
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///
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VTKM_CONT_EXPORT
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const vtkm::Vec<vtkm::Float32,3> &GetLookAt() const
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{
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return this->Camera3D.LookAt;
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}
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VTKM_CONT_EXPORT
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void SetLookAt(const vtkm::Vec<vtkm::Float32,3> &lookAt)
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{
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this->SetModeTo3D();
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this->Camera3D.LookAt = lookAt;
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}
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/// \brief The spatial position of the camera in 3D mode
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///
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/// When in 3D mode, the camera is modeled to be at a particular location. If
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/// \c Position is set, the mode is changed to 3D mode.
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///
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VTKM_CONT_EXPORT
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const vtkm::Vec<vtkm::Float32,3> &GetPosition() const
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{
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return this->Camera3D.Position;
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}
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VTKM_CONT_EXPORT
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void SetPosition(const vtkm::Vec<vtkm::Float32,3> &position)
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{
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this->SetModeTo3D();
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this->Camera3D.Position = position;
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}
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/// \brief The up orientation of the camera in 3D mode
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///
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/// When in 3D mode, the camera is modeled to be at a particular location and
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/// looking at a particular spot. The view up vector orients the rotation of
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/// the image so that the top of the image is in the direction pointed to by
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/// view up. If \c ViewUp is set, the mode is changed to 3D mode.
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///
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VTKM_CONT_EXPORT
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const vtkm::Vec<vtkm::Float32,3> &GetViewUp() const
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{
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return this->Camera3D.ViewUp;
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}
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VTKM_CONT_EXPORT
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void SetViewUp(const vtkm::Vec<vtkm::Float32,3> &viewUp)
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{
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this->SetModeTo3D();
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this->Camera3D.ViewUp = viewUp;
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}
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/// \brief The field of view angle
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///
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/// The field of view defines the angle (in degrees) that are visible from
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/// the camera position.
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///
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/// Setting the field of view changes the mode to 3D.
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///
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VTKM_CONT_EXPORT
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vtkm::Float32 GetFieldOfView() const
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{
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return this->Camera3D.FieldOfView;
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}
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VTKM_CONT_EXPORT
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void SetFieldOfView(vtkm::Float32 fov)
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{
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this->SetModeTo3D();
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this->Camera3D.FieldOfView = fov;
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}
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/// \brief Pans the camera in 3D mode.
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///
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/// Panning the camera in this way changes the mode to 3D.
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///
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VTKM_CONT_EXPORT
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void Pan3D(vtkm::Float32 dx, vtkm::Float32 dy)
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{
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this->SetModeTo3D();
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this->Camera3D.XPan += dx;
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this->Camera3D.YPan += dy;
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}
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VTKM_CONT_EXPORT
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void Pan3D(vtkm::Vec<vtkm::Float32,2> direction)
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{
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this->Pan3D(direction[0], direction[1]);
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}
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/// \brief Zooms the camera in or out
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///
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/// Zooming the camera scales everything in the image up or down. Positive
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/// zoom makes the geometry look bigger or closer. Negative zoom has the
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/// opposite effect. A zoom of 0 has no effect.
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///
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/// Zooming the camera changes the mode to 3D.
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///
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VTKM_CONT_EXPORT
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void Zoom3D(vtkm::Float32 zoom)
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{
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this->SetModeTo3D();
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vtkm::Float32 factor = vtkm::Pow(4.0f, zoom);
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this->Camera3D.Zoom *= factor;
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this->Camera3D.XPan *= factor;
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this->Camera3D.YPan *= factor;
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}
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/// \brief Moves the camera as if a point was dragged along a sphere.
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///
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/// \c TrackballRotate takes the normalized screen coordinates (in the range
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/// -1 to 1) and rotates the camera around the \c LookAt position. The rotation
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/// first projects the points to a sphere around the \c LookAt position. The
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/// camera is then rotated as if the start point was dragged to the end point
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/// along with the world.
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///
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/// \c TrackballRotate changes the mode to 3D.
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///
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VTKM_CONT_EXPORT
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void TrackballRotate(vtkm::Float32 startX,
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vtkm::Float32 startY,
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vtkm::Float32 endX,
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vtkm::Float32 endY)
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|
{
|
|
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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
/// \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
|