/usr/include/vtk-7.1/vtkCamera.h is in libvtk7-dev 7.1.1+dfsg1-2.
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Program: Visualization Toolkit
Module: vtkCamera.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm 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.
=========================================================================*/
/**
* @class vtkCamera
* @brief a virtual camera for 3D rendering
*
* vtkCamera is a virtual camera for 3D rendering. It provides methods
* to position and orient the view point and focal point. Convenience
* methods for moving about the focal point also are provided. More
* complex methods allow the manipulation of the computer graphics
* model including view up vector, clipping planes, and
* camera perspective.
* @sa
* vtkPerspectiveTransform
*/
#ifndef vtkCamera_h
#define vtkCamera_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
#include "vtkRect.h" // for ivar
class vtkHomogeneousTransform;
class vtkMatrix4x4;
class vtkPerspectiveTransform;
class vtkRenderer;
class vtkTransform;
class vtkCallbackCommand;
class vtkCameraCallbackCommand;
class VTKRENDERINGCORE_EXPORT vtkCamera : public vtkObject
{
public:
vtkTypeMacro(vtkCamera, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Construct camera instance with its focal point at the origin,
* and position=(0,0,1). The view up is along the y-axis,
* view angle is 30 degrees, and the clipping range is (.1,1000).
*/
static vtkCamera *New();
//@{
/**
* Set/Get the position of the camera in world coordinates.
* The default position is (0,0,1).
*/
void SetPosition(double x, double y, double z);
void SetPosition(const double a[3]) {
this->SetPosition(a[0], a[1], a[2]); };
vtkGetVector3Macro(Position, double);
//@}
//@{
/**
* Set/Get the focal of the camera in world coordinates.
* The default focal point is the origin.
*/
void SetFocalPoint(double x, double y, double z);
void SetFocalPoint(const double a[3]) {
this->SetFocalPoint(a[0], a[1], a[2]);};
vtkGetVector3Macro(FocalPoint, double);
//@}
//@{
/**
* Set/Get the view up direction for the camera. The default
* is (0,1,0).
*/
void SetViewUp(double vx, double vy, double vz);
void SetViewUp(const double a[3]) {
this->SetViewUp(a[0], a[1], a[2]); }
vtkGetVector3Macro(ViewUp, double);
//@}
/**
* Recompute the ViewUp vector to force it to be perpendicular to
* camera->focalpoint vector. Unless you are going to use
* Yaw or Azimuth on the camera, there is no need to do this.
*/
void OrthogonalizeViewUp();
/**
* Move the focal point so that it is the specified distance from
* the camera position. This distance must be positive.
*/
void SetDistance(double);
//@{
/**
* Return the distance from the camera position to the focal point.
* This distance is positive.
*/
vtkGetMacro(Distance, double);
//@}
//@{
/**
* Get the vector in the direction from the camera position to the
* focal point. This is usually the opposite of the ViewPlaneNormal,
* the vector perpendicular to the screen, unless the view is oblique.
*/
vtkGetVector3Macro(DirectionOfProjection, double);
//@}
/**
* Divide the camera's distance from the focal point by the given
* dolly 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.
*/
void Dolly(double value);
//@{
/**
* Set the roll angle of the camera about the direction of projection.
*/
void SetRoll(double angle);
double GetRoll();
//@}
/**
* Rotate the camera about the direction of projection. This will
* spin the camera about its axis.
*/
void Roll(double angle);
/**
* 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
* result is a horizontal rotation of the camera.
*/
void Azimuth(double angle);
/**
* Rotate the focal point about the view up vector, using the camera's
* position as the center of rotation. Note that the view up vector is
* whatever was set via SetViewUp, and is not necessarily perpendicular
* to the direction of projection. The result is a horizontal rotation
* of the scene.
*/
void Yaw(double angle);
/**
* Rotate the camera about the cross product of the negative of the
* direction of projection and the view up vector, using the focal point
* as the center of rotation. The result is a vertical rotation of the
* scene.
*/
void Elevation(double angle);
/**
* Rotate the focal point about the cross product of the view up vector
* and the direction of projection, using the camera's position as the
* center of rotation. The result is a vertical rotation of the camera.
*/
void Pitch(double angle);
//@{
/**
* Set/Get the value of the ParallelProjection instance variable. This
* determines if the camera should do a perspective or parallel projection.
*/
void SetParallelProjection(int flag);
vtkGetMacro(ParallelProjection, int);
vtkBooleanMacro(ParallelProjection, int);
//@}
//@{
/**
* Set/Get the value of the UseHorizontalViewAngle instance variable. If
* set, the camera's view angle represents a horizontal view angle, rather
* than the default vertical view angle. This is useful if the application
* uses a display device which whose specs indicate a particular horizontal
* view angle, or if the application varies the window height but wants to
* keep the perspective transform unchanges.
*/
void SetUseHorizontalViewAngle(int flag);
vtkGetMacro(UseHorizontalViewAngle, int);
vtkBooleanMacro(UseHorizontalViewAngle, int);
//@}
//@{
/**
* Set/Get the camera view angle, which is the angular height of the
* camera view measured in degrees. The default angle is 30 degrees.
* This method has no effect in parallel projection mode.
* The formula for setting the angle up for perfect perspective viewing
* is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow
* (measured by holding a ruler up to your screen) and d is the
* distance from your eyes to the screen.
*/
void SetViewAngle(double angle);
vtkGetMacro(ViewAngle, double);
//@}
//@{
/**
* Set/Get the scaling used for a parallel projection, i.e. the height
* of the viewport in world-coordinate distances. The default is 1.
* Note that the "scale" parameter works as an "inverse scale" ---
* larger numbers produce smaller images.
* This method has no effect in perspective projection mode.
*/
void SetParallelScale(double scale);
vtkGetMacro(ParallelScale ,double);
//@}
/**
* In perspective mode, decrease the view angle by the specified factor.
* In parallel mode, decrease the parallel scale by the specified factor.
* A value greater than 1 is a zoom-in, a value less than 1 is a zoom-out.
*/
void Zoom(double factor);
//@{
/**
* Set/Get the location of the near and far clipping planes along the
* direction of projection. Both of these values must be positive.
* How the clipping planes are set can have a large impact on how
* well z-buffering works. In particular the front clipping
* plane can make a very big difference. Setting it to 0.01 when it
* really could be 1.0 can have a big impact on your z-buffer resolution
* farther away. The default clipping range is (0.1,1000).
* Clipping distance is measured in world coordinate unless a scale factor
* exists in camera's ModelTransformMatrix.
*/
void SetClippingRange(double dNear, double dFar);
void SetClippingRange(const double a[2])
{ this->SetClippingRange(a[0], a[1]); }
vtkGetVector2Macro(ClippingRange, double);
//@}
//@{
/**
* Set the distance between clipping planes. This method adjusts the
* far clipping plane to be set a distance 'thickness' beyond the
* near clipping plane.
*/
void SetThickness(double);
vtkGetMacro(Thickness, double);
//@}
//@{
/**
* Set/Get the center of the window in viewport coordinates.
* The viewport coordinate range is ([-1,+1],[-1,+1]). This method
* is for if you have one window which consists of several viewports,
* or if you have several screens which you want to act together as
* one large screen.
*/
void SetWindowCenter(double x, double y);
vtkGetVector2Macro(WindowCenter, double);
//@}
/**
* Get/Set the oblique viewing angles. The first angle, alpha, is the
* angle (measured from the horizontal) that rays along the direction
* of projection will follow once projected onto the 2D screen.
* The second angle, beta, is the angle between the view plane and
* the direction of projection. This creates a shear transform
* x' = x + dz*cos(alpha)/tan(beta), y' = dz*sin(alpha)/tan(beta)
* where dz is the distance of the point from the focal plane.
* The angles are (45,90) by default. Oblique projections
* commonly use (30,63.435).
*/
void SetObliqueAngles(double alpha, double beta);
/**
* Apply a transform to the camera. The camera position, focal-point,
* and view-up are re-calculated using the transform's matrix to
* multiply the old points by the new transform.
*/
void ApplyTransform(vtkTransform *t);
//@{
/**
* Get the ViewPlaneNormal. This vector will point opposite to
* the direction of projection, unless you have created a sheared output
* view using SetViewShear/SetObliqueAngles.
*/
vtkGetVector3Macro(ViewPlaneNormal, double);
//@}
//@{
/**
* Set/get the shear transform of the viewing frustum. Parameters are
* dx/dz, dy/dz, and center. center is a factor that describes where
* to shear around. The distance dshear from the camera where
* no shear occurs is given by (dshear = center * FocalDistance).
*/
void SetViewShear(double dxdz, double dydz, double center);
void SetViewShear(double d[3]);
vtkGetVector3Macro(ViewShear, double);
//@}
//@{
/**
* Set/Get the separation between eyes (in degrees). This is used
* when generating stereo images.
*/
vtkSetMacro(EyeAngle, double);
vtkGetMacro(EyeAngle, double);
//@}
//@{
/**
* Set the size of the cameras lens in world coordinates. This is only
* used when the renderer is doing focal depth rendering. When that is
* being done the size of the focal disk will effect how significant the
* depth effects will be.
*/
vtkSetMacro(FocalDisk, double);
vtkGetMacro(FocalDisk, double);
//@}
//@{
/**
* Set/Get use offaxis frustum.
* OffAxis frustum is used for off-axis frustum calculations specificly
* for stereo rendering.
* For reference see "High Resolution Virtual Reality", in Proc.
* SIGGRAPH '92, Computer Graphics, pages 195-202, 1992.
*/
vtkSetMacro(UseOffAxisProjection, int);
vtkGetMacro(UseOffAxisProjection, int);
vtkBooleanMacro(UseOffAxisProjection, int);
//@}
//@{
/**
* Set/Get top left corner point of the screen.
* This will be used only for offaxis frustum calculation.
* Default is (-1.0, -1.0, -1.0).
*/
vtkSetVector3Macro(ScreenBottomLeft, double);
vtkGetVector3Macro(ScreenBottomLeft, double);
//@}
//@{
/**
* Set/Get bottom left corner point of the screen.
* This will be used only for offaxis frustum calculation.
* Default is (1.0, -1.0, -1.0).
*/
vtkSetVector3Macro(ScreenBottomRight, double);
vtkGetVector3Macro(ScreenBottomRight, double);
//@}
//@{
/**
* Set/Get top right corner point of the screen.
* This will be used only for offaxis frustum calculation.
* Default is (1.0, 1.0, -1.0).
*/
vtkSetVector3Macro(ScreenTopRight, double);
vtkGetVector3Macro(ScreenTopRight, double);
//@}
//@{
/**
* Set/Get distance between the eyes.
* This will be used only for offaxis frustum calculation.
* Default is 0.06.
*/
vtkSetMacro(EyeSeparation, double);
vtkGetMacro(EyeSeparation, double);
//@}
//@{
/**
* Set/Get the eye position (center point between two eyes).
* This is a convenience function that sets the translation
* component of EyeTransformMatrix.
* This will be used only for offaxis frustum calculation.
*/
void SetEyePosition(double eyePosition[3]);
void GetEyePosition(double eyePosition[3]);
//@}
/**
* Get normal vector from eye to screen rotated by EyeTransformMatrix.
* This will be used only for offaxis frustum calculation.
*/
void GetEyePlaneNormal(double normal[3]);
//@{
/**
* Set/Get eye transformation matrix.
* This is the transformation matrix for the point between eyes.
* This will be used only for offaxis frustum calculation.
* Default is identity.
*/
void SetEyeTransformMatrix(vtkMatrix4x4* matrix);
vtkGetObjectMacro(EyeTransformMatrix, vtkMatrix4x4);
//@}
/**
* Set the eye transform matrix.
* This is the transformation matrix for the point between eyes.
* This will be used only for offaxis frustum calculation.
* Default is identity.
*/
void SetEyeTransformMatrix(const double elements[16]);
//@{
/**
* Set/Get model transformation matrix.
* This matrix could be used for model related transformations
* such as scale, shear, roations and translations.
*/
void SetModelTransformMatrix(vtkMatrix4x4 *matrix);
vtkGetObjectMacro(ModelTransformMatrix, vtkMatrix4x4);
//@}
/**
* Set model transformation matrix.
* This matrix could be used for model related transformations
* such as scale, shear, roations and translations.
*/
void SetModelTransformMatrix(const double elements[16]);
/**
* Return the model view matrix of model view transform.
*/
virtual vtkMatrix4x4 *GetModelViewTransformMatrix();
/**
* Return the model view transform.
*/
virtual vtkTransform *GetModelViewTransformObject();
/**
* For backward compatibility. Use GetModelViewTransformMatrix() now.
* Return the matrix of the view transform.
* The ViewTransform depends on only three ivars: the Position, the
* FocalPoint, and the ViewUp vector. All the other methods are there
* simply for the sake of the users' convenience.
*/
virtual vtkMatrix4x4 *GetViewTransformMatrix();
/**
* For backward compatibility. Use GetModelViewTransformObject() now.
* Return the view transform.
* If the camera's ModelTransformMatrix is identity then
* the ViewTransform depends on only three ivars:
* the Position, the FocalPoint, and the ViewUp vector.
* All the other methods are there simply for the sake of the users'
* convenience.
*/
virtual vtkTransform *GetViewTransformObject();
/**
* Return the projection transform matrix, which converts from camera
* coordinates to viewport coordinates. The 'aspect' is the
* width/height for the viewport, and the nearz and farz are the
* Z-buffer values that map to the near and far clipping planes.
* The viewport coordinates of a point located inside the frustum are in the
* range ([-1,+1],[-1,+1],[nearz,farz]).
*/
virtual vtkMatrix4x4 *GetProjectionTransformMatrix(double aspect,
double nearz,
double farz);
/**
* Return the projection transform matrix, which converts from camera
* coordinates to viewport coordinates. The 'aspect' is the
* width/height for the viewport, and the nearz and farz are the
* Z-buffer values that map to the near and far clipping planes.
* The viewport coordinates of a point located inside the frustum are in the
* range ([-1,+1],[-1,+1],[nearz,farz]).
*/
virtual vtkPerspectiveTransform *GetProjectionTransformObject(double aspect,
double nearz,
double farz);
/**
* Return the concatenation of the ViewTransform and the
* ProjectionTransform. This transform will convert world
* coordinates to viewport coordinates. The 'aspect' is the
* width/height for the viewport, and the nearz and farz are the
* Z-buffer values that map to the near and far clipping planes.
* The viewport coordinates of a point located inside the frustum are in the
* range ([-1,+1],[-1,+1],[nearz,farz]).
*/
virtual vtkMatrix4x4 *GetCompositeProjectionTransformMatrix(double aspect,
double nearz,
double farz);
/**
* Return the projection transform matrix, which converts from camera
* coordinates to viewport coordinates. This method computes
* the aspect, nearz and farz, then calls the more specific
* signature of GetCompositeProjectionTransformMatrix
*/
virtual vtkMatrix4x4 *GetProjectionTransformMatrix(vtkRenderer *ren);
//@{
/**
* In addition to the instance variables such as position and orientation,
* you can add an additional transformation for your own use. This
* transformation is concatenated to the camera's ViewTransform
*/
void SetUserViewTransform(vtkHomogeneousTransform *transform);
vtkGetObjectMacro(UserViewTransform,vtkHomogeneousTransform);
//@}
//@{
/**
* In addition to the instance variables such as position and orientation,
* you can add an additional transformation for your own use. This
* transformation is concatenated to the camera's ProjectionTransform
*/
void SetUserTransform(vtkHomogeneousTransform *transform);
vtkGetObjectMacro(UserTransform,vtkHomogeneousTransform);
//@}
/**
* This method causes the camera to set up whatever is required for
* viewing the scene. This is actually handled by an subclass of
* vtkCamera, which is created through New()
*/
virtual void Render(vtkRenderer *) {}
/**
* Return the MTime that concerns recomputing the view rays of the camera.
*/
vtkMTimeType GetViewingRaysMTime();
/**
* Mark that something has changed which requires the view rays
* to be recomputed.
*/
void ViewingRaysModified();
/**
* Get the plane equations that bound the view frustum.
* The plane normals point inward. The planes array contains six
* plane equations of the form (Ax+By+Cz+D=0), the first four
* values are (A,B,C,D) which repeats for each of the planes.
* The planes are given in the following order: -x,+x,-y,+y,-z,+z.
* Warning: it means left,right,bottom,top,far,near (NOT near,far)
* The aspect of the viewport is needed to correctly compute the planes
*/
virtual void GetFrustumPlanes(double aspect, double planes[24]);
//@{
/**
* Get the orientation of the camera.
*/
double *GetOrientation();
double *GetOrientationWXYZ();
//@}
/**
* This method is called automatically whenever necessary, it
* should never be used outside of vtkCamera.cxx.
*/
void ComputeViewPlaneNormal();
/**
* Returns a transformation matrix for a coordinate frame attached to
* the camera, where the camera is located at (0, 0, 1) looking at the
* focal point at (0, 0, 0), with up being (0, 1, 0).
*/
vtkMatrix4x4 *GetCameraLightTransformMatrix();
/**
* Update the viewport
*/
virtual void UpdateViewport(vtkRenderer *vtkNotUsed(ren)) {}
//@{
/**
* Set the Left Eye setting
*/
vtkSetMacro(LeftEye, int);
vtkGetMacro(LeftEye, int);
//@}
/**
* Copy the properties of `source' into `this'.
* Copy pointers of matrices.
* \pre source_exists!=0
* \pre not_this: source!=this
*/
void ShallowCopy(vtkCamera *source);
/**
* Copy the properties of `source' into `this'.
* Copy the contents of the matrices.
* \pre source_exists!=0
* \pre not_this: source!=this
*/
void DeepCopy(vtkCamera *source);
//@{
/**
* Set/Get the value of the FreezeDolly instance variable. This
* determines if the camera should move the focal point with the camera position.
* HACK!!!
*/
vtkSetMacro(FreezeFocalPoint, bool);
vtkGetMacro(FreezeFocalPoint, bool);
//@}
//@{
/**
* Enable/Disable the scissor
*/
vtkSetMacro(UseScissor, bool);
vtkGetMacro(UseScissor, bool);
//@}
//@{
/**
* Set/Get the vtkRect value of the scissor
*/
void SetScissorRect(vtkRecti scissorRect);
void GetScissorRect(vtkRecti& scissorRect);
//@}
protected:
vtkCamera();
~vtkCamera();
//@{
/**
* These methods should only be used within vtkCamera.cxx.
*/
void ComputeDistance();
virtual void ComputeViewTransform();
//@}
/**
* These methods should only be used within vtkCamera.cxx.
*/
virtual void ComputeProjectionTransform(double aspect,
double nearz,
double farz);
/**
* These methods should only be used within vtkCamera.cxx.
*/
void ComputeCompositeProjectionTransform(double aspect,
double nearz,
double farz);
void ComputeCameraLightTransform();
/**
* Given screen screen top, bottom left and top right
* calculate screen rotation.
*/
void ComputeWorldToScreenMatrix();
/**
* Compute and use frustum using offaxis method.
*/
void ComputeOffAxisProjectionFrustum();
/**
* Compute model view matrix for the camera.
*/
void ComputeModelViewMatrix();
/**
* Copy the ivars. Do nothing for the matrices.
* Called by ShallowCopy() and DeepCopy()
* \pre source_exists!=0
* \pre not_this: source!=this
*/
void PartialCopy(vtkCamera *source);
double WindowCenter[2];
double ObliqueAngles[2];
double FocalPoint[3];
double Position[3];
double ViewUp[3];
double ViewAngle;
double ClippingRange[2];
double EyeAngle;
int ParallelProjection;
double ParallelScale;
int Stereo;
int LeftEye;
double Thickness;
double Distance;
double DirectionOfProjection[3];
double ViewPlaneNormal[3];
double ViewShear[3];
int UseHorizontalViewAngle;
int UseOffAxisProjection;
double ScreenBottomLeft[3];
double ScreenBottomRight[3];
double ScreenTopRight[3];
double EyeSeparation;
vtkMatrix4x4 *WorldToScreenMatrix;
vtkTimeStamp WorldToScreenMatrixMTime;
vtkMatrix4x4 *EyeTransformMatrix;
vtkMatrix4x4 *ModelTransformMatrix;
vtkHomogeneousTransform *UserTransform;
vtkHomogeneousTransform *UserViewTransform;
vtkTransform *ViewTransform;
vtkPerspectiveTransform *ProjectionTransform;
vtkPerspectiveTransform *Transform;
vtkTransform *CameraLightTransform;
vtkTransform *ModelViewTransform;
double FocalDisk;
vtkCameraCallbackCommand *UserViewTransformCallbackCommand;
friend class vtkCameraCallbackCommand;
// ViewingRaysMtime keeps track of camera modifications which will
// change the calculation of viewing rays for the camera before it is
// transformed to the camera's location and orientation.
vtkTimeStamp ViewingRaysMTime;
bool FreezeFocalPoint;
bool UseScissor;
vtkRecti ScissorRect;
private:
vtkCamera(const vtkCamera&) VTK_DELETE_FUNCTION;
void operator=(const vtkCamera&) VTK_DELETE_FUNCTION;
};
#endif
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