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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.
=========================================================================*/
// .NAME vtkCamera - a virtual camera for 3D rendering
// .SECTION Description
// 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.
// .SECTION See Also
// vtkPerspectiveTransform
#ifndef __vtkCamera_h
#define __vtkCamera_h
#include "vtkObject.h"
class vtkHomogeneousTransform;
class vtkMatrix4x4;
class vtkPerspectiveTransform;
class vtkRenderer;
class vtkTransform;
class vtkCallbackCommand;
class vtkCameraCallbackCommand;
class VTK_RENDERING_EXPORT vtkCamera : public vtkObject
{
public:
void PrintSelf(ostream& os, vtkIndent indent);
vtkTypeMacro(vtkCamera,vtkObject);
// Description:
// 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();
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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();
// Description:
// Move the focal point so that it is the specified distance from
// the camera position. This distance must be positive.
void SetDistance(double);
// Description:
// Return the distance from the camera position to the focal point.
// This distance is positive.
vtkGetMacro(Distance,double);
// Description:
// 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);
// Description:
// 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);
// Description:
// Set the roll angle of the camera about the direction of projection.
void SetRoll(double angle);
double GetRoll();
// Description:
// Rotate the camera about the direction of projection. This will
// spin the camera about its axis.
void Roll(double angle);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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).
void SetClippingRange(double dNear, double dFar);
void SetClippingRange(const double a[2]) {
this->SetClippingRange(a[0], a[1]); };
vtkGetVector2Macro(ClippingRange,double);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// Get the ViewPlaneNormal. This vector will point opposite to
// the direction of projection, unless you have created an sheared output
// view using SetViewShear/SetObliqueAngles.
vtkGetVector3Macro(ViewPlaneNormal,double);
// Description:
// 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);
// Description:
// Set/Get the separation between eyes (in degrees). This is used
// when generating stereo images.
vtkSetMacro(EyeAngle,double);
vtkGetMacro(EyeAngle,double);
// Description:
// 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);
// Description:
// 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();
// Description:
// Return 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 vtkTransform *GetViewTransformObject()
{
return this->ViewTransform;
}
// Description:
// 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]).
// WARNING: the name of the method is wrong, it should be
// GetProjectionTransformMatrix() (it is used also in parallel projection)
// @deprecated Replaced by GetProjectionTransformMatrix() as of VTK 5.4.
VTK_LEGACY(virtual vtkMatrix4x4 *GetPerspectiveTransformMatrix(double aspect,
double nearz,
double farz));
// Description:
// 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);
// Description:
// 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);
// Description:
// 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]).
// WARNING: the name of the method is wrong, it should be
// GetCompositeProjectionTransformMatrix() (it is used also in parallel
// projection)
// @deprecated Replaced by GetCompositeProjectionTransformMatrix() as of
// VTK 5.4.
VTK_LEGACY(virtual vtkMatrix4x4 *GetCompositePerspectiveTransformMatrix(
double aspect,
double nearz,
double farz));
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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 *) {}
// Description:
// Return the MTime that concerns recomputing the view rays of the camera.
unsigned long GetViewingRaysMTime();
// Description:
// Mark that something has changed which requires the view rays
// to be recomputed.
void ViewingRaysModified();
// Description:
// 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]);
// Description:
// Get the orientation of the camera.
double *GetOrientation();
double *GetOrientationWXYZ();
// Description:
// @deprecated The view plane normal is automatically set from the
// DirectionOfProjection according to the ViewShear.
VTK_LEGACY(void SetViewPlaneNormal(double x, double y, double z));
VTK_LEGACY(void SetViewPlaneNormal(const double a[3]));
// Description:
// This method is called automatically whenever necessary, it
// should never be used outside of vtkCamera.cxx.
void ComputeViewPlaneNormal();
// Description:
// 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();
// Description:
// Update the viewport
virtual void UpdateViewport(vtkRenderer *vtkNotUsed(ren)) {}
// Description:
// Set the Left Eye setting
vtkSetMacro(LeftEye,int);
vtkGetMacro(LeftEye,int);
// Description:
// This function does 3 things.
// 1. It sets the camera mode to head tracked i.e ensures that the
// Asymmetric Frustuma are uses.
// 2. It sets variables like AsymLeft,AsymRight, AsymBottom and Asym
// to set the HeadTracked Projection Matrix.
// 3. It sets the View matrix Params
void ComputeProjAndViewParams( );
// Description:
// Setting the configuration parameters for head tracked camera
void SetConfigParams( double o2screen, double o2right, double o2left,
double o2top, double o2bottom , double interOccDist,
double scale, vtkMatrix4x4 * surfaceRot );
// Description:
// This function is a convinience function intended for the Paraview
// ServerManager
void SetHeadPose( double x00, double x01, double x02, double x03,
double x10, double x11, double x12, double x13,
double x20, double x21, double x22, double x23,
double x30, double x31, double x32, double x33 );
// Description:
// HeadTracker mode. It impacts on the computation of the transforms.
// Initial value is false.
//vtkSetMacro(HeadTracked,bool);
vtkSetMacro(HeadTracked,int);
vtkGetMacro(HeadTracked,int);
// Description:
// Copy the properties of `source' into `this'.
// Copy pointers of matrices.
// \pre source_exists!=0
// \pre not_this: source!=this
void ShallowCopy(vtkCamera *source);
// Description:
// 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);
protected:
vtkCamera();
~vtkCamera();
// Description:
// These methods should only be used within vtkCamera.cxx.
void ComputeDistance();
void ComputeViewTransform();
#ifndef VTK_LEGACY_REMOVE
// Description:
// @deprecated Replaced by ComputeProjectionTransform() as of VTK 5.4.
void ComputePerspectiveTransform(double aspect,
double nearz,
double farz);
// Description:
// @deprecated Replaced by ComputeCompositeProjectionTransform() as of
// VTK 5.4.
void ComputeCompositePerspectiveTransform(double aspect,
double nearz,
double farz);
#endif
// Description:
// These methods should only be used within vtkCamera.cxx.
void ComputeProjectionTransform(double aspect,
double nearz,
double farz);
// Description:
// These methods should only be used within vtkCamera.cxx.
void ComputeCompositeProjectionTransform(double aspect,
double nearz,
double farz);
// Description:
// This is aconvenience function to get Identity matrix with
// translation set to given values
vtkMatrix4x4* SetTranslation( vtkMatrix4x4 mat );
void ComputeCameraLightTransform();
// Description:
// This method is used to set the transfromation matrix from Display
// Surface coordinates wrt the Room Base coordinates
void SetSurface2Base( vtkMatrix4x4 *head );
// Description:
// 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;
vtkHomogeneousTransform *UserTransform;
vtkHomogeneousTransform *UserViewTransform;
vtkTransform *ViewTransform;
vtkPerspectiveTransform *ProjectionTransform;
vtkPerspectiveTransform *Transform;
vtkTransform *CameraLightTransform;
double FocalDisk;
//BTX
vtkCameraCallbackCommand *UserViewTransformCallbackCommand;
friend class vtkCameraCallbackCommand;
//ETX
// 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;
// Asymmetric Frustum
int HeadTracked;
vtkMatrix4x4 *HeadPose;
vtkTransform *Surface2Base;
vtkMatrix4x4 *HeadTrackedViewMat;
double AsymLeft, AsymRight, AsymBottom, AsymTop;
double EyePos[3];
double O2Screen;
double O2Right;
double O2Left;
double O2Top;
double O2Bottom;
double EyeOffset;
double ScaleFactor;
// temp
vtkMatrix4x4 *eyePosMat;
vtkMatrix4x4 *negEyePosMat;
vtkMatrix4x4 *eyeOffsetMat;
private:
vtkCamera(const vtkCamera&); // Not implemented.
void operator=(const vtkCamera&); // Not implemented.
};
#endif
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