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// K-3D
// Copyright (c) 1995-2004, Timothy M. Shead
//
// Contact: tshead@k-3d.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public
// License along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
/** \file
\brief Implements functions and classes for simplifying interactive 3D manipulator implementations
\author Tim Shead (tshead@k-3d.com)
*/
#include "algebra.h"
#include "basic_math.h"
#include "manipulators.h"
#include "transform.h"
namespace k3d
{
const vector2 transform_mouse_coordinates(k3dICamera& Camera, const vector2 MouseCoords, double Left, double Right, double Top, double Bottom)
{
double width = Camera.Width();
double height = Camera.Height();
const double mousex = Clamp<double>(0, width, MouseCoords[0]);
const double mousey = Clamp<double>(0, height, MouseCoords[1]);
if(0 == width)
width = 1;
if(0 == height)
height = 1;
return vector2(Lerp(Left, Right, mousex / width), Lerp(Top, Bottom, mousey / height));
}
const vector2 transform_mouse_coordinates(k3dICamera& Camera, const vector2 MouseCoords, double Left, double Right, double Top, double Bottom, double scale)
{
double width = Camera.Width();
double height = Camera.Height();
// Translate the window inside a bigger one (TODO : add "scale < 1" support)
const double newx = MouseCoords[0] + width / scale;
const double newy = MouseCoords[1] + height / scale;
width *= scale;
height *= scale;
if(0 == width)
width = 1;
if(0 == height)
height = 1;
double mousex = Clamp<double>(0, width, newx);
double mousey = Clamp<double>(0, height, newy);
return vector2(Lerp(Left, Right, mousex / width), Lerp(Top, Bottom, mousey / height));
}
void mouse_to_camera_ray(k3dICamera& Camera, const vector2 MouseCoords, vector3& RayDirection)
{
// Get the camera frustum ...
// const bool orthographic = Camera.ViewVolume()->Orthographic();
const double nearplane = Camera.ViewVolume()->NearPlane();
// const double farplane = Camera.ViewVolume()->FarPlane();
const double left = Camera.ViewVolume()->Left();
const double right = Camera.ViewVolume()->Right();
const double top = Camera.ViewVolume()->Top();
const double bottom = Camera.ViewVolume()->Bottom();
// Convert mouse coordinates (pixels) to screen coordinates ...
const vector2 screencoords = transform_mouse_coordinates(Camera, MouseCoords, left * nearplane, right * nearplane, top * nearplane, bottom * nearplane);
RayDirection = vector3(screencoords, nearplane);
RayDirection.Normalize();
}
void mouse_to_world_ray(k3dICamera& Camera, const vector2 MouseCoords, vector3& RayOrigin, vector3& RayDirection)
{
// Get the mouse ray in camera coordinates ...
vector3 ray;
mouse_to_camera_ray(Camera, MouseCoords, ray);
// Transform it to the world frame ...
const matrix4 cameratoworld = object_to_world_matrix(Camera);
RayOrigin = cameratoworld * vector3(0, 0, 0);
RayDirection = (cameratoworld * ray) - RayOrigin;
}
} // namespace k3d
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