1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkVRRenderer.cxx
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.
Parts Copyright Valve Corporation from hellovr_opengl_main.cpp
under their BSD license found here:
https://github.com/ValveSoftware/openvr/blob/master/LICENSE
=========================================================================*/
#include "vtkVRRenderer.h"
#include "vtkCamera.h"
#include "vtkImageCanvasSource2D.h"
#include "vtkPlaneSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkTexture.h"
#include "vtkTransform.h"
#include "vtkVRRenderWindow.h"
//------------------------------------------------------------------------------
VTK_ABI_NAMESPACE_BEGIN
vtkVRRenderer::vtkVRRenderer()
{
this->FloorActor->PickableOff();
vtkNew<vtkPolyDataMapper> pdm;
this->FloorActor->SetMapper(pdm);
vtkNew<vtkPlaneSource> plane;
pdm->SetInputConnection(plane->GetOutputPort());
plane->SetOrigin(-5.0, 0.0, -5.0);
plane->SetPoint1(5.0, 0.0, -5.0);
plane->SetPoint2(-5.0, 0.0, 5.0);
vtkNew<vtkTransform> tf;
tf->Identity();
this->FloorActor->SetUserTransform(tf);
vtkNew<vtkTexture> texture;
this->FloorActor->SetTexture(texture);
// build a grid fading off in the distance
vtkNew<vtkImageCanvasSource2D> grid;
grid->SetScalarTypeToUnsignedChar();
grid->SetNumberOfScalarComponents(4);
grid->SetExtent(0, 511, 0, 511, 0, 0);
int divisions = 16;
int divSize = 512 / divisions;
double alpha = 1.0;
for (int i = 0; i < divisions; i++)
{
for (int j = 0; j < divisions; j++)
{
grid->SetDrawColor(255, 255, 255, 255 * alpha);
grid->FillBox(i * divSize, (i + 1) * divSize - 1, j * divSize, (j + 1) * divSize - 1);
grid->SetDrawColor(230, 230, 230, 255 * alpha);
grid->DrawSegment(i * divSize, j * divSize, (i + 1) * divSize - 1, j * divSize);
grid->DrawSegment(i * divSize, j * divSize, i * divSize, (j + 1) * divSize - 1);
}
}
texture->SetInputConnection(grid->GetOutputPort());
this->FloorActor->SetUseBounds(false);
this->ShowFloor = false;
}
//------------------------------------------------------------------------------
void vtkVRRenderer::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "ShowFloor " << (this->ShowFloor ? "On\n" : "Off\n");
this->FloorActor->PrintSelf(os, indent);
}
//------------------------------------------------------------------------------
// adjust the floor if we need to
void vtkVRRenderer::DeviceRender()
{
if (this->ShowFloor)
{
vtkNew<vtkTransform> floorTransform;
this->GetFloorTransform(floorTransform);
this->FloorActor->SetUserTransform(floorTransform);
}
this->Superclass::DeviceRender();
}
//------------------------------------------------------------------------------
void vtkVRRenderer::GetFloorTransform(vtkTransform* transform)
{
vtkVRRenderWindow* win = static_cast<vtkVRRenderWindow*>(this->GetRenderWindow());
double physicalScale = win->GetPhysicalScale();
double trans[3];
win->GetPhysicalTranslation(trans);
double* vup = win->GetPhysicalViewUp();
double* dop = win->GetPhysicalViewDirection();
double vr[3];
vtkMath::Cross(dop, vup, vr);
double rot[16] = { vr[0], vup[0], -dop[0], 0.0, vr[1], vup[1], -dop[1], 0.0, vr[2], vup[2],
-dop[2], 0.0, 0.0, 0.0, 0.0, 1.0 };
transform->Identity();
transform->Translate(-trans[0], -trans[1], -trans[2]);
transform->Scale(physicalScale, physicalScale, physicalScale);
transform->Concatenate(rot);
}
//------------------------------------------------------------------------------
void vtkVRRenderer::SetShowFloor(bool value)
{
if (this->ShowFloor == value)
{
return;
}
this->ShowFloor = value;
if (this->ShowFloor)
{
this->AddActor(this->FloorActor);
}
else
{
this->RemoveActor(this->FloorActor);
}
}
//------------------------------------------------------------------------------
void vtkVRRenderer::ResetCamera(const double bounds[6])
{
double center[3];
double distance;
double vn[3], *vup;
this->GetActiveCamera();
if (this->ActiveCamera != nullptr)
{
this->ActiveCamera->GetViewPlaneNormal(vn);
}
else
{
vtkErrorMacro(<< "Trying to reset non-existent camera");
return;
}
// Reset the perspective zoom factors, otherwise subsequent zooms will cause
// the view angle to become very small and cause bad depth sorting.
this->ActiveCamera->SetViewAngle(110.0);
double expandedBounds[6] = { bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5] };
this->ExpandBounds(expandedBounds, this->ActiveCamera->GetModelTransformMatrix());
center[0] = (expandedBounds[0] + expandedBounds[1]) / 2.0;
center[1] = (expandedBounds[2] + expandedBounds[3]) / 2.0;
center[2] = (expandedBounds[4] + expandedBounds[5]) / 2.0;
double w1 = expandedBounds[1] - expandedBounds[0];
double w2 = expandedBounds[3] - expandedBounds[2];
double w3 = expandedBounds[5] - expandedBounds[4];
w1 *= w1;
w2 *= w2;
w3 *= w3;
double radius = w1 + w2 + w3;
// If we have just a single point, pick a radius of 1.0
radius = (radius == 0) ? (1.0) : (radius);
// compute the radius of the enclosing sphere
radius = sqrt(radius) * 0.5;
// default so that the bounding sphere fits within the view fustrum
// compute the distance from the intersection of the view frustum with the
// bounding sphere. Basically in 2D draw a circle representing the bounding
// sphere in 2D then draw a horizontal line going out from the center of
// the circle. That is the camera view. Then draw a line from the camera
// position to the point where it intersects the circle. (it will be tangent
// to the circle at this point, this is important, only go to the tangent
// point, do not draw all the way to the view plane). Then draw the radius
// from the tangent point to the center of the circle. You will note that
// this forms a right triangle with one side being the radius, another being
// the target distance for the camera, then just find the target dist using
// a sin.
double angle = vtkMath::RadiansFromDegrees(this->ActiveCamera->GetViewAngle());
this->ComputeAspect();
double aspect[2];
this->GetAspect(aspect);
if (aspect[0] >= 1.0) // horizontal window, deal with vertical angle|scale
{
if (this->ActiveCamera->GetUseHorizontalViewAngle())
{
angle = 2.0 * atan(tan(angle * 0.5) / aspect[0]);
}
}
else // vertical window, deal with horizontal angle|scale
{
if (!this->ActiveCamera->GetUseHorizontalViewAngle())
{
angle = 2.0 * atan(tan(angle * 0.5) * aspect[0]);
}
}
distance = radius / sin(angle * 0.5);
// check view-up vector against view plane normal
vup = this->ActiveCamera->GetViewUp();
if (fabs(vtkMath::Dot(vup, vn)) > 0.999)
{
vtkWarningMacro(<< "Resetting view-up since view plane normal is parallel");
this->ActiveCamera->SetViewUp(-vup[2], vup[0], vup[1]);
}
// update the camera
this->ActiveCamera->SetFocalPoint(center[0], center[1], center[2]);
this->ActiveCamera->SetPosition(
center[0] + distance * vn[0], center[1] + distance * vn[1], center[2] + distance * vn[2]);
// now set the cameras shift and scale to the HMD space
// since the vive is always in meters (or something like that)
// we use a shift scale to map view space into hmd view space
// that way the solar system can be modelled in its units
// while the shift scale maps it into meters. This can also
// be done in the actors but then it requires every actor
// to be adjusted. It cannot be done with the camera model
// matrix as that is broken.
// The additional distance translation in the view up direction is because we
// want the center of the world to be above the physical floor instead of at its level.
vtkVRRenderWindow* win = static_cast<vtkVRRenderWindow*>(this->GetRenderWindow());
win->SetPhysicalTranslation(
-center[0] + vup[0] * distance, -center[1] + vup[1] * distance, -center[2] + vup[2] * distance);
win->SetPhysicalScale(distance);
}
//------------------------------------------------------------------------------
void vtkVRRenderer::ResetCameraClippingRange()
{
double bounds[6];
this->ComputeVisiblePropBounds(bounds);
this->GetActiveCameraAndResetIfCreated();
if (this->ActiveCamera == nullptr)
{
vtkErrorMacro(<< "Trying to reset clipping range of non-existent camera");
return;
}
vtkVRRenderWindow* win = static_cast<vtkVRRenderWindow*>(this->GetRenderWindow());
double physicalScale = win->GetPhysicalScale();
// reset the clipping range when we don't have any 3D visible props
if (!vtkMath::AreBoundsInitialized(bounds))
{
// default to 0.2 to 10.0 meters in physical space if no data bounds
this->ActiveCamera->SetClippingRange(0.2 * physicalScale, 10.0 * physicalScale);
return;
}
this->ResetCameraClippingRange(bounds);
}
//------------------------------------------------------------------------------
void vtkVRRenderer::ResetCameraClippingRange(const double bounds[6])
{
this->GetActiveCameraAndResetIfCreated();
if (this->ActiveCamera == nullptr)
{
vtkErrorMacro(<< "Trying to reset clipping range of non-existent camera");
return;
}
double range[2];
int i, j, k;
vtkVRRenderWindow* win = static_cast<vtkVRRenderWindow*>(this->GetRenderWindow());
double physicalScale = win->GetPhysicalScale();
// reset the clipping range when we don't have any 3D visible props
if (!vtkMath::AreBoundsInitialized(bounds))
{
// default to 0.2 to 10.0 meters in physical space if no data bounds
this->ActiveCamera->SetClippingRange(0.2 * physicalScale, 10.0 * physicalScale);
return;
}
double expandedBounds[6] = { bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5] };
this->ExpandBounds(expandedBounds, this->ActiveCamera->GetModelTransformMatrix());
double trans[3];
win->GetPhysicalTranslation(trans);
range[0] = 0.2; // 20 cm in front of HMD
range[1] = 0.0;
// Find the farthest bounding box vertex
for (k = 0; k < 2; k++)
{
for (j = 0; j < 2; j++)
{
for (i = 0; i < 2; i++)
{
double fard = sqrt((expandedBounds[i] - trans[0]) * (expandedBounds[i] - trans[0]) +
(expandedBounds[2 + j] - trans[1]) * (expandedBounds[2 + j] - trans[1]) +
(expandedBounds[4 + k] - trans[2]) * (expandedBounds[4 + k] - trans[2]));
range[1] = (fard > range[1]) ? fard : range[1];
}
}
}
range[1] /= physicalScale; // convert to physical scale
range[1] += 3.0; // add 3 meters for room to walk around
// to see transmitters make sure far is at least 10 meters
if (range[1] < 10.0)
{
range[1] = 10.0;
}
this->ActiveCamera->SetClippingRange(range[0] * physicalScale, range[1] * physicalScale);
}
VTK_ABI_NAMESPACE_END
|