588 lines
15 KiB
C++
588 lines
15 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file ccamera.cpp
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* @brief
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*/
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#include "ccamera.h"
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#include <wx/log.h>
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/**
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* Trace mask used to enable or disable the trace output of this class.
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* The debug output can be turned on by setting the WXTRACE environment variable to
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* "KI_TRACE_CCAMERA". See the wxWidgets documentation on wxLogTrace for
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* more information.
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*/
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const wxChar *CCAMERA::m_logTrace = wxT( "KI_TRACE_CCAMERA" );
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#define MIN_ZOOM 0.10f
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#define MAX_ZOOM 1.25f
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CCAMERA::CCAMERA( float aRangeScale )
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{
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wxLogTrace( m_logTrace, wxT( "CCAMERA::CCAMERA" ) );
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m_range_scale = aRangeScale;
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m_camera_pos_init = SFVEC3F( 0.0f, 0.0f, -(aRangeScale * 2.0f ) );
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m_board_lookat_pos_init = SFVEC3F( 0.0f );
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m_windowSize = SFVEC2I( 0, 0 );
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m_projectionType = PROJECTION_PERSPECTIVE;
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m_interpolation_mode = INTERPOLATION_BEZIER;
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Reset();
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}
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void CCAMERA::Reset()
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{
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m_parametersChanged = true;
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m_projectionMatrix = glm::mat4( 1.0f );
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m_projectionMatrixInv = glm::mat4( 1.0f );
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m_rotationMatrix = glm::mat4( 1.0f );
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m_rotationMatrixAux = glm::mat4( 1.0f );
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m_lastPosition = wxPoint( 0, 0 );
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m_zoom = 1.0f;
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m_zoom_t0 = 1.0f;
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m_zoom_t1 = 1.0f;
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m_camera_pos = m_camera_pos_init;
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m_camera_pos_t0 = m_camera_pos_init;
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m_camera_pos_t1 = m_camera_pos_init;
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m_lookat_pos = m_board_lookat_pos_init;
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m_lookat_pos_t0 = m_board_lookat_pos_init;
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m_lookat_pos_t1 = m_board_lookat_pos_init;
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m_rotate_aux = SFVEC3F( 0.0f );
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m_rotate_aux_t0 = SFVEC3F( 0.0f );
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m_rotate_aux_t1 = SFVEC3F( 0.0f );
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updateRotationMatrix();
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updateViewMatrix();
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m_viewMatrixInverse = glm::inverse( m_viewMatrix );
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m_scr_nX.clear();
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m_scr_nY.clear();
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rebuildProjection();
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}
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void CCAMERA::Reset_T1()
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{
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m_camera_pos_t1 = m_camera_pos_init;
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m_zoom_t1 = 1.0f;
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m_rotate_aux_t1 = SFVEC3F( 0.0f );
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m_lookat_pos_t1 = m_board_lookat_pos_init;
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}
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void CCAMERA::updateViewMatrix()
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{
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m_viewMatrix = glm::translate( glm::mat4( 1.0f ), m_camera_pos ) *
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m_rotationMatrix * m_rotationMatrixAux *
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glm::translate( glm::mat4( 1.0f ), -m_lookat_pos );
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}
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void CCAMERA::updateRotationMatrix()
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{
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m_rotationMatrixAux = glm::rotate( glm::mat4( 1.0f ),
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m_rotate_aux.x,
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SFVEC3F( 1.0f, 0.0f, 0.0f ) );
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m_rotationMatrixAux = glm::rotate( m_rotationMatrixAux,
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m_rotate_aux.y,
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SFVEC3F( 0.0f, 1.0f, 0.0f ) );
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m_rotationMatrixAux = glm::rotate( m_rotationMatrixAux,
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m_rotate_aux.z,
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SFVEC3F( 0.0f, 0.0f, 1.0f ) );
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m_parametersChanged = true;
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updateViewMatrix();
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updateFrustum();
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}
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const glm::mat4 CCAMERA::GetRotationMatrix() const
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{
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return m_rotationMatrix * m_rotationMatrixAux;
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}
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void CCAMERA::rebuildProjection()
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{
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if( (m_windowSize.x == 0) ||
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(m_windowSize.y == 0) )
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return;
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m_frustum.ratio = (float) m_windowSize.x / (float)m_windowSize.y;
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// Consider that we can render double the length multiplied by the 2/sqrt(2)
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//
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m_frustum.farD = glm::length( m_camera_pos_init ) * 2.0f * ( 2.0f * sqrtf( 2.0f ) );
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switch( m_projectionType )
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{
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default:
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case PROJECTION_PERSPECTIVE:
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m_frustum.nearD = 0.10f;
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// Ratio width / height of the window display
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m_frustum.angle = 45.0f * m_zoom;
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m_projectionMatrix = glm::perspective( glm::radians( m_frustum.angle ),
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m_frustum.ratio,
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m_frustum.nearD,
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m_frustum.farD );
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m_projectionMatrixInv = glm::inverse( m_projectionMatrix );
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m_frustum.tang = glm::tan( glm::radians( m_frustum.angle ) * 0.5f ) ;
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m_focalLen.x = ( (float)m_windowSize.y / (float)m_windowSize.x ) / m_frustum.tang;
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m_focalLen.y = 1.0f / m_frustum.tang;
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m_frustum.nh = m_frustum.nearD * m_frustum.tang;
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m_frustum.nw = m_frustum.nh * m_frustum.ratio;
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m_frustum.fh = m_frustum.farD * m_frustum.tang;
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m_frustum.fw = m_frustum.fh * m_frustum.ratio;
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break;
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case PROJECTION_ORTHO:
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m_frustum.nearD = -m_frustum.farD; // Use a symmetrical clip plane for ortho projection
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const float orthoReductionFactor = m_zoom / 75.0f;
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// Initialize Projection Matrix for Ortographic View
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m_projectionMatrix = glm::ortho( -m_windowSize.x * orthoReductionFactor,
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m_windowSize.x * orthoReductionFactor,
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-m_windowSize.y * orthoReductionFactor,
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m_windowSize.y * orthoReductionFactor,
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m_frustum.nearD, m_frustum.farD );
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m_projectionMatrixInv = glm::inverse( m_projectionMatrix );
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m_frustum.nw = m_windowSize.x * orthoReductionFactor * 2.0f;
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m_frustum.nh = m_windowSize.y * orthoReductionFactor * 2.0f;
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m_frustum.fw = m_frustum.nw;
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m_frustum.fh = m_frustum.nh;
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break;
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}
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m_scr_nX.resize( m_windowSize.x );
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m_scr_nY.resize( m_windowSize.y );
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// Precalc X values for camera -> ray generation
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for( unsigned int x = 0; x < (unsigned int)m_windowSize.x; ++x )
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{
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// Converts 0.0 .. 1.0
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const float xNormalizedDeviceCoordinates = ( ( (float)x + 0.5f ) /
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(m_windowSize.x - 0.0f) );
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// Converts -1.0 .. 1.0
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m_scr_nX[x] = 2.0f * xNormalizedDeviceCoordinates - 1.0f;
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}
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// Precalc Y values for camera -> ray generation
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for( unsigned int y = 0; y < (unsigned int)m_windowSize.y; ++y )
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{
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// Converts 0.0 .. 1.0
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const float yNormalizedDeviceCoordinates = ( ( (float)y + 0.5f ) /
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(m_windowSize.y - 0.0f) );
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// Converts -1.0 .. 1.0
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m_scr_nY[y] = 2.0f * yNormalizedDeviceCoordinates - 1.0f;
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}
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updateFrustum();
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}
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void CCAMERA::updateFrustum()
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{
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// Update matrix and vectors
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m_viewMatrixInverse = glm::inverse( m_viewMatrix );
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m_right = glm::normalize( SFVEC3F( m_viewMatrixInverse *
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glm::vec4( SFVEC3F( 1.0, 0.0, 0.0 ), 0.0 ) ) );
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m_up = glm::normalize( SFVEC3F( m_viewMatrixInverse *
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glm::vec4( SFVEC3F( 0.0, 1.0, 0.0 ), 0.0 ) ) );
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m_dir = glm::normalize( SFVEC3F( m_viewMatrixInverse *
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glm::vec4( SFVEC3F( 0.0, 0.0, 1.0 ), 0.0 ) ) );
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m_pos = SFVEC3F( m_viewMatrixInverse * glm::vec4( SFVEC3F( 0.0, 0.0, 0.0 ), 1.0 ) );
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/*
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* Frustum is a implementation based on a tutorial by
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* http://www.lighthouse3d.com/tutorials/view-frustum-culling/
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*/
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// compute the centers of the near and far planes
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m_frustum.nc = m_pos - m_dir * m_frustum.nearD;
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m_frustum.fc = m_pos - m_dir * m_frustum.farD;
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// compute the 4 corners of the frustum on the near plane
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m_frustum.ntl = m_frustum.nc + m_up * m_frustum.nh - m_right * m_frustum.nw;
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m_frustum.ntr = m_frustum.nc + m_up * m_frustum.nh + m_right * m_frustum.nw;
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m_frustum.nbl = m_frustum.nc - m_up * m_frustum.nh - m_right * m_frustum.nw;
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m_frustum.nbr = m_frustum.nc - m_up * m_frustum.nh + m_right * m_frustum.nw;
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// compute the 4 corners of the frustum on the far plane
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m_frustum.ftl = m_frustum.fc + m_up * m_frustum.fh - m_right * m_frustum.fw;
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m_frustum.ftr = m_frustum.fc + m_up * m_frustum.fh + m_right * m_frustum.fw;
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m_frustum.fbl = m_frustum.fc - m_up * m_frustum.fh - m_right * m_frustum.fw;
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m_frustum.fbr = m_frustum.fc - m_up * m_frustum.fh + m_right * m_frustum.fw;
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// Reserve size for precalc values
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m_right_nX.resize( m_windowSize.x );
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m_up_nY.resize( m_windowSize.y );
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// Precalc X values for camera -> ray generation
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const SFVEC3F right_nw = m_right * m_frustum.nw;
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for( unsigned int x = 0; x < (unsigned int)m_windowSize.x; ++x )
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m_right_nX[x] = right_nw * m_scr_nX[x];
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// Precalc Y values for camera -> ray generation
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const SFVEC3F up_nh = m_up * m_frustum.nh;
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for( unsigned int y = 0; y < (unsigned int)m_windowSize.y; ++y )
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m_up_nY[y] = up_nh * m_scr_nY[y];
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}
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void CCAMERA::MakeRay( const SFVEC2I &aWindowPos,
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SFVEC3F &aOutOrigin,
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SFVEC3F &aOutDirection ) const
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{
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//const SFVEC2I minWindowsPos = glm::min( aWindowPos, m_windowSize );
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wxASSERT( aWindowPos.x < m_windowSize.x );
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wxASSERT( aWindowPos.y < m_windowSize.y );
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const SFVEC2I &minWindowsPos = aWindowPos;
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switch( m_projectionType )
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{
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default:
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case PROJECTION_PERSPECTIVE:
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aOutOrigin = m_up_nY[minWindowsPos.y] + m_right_nX[minWindowsPos.x] + m_frustum.nc;
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aOutDirection = glm::normalize( aOutOrigin - m_pos );
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break;
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case PROJECTION_ORTHO:
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aOutOrigin = (m_up_nY[minWindowsPos.y] + m_right_nX[minWindowsPos.x]) * 0.5f +
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m_frustum.nc;
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aOutDirection = -m_dir;
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break;
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}
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}
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void CCAMERA::MakeRayAtCurrrentMousePosition( SFVEC3F &aOutOrigin,
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SFVEC3F &aOutDirection ) const
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{
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MakeRay( SFVEC2I( m_lastPosition.x,
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m_windowSize.y - m_lastPosition.y ),
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aOutOrigin, aOutDirection );
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}
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const glm::mat4 &CCAMERA::GetProjectionMatrix() const
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{
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return m_projectionMatrix;
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}
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const glm::mat4 &CCAMERA::GetProjectionMatrixInv() const
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{
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return m_projectionMatrixInv;
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}
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void CCAMERA::ResetXYpos()
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{
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m_parametersChanged = true;
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m_camera_pos.x = 0.0f;
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m_camera_pos.y = 0.0f;
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updateViewMatrix();
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updateFrustum();
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}
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void CCAMERA::ResetXYpos_T1()
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{
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m_camera_pos_t1.x = 0.0f;
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m_camera_pos_t1.y = 0.0f;
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}
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const glm::mat4 &CCAMERA::GetViewMatrix() const
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{
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return m_viewMatrix;
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}
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const glm::mat4 &CCAMERA::GetViewMatrix_Inv() const
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{
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return m_viewMatrixInverse;
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}
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void CCAMERA::SetCurMousePosition( const wxPoint &aNewMousePosition )
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{
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m_lastPosition = aNewMousePosition;
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}
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void CCAMERA::SetProjection( PROJECTION_TYPE aProjectionType )
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{
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if( m_projectionType != aProjectionType )
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{
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m_projectionType = aProjectionType;
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rebuildProjection();
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}
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}
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void CCAMERA::ToggleProjection()
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{
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if( m_projectionType == PROJECTION_ORTHO )
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m_projectionType = PROJECTION_PERSPECTIVE;
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else
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m_projectionType = PROJECTION_ORTHO;
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rebuildProjection();
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}
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bool CCAMERA::SetCurWindowSize( const wxSize &aSize )
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{
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const SFVEC2I newSize = SFVEC2I( aSize.x, aSize.y );
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if( m_windowSize != newSize )
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{
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m_windowSize = newSize;
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rebuildProjection();
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return true;
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}
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return false;
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}
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void CCAMERA::ZoomReset()
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{
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m_zoom = 1.0f;
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m_camera_pos.z = m_camera_pos_init.z;
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updateViewMatrix();
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rebuildProjection();
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}
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bool CCAMERA::ZoomIn( float aFactor )
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{
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if( m_zoom > MIN_ZOOM )
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{
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const float old_zoom = m_zoom;
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m_zoom /= aFactor;
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if( m_zoom <= MIN_ZOOM )
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m_zoom = MIN_ZOOM;
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m_camera_pos.z = m_zoom * m_camera_pos_init.z;
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if( old_zoom != m_zoom )
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{
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updateViewMatrix();
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rebuildProjection();
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return true;
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}
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}
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return false;
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}
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bool CCAMERA::ZoomOut( float aFactor )
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{
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if( m_zoom < MAX_ZOOM )
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{
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const float old_zoom = m_zoom;
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m_zoom *= aFactor;
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if( m_zoom >= MAX_ZOOM )
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m_zoom = MAX_ZOOM;
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m_camera_pos.z = m_zoom * m_camera_pos_init.z;
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if( old_zoom != m_zoom )
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{
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updateViewMatrix();
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rebuildProjection();
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return true;
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}
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}
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return false;
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}
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bool CCAMERA::ZoomIn_T1( float aFactor )
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{
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if( m_zoom > MIN_ZOOM )
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{
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m_zoom_t1 = m_zoom / aFactor;
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if( m_zoom_t1 <= MIN_ZOOM )
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m_zoom_t1 = MIN_ZOOM;
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m_camera_pos_t1.z = m_zoom_t1 * m_camera_pos_init.z;
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return true;
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}
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return false;
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}
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bool CCAMERA::ZoomOut_T1( float aFactor )
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{
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if( m_zoom < MAX_ZOOM )
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{
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m_zoom_t1 = m_zoom * aFactor;
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if( m_zoom_t1 >= MAX_ZOOM )
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m_zoom_t1 = MAX_ZOOM;
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m_camera_pos_t1.z = m_zoom_t1 * m_camera_pos_init.z;
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return true;
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}
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return false;
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}
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float CCAMERA::ZoomGet() const
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{
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return m_zoom;
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}
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void CCAMERA::RotateX( float aAngleInRadians )
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{
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m_rotate_aux.x += aAngleInRadians;
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updateRotationMatrix();
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}
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void CCAMERA::RotateY( float aAngleInRadians )
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{
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m_rotate_aux.y += aAngleInRadians;
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updateRotationMatrix();
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}
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void CCAMERA::RotateZ( float aAngleInRadians )
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{
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m_rotate_aux.z += aAngleInRadians;
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updateRotationMatrix();
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}
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void CCAMERA::RotateX_T1( float aAngleInRadians )
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{
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m_rotate_aux_t1.x += aAngleInRadians;
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}
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void CCAMERA::RotateY_T1( float aAngleInRadians )
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{
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m_rotate_aux_t1.y += aAngleInRadians;
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}
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void CCAMERA::RotateZ_T1( float aAngleInRadians )
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{
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m_rotate_aux_t1.z += aAngleInRadians;
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}
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void CCAMERA::SetT0_and_T1_current_T()
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{
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m_camera_pos_t0 = m_camera_pos;
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m_lookat_pos_t0 = m_lookat_pos;
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m_rotate_aux_t0 = m_rotate_aux;
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m_zoom_t0 = m_zoom;
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m_camera_pos_t1 = m_camera_pos;
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m_lookat_pos_t1 = m_lookat_pos;
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m_rotate_aux_t1 = m_rotate_aux;
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m_zoom_t1 = m_zoom;
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}
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void CCAMERA::Interpolate( float t )
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{
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wxASSERT( t >= 0.0f );
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const float t0 = 1.0f - t;
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m_camera_pos = m_camera_pos_t0 * t0 + m_camera_pos_t1 * t;
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m_lookat_pos = m_lookat_pos_t0 * t0 + m_lookat_pos_t1 * t;
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m_rotate_aux = m_rotate_aux_t0 * t0 + m_rotate_aux_t1 * t;
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m_zoom = m_zoom_t0 * t0 + m_zoom_t1 * t;
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m_parametersChanged = true;
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updateRotationMatrix();
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rebuildProjection();
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}
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bool CCAMERA::ParametersChanged()
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{
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const bool parametersChanged = m_parametersChanged;
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m_parametersChanged = false;
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return parametersChanged;
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}
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