[9102] | 1 | ///
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| 2 | /// This file is part of ILNumerics Community Edition.
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| 3 | ///
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| 4 | /// ILNumerics Community Edition - high performance computing for applications.
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| 5 | /// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net
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| 6 | ///
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| 7 | /// ILNumerics Community Edition is free software: you can redistribute it and/or modify
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| 8 | /// it under the terms of the GNU General Public License version 3 as published by
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| 9 | /// the Free Software Foundation.
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| 10 | ///
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| 11 | /// ILNumerics Community Edition is distributed in the hope that it will be useful,
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| 12 | /// but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 13 | /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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| 14 | /// GNU General Public License for more details.
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| 15 | ///
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| 16 | /// You should have received a copy of the GNU General Public License
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| 17 | /// along with ILNumerics Community Edition. See the file License.txt in the root
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| 18 | /// of your distribution package. If not, see <http://www.gnu.org/licenses/>.
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| 19 | ///
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| 20 | /// In addition this software uses the following components and/or licenses:
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| 21 | ///
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| 22 | /// =================================================================================
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| 23 | /// The Open Toolkit Library License
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| 24 | ///
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| 25 | /// Copyright (c) 2006 - 2009 the Open Toolkit library.
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| 26 | ///
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| 27 | /// Permission is hereby granted, free of charge, to any person obtaining a copy
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| 28 | /// of this software and associated documentation files (the "Software"), to deal
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| 29 | /// in the Software without restriction, including without limitation the rights to
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| 30 | /// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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| 31 | /// the Software, and to permit persons to whom the Software is furnished to do
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| 32 | /// so, subject to the following conditions:
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| 33 | ///
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| 34 | /// The above copyright notice and this permission notice shall be included in all
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| 35 | /// copies or substantial portions of the Software.
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| 36 | ///
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| 37 | /// =================================================================================
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| 38 | ///
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| 39 |
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| 40 | using System; |
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| 41 | using OpenTK; |
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| 42 | using OpenTK.Graphics; |
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| 43 | using OpenTK.Math; |
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| 44 | using ILNumerics; |
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| 45 | using ILNumerics.Drawing; |
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| 46 | |
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| 47 | /// <summary> |
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| 48 | /// This is a managed replacement for the OpenGL utilities library |
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| 49 | /// </summary> |
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| 50 | public partial class ILGLU { |
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| 51 | |
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| 52 | /// <summary> |
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| 53 | /// Looks at eye, target, top and moveOffset. |
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| 54 | /// </summary> |
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| 55 | /// <param name='eye'> |
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| 56 | /// Position of camera |
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| 57 | /// </param> |
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| 58 | /// <param name='target'> |
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| 59 | /// Point the camera aims at |
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| 60 | /// </param> |
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| 61 | /// <param name='top'> |
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| 62 | /// 'up' vector of the camera |
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| 63 | /// </param> |
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| 64 | /// <param name='moveOffset'> |
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| 65 | /// offset for moving the whole scene slightly out of center |
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| 66 | /// </param> |
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| 67 | /// <remarks>Reference: http://www.opengl.org/sdk/docs/man/xhtml/gluLookAt.xml </remarks> |
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| 68 | public static void LookAt (ILPoint3Df eye, ILPoint3Df target, ILPoint3Df top, ILPoint3Df moveOffset) |
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| 69 | { |
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| 70 | ILPoint3Df f = ILPoint3Df.normalize(target - eye); |
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| 71 | ILPoint3Df s = ILPoint3Df.cross(f, top); |
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| 72 | ILPoint3Df u = ILPoint3Df.cross(s, f); |
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| 73 | // todo: cache this temp matrix! |
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| 74 | double[] tmpMat = new double[16]; |
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| 75 | tmpMat[0] = s.X; tmpMat[4] = s.Y; tmpMat[8] = s.Z; tmpMat[12] = 0; |
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| 76 | tmpMat[1] = u.X; tmpMat[5] = u.Y; tmpMat[9] = u.Z; tmpMat[13] = 0; |
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| 77 | tmpMat[2] = -f.X; tmpMat[6] = -f.Y; tmpMat[10] = -f.Z; tmpMat[14] = 0; |
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| 78 | tmpMat[3] = 0; tmpMat[7] = 0; tmpMat[11] = 0; tmpMat[15] = 1; |
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| 79 | GL.MultMatrix(tmpMat); |
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| 80 | s = moveOffset - eye; |
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| 81 | GL.Translate( s.X,s.Y,s.Z); |
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| 82 | } |
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| 83 | |
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| 84 | /// <summary> |
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| 85 | /// Get the screen coords of a point from world space coords |
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| 86 | /// </summary> |
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| 87 | /// <param name='worldCoords'> |
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| 88 | /// World coords. |
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| 89 | /// </param> |
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| 90 | /// <param name='mm'> |
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| 91 | /// Modelview matrix (as 1d double vector) |
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| 92 | /// </param> |
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| 93 | /// <param name='pm'> |
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| 94 | /// Projection matrix (as 1d double vector) |
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| 95 | /// </param> |
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| 96 | /// <param name='vm'> |
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| 97 | /// View matrix (as 1d double vector) |
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| 98 | /// </param> |
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| 99 | /// <param name='screen'> |
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| 100 | /// [Output] point with screen coords (and a z value, see OpenGL man pages) |
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| 101 | /// </param> |
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| 102 | /// <remarks>Reference: http://www.opengl.org/sdk/docs/man/xhtml/gluProject.xml </remarks> |
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| 103 | public static void Project(ILPoint3Df worldCoords, double[] mm, double[] pm, int[] vm, out ILPoint3Df screen) { |
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| 104 | screen = new ILPoint3Df(); |
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| 105 | screen.X = (float)((pm[0] * mm[00] + pm[4] * mm[01] + pm[8] * mm[02] + pm[12] * mm[03]) * worldCoords.X |
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| 106 | +(pm[0] * mm[04] + pm[4] * mm[05] + pm[8] * mm[06] + pm[12] * mm[07]) * worldCoords.Y |
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| 107 | +(pm[0] * mm[08] + pm[4] * mm[09] + pm[8] * mm[10] + pm[12] * mm[11]) * worldCoords.Z |
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| 108 | +(pm[0] * mm[12] + pm[4] * mm[13] + pm[8] * mm[14] + pm[12] * mm[15])); |
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| 109 | |
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| 110 | screen.Y = (float)((pm[1] * mm[00] + pm[5] * mm[01] + pm[9] * mm[02] + pm[13] * mm[03]) * worldCoords.X |
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| 111 | +(pm[1] * mm[04] + pm[5] * mm[05] + pm[9] * mm[06] + pm[13] * mm[07]) * worldCoords.Y |
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| 112 | +(pm[1] * mm[08] + pm[5] * mm[09] + pm[9] * mm[10] + pm[13] * mm[11]) * worldCoords.Z |
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| 113 | +(pm[1] * mm[12] + pm[5] * mm[13] + pm[9] * mm[14] + pm[13] * mm[15])); |
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| 114 | |
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| 115 | screen.Z = (float)((pm[2] * mm[00] + pm[6] * mm[01] + pm[10] * mm[02] + pm[14] * mm[03]) * worldCoords.X |
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| 116 | +(pm[2] * mm[04] + pm[6] * mm[05] + pm[10] * mm[06] + pm[14] * mm[07]) * worldCoords.Y |
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| 117 | +(pm[2] * mm[08] + pm[6] * mm[09] + pm[10] * mm[10] + pm[14] * mm[11]) * worldCoords.Z |
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| 118 | +(pm[2] * mm[12] + pm[6] * mm[13] + pm[10] * mm[14] + pm[14] * mm[15])); |
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| 119 | |
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| 120 | screen.X = vm[0] + (vm[2] * (screen.X + 1f)) / 2f; |
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| 121 | screen.Y = vm[1] + (vm[3] * (screen.Y + 1f)) / 2f; |
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| 122 | screen.Z = (screen.Z + 1) / 2; |
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| 123 | } |
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| 124 | |
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| 125 | /// <summary> |
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| 126 | /// Convert screen coordinates into world coordinates |
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| 127 | /// </summary> |
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| 128 | /// <param name='screen'> |
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| 129 | /// Screen coordinates X,Y (and Z: see the OpenGL manual) |
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| 130 | /// </param> |
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| 131 | /// <param name='mm'> |
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| 132 | /// Modelview matrix |
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| 133 | /// </param> |
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| 134 | /// <param name='pm'> |
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| 135 | /// Projection matrix |
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| 136 | /// </param> |
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| 137 | /// <param name='vm'> |
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| 138 | /// View matrix |
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| 139 | /// </param> |
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| 140 | /// <param name='world'> |
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| 141 | /// [Output] World coordinates |
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| 142 | /// </param> |
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| 143 | /// <remarks>Reference: http://www.opengl.org/sdk/docs/man/xhtml/gluUnProject.xml </remarks> |
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| 144 | public static void UnProject(ILPoint3Df screen, double[] mm, double[] pm, int[] vm, out ILPoint3Df world) { |
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| 145 | Matrix4 p = new Matrix4 (new Vector4((float)pm[0],(float)pm[4],(float)pm[8],(float)pm[12]), |
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| 146 | new Vector4((float)pm[1],(float)pm[5],(float)pm[9],(float)pm[13]), |
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| 147 | new Vector4((float)pm[2],(float)pm[6],(float)pm[10],(float)pm[14]), |
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| 148 | new Vector4((float)pm[3],(float)pm[7],(float)pm[11],(float)pm[15])); |
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| 149 | |
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| 150 | Matrix4 m = new Matrix4 (new Vector4((float)mm[0],(float)mm[4],(float)mm[8],(float)mm[12]), |
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| 151 | new Vector4((float)mm[1],(float)mm[5],(float)mm[9],(float)mm[13]), |
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| 152 | new Vector4((float)mm[2],(float)mm[6],(float)mm[10],(float)mm[14]), |
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| 153 | new Vector4((float)mm[3],(float)mm[7],(float)mm[11],(float)mm[15])); |
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| 154 | |
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| 155 | Vector4 normScreen = new Vector4( |
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| 156 | 2f * ( screen.X - vm[0]) / vm[2] - 1f, |
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| 157 | 2f * ( screen.Y - vm[1]) / vm[3] - 1f, |
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| 158 | 2f * screen.Z - 1f, |
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| 159 | 1); |
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| 160 | Matrix4 p_m = Matrix4.Mult(p, m); |
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| 161 | Matrix4 inv_mp = Matrix4.Invert( p_m ); |
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| 162 | |
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| 163 | world.X = inv_mp.Row0.X*normScreen.X+inv_mp.Row0.Y*normScreen.Y+inv_mp.Row0.Z*normScreen.Z+inv_mp.Row0.W; |
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| 164 | world.Y = inv_mp.Row1.X*normScreen.X+inv_mp.Row1.Y*normScreen.Y+inv_mp.Row1.Z*normScreen.Z+inv_mp.Row1.W; |
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| 165 | world.Z = inv_mp.Row2.X*normScreen.X+inv_mp.Row2.Y*normScreen.Y+inv_mp.Row2.Z*normScreen.Z+inv_mp.Row2.W; |
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| 166 | |
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| 167 | } |
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| 168 | } |
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