Files
opennurbs/opennurbs_viewport.cpp
2025-02-17 07:10:23 -08:00

5173 lines
139 KiB
C++

//
// Copyright (c) 1993-2022 Robert McNeel & Associates. All rights reserved.
// OpenNURBS, Rhinoceros, and Rhino3D are registered trademarks of Robert
// McNeel & Associates.
//
// THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY.
// ALL IMPLIED WARRANTIES OF FITNESS FOR ANY PARTICULAR PURPOSE AND OF
// MERCHANTABILITY ARE HEREBY DISCLAIMED.
//
// For complete openNURBS copyright information see <http://www.opennurbs.org>.
//
////////////////////////////////////////////////////////////////
#include "opennurbs.h"
#if !defined(ON_COMPILING_OPENNURBS)
// This check is included in all opennurbs source .c and .cpp files to insure
// ON_COMPILING_OPENNURBS is defined when opennurbs source is compiled.
// When opennurbs source is being compiled, ON_COMPILING_OPENNURBS is defined
// and the opennurbs .h files alter what is declared and how it is declared.
#error ON_COMPILING_OPENNURBS must be defined when compiling opennurbs
#endif
ON_OBJECT_IMPLEMENT( ON_Viewport, ON_Geometry, "D66E5CCF-EA39-11d3-BFE5-0010830122F0" );
static double len2d( double x, double y )
{
double d= 0.0;
double fx = fabs(x);
double fy = fabs(y);
if ( fx > fy ) {
d = fy/fx;
d = fx*sqrt(1.0+d*d);
}
else if ( fy > fx ){
d = fx/fy;
d = fy*sqrt(1.0+d*d);
}
return d;
}
static void unitize2d( double x, double y, double* ux, double* uy )
{
const double eps = 2.0*ON_SQRT_EPSILON;
// carefully turn two numbers into a 2d unit vector
double s, c, d;
c = x;
s = y;
if ( s == 0.0 ) {
c = (c < 0.0) ? -1.0 : 1.0;
}
else {
if ( fabs(s) > fabs(c) ) {
d = c/s;
d = fabs(s)*sqrt(1.0+d*d);
}
else {
d = s/c;
d = fabs(c)*sqrt(1.0+d*d);
}
d = 1.0/d;
if ( fabs(d-1.0) > eps ) {
s *= d;
c *= d;
}
if ( fabs(s) <= eps || fabs(c) >= 1.0-eps ) {
s = 0.0;
c = (c < 0.0) ? -1.0 : 1.0;
}
else if ( fabs(c) < eps || fabs(s) >= 1.0-eps) {
c = 0.0;
s = (s < 0.0) ? -1.0 : 1.0;
}
}
if ( ux )
*ux = c;
if ( uy )
*uy = s;
}
static
bool ON__IsCameraFrameUnitVectorHelper( const ON_3dVector& v )
{
// looser standard than ON_3dVector::IsUnitVector() so
// going to/from floats in OpenGL and Direct3d doesn't
// create "invalid" views.
return (v.x != ON_UNSET_VALUE && v.y != ON_UNSET_VALUE && v.z != ON_UNSET_VALUE && fabs(v.Length() - 1.0) <= 1.0e-6);
}
static
bool ON__IsCameraFramePerpindicular( const ON_3dVector& unit_vector0,const ON_3dVector& unit_vector1 )
{
return ( fabs(unit_vector0.x*unit_vector1.x + unit_vector0.y*unit_vector1.y + unit_vector0.z*unit_vector1.z) <= 1.0e-6 );
}
bool
ON_GetViewportRotationAngles(
const ON_3dVector& X, // X,Y,Z must be a right handed orthonormal basis
const ON_3dVector& Y,
const ON_3dVector& Z,
double* angle1, // returns rotation about world Z
double* angle2, // returns rotation about world X ( 0 <= a2 <= pi )
double* angle3 // returns rotation about world Z
)
{
// double a1 = 0.0; // rotation about world Z
// double a2 = 0.0; // rotation about world X ( 0 <= a2 <= pi )
// double a3 = 0.0; // rotation about world Z
bool bValidFrame = false;
double sin_a1 = 0.0;
double cos_a1 = 1.0;
double sin_a2 = 0.0;
double cos_a2 = 1.0;
double sin_a3 = 0.0;
double cos_a3 = 1.0;
// If si = sin(ai) and ci = cos(ai), then the relationship between the camera
// frame and the angles is defined by the matrix equation C = R3*R2*R1, where:
//
// c1 -s1 0 1 0 0 c3 -s3 0
// R1 = s1 c1 0 R2 = 0 c2 -s2 R3 = s3 c3 0
// 0 0 1 0 s2 c2 0 0 1
//
// CamX[0] CamY[0] CamZ[0]
// C = CamX[1] CamY[1] CamZ[1]
// CamX[2] CamY[2] CamZ[2]
//
// . . s2*s3
//
// R3*R2*R1 = . . -s2*c3
//
// s1*s2 c1*s2 c2
//
{
// don't attempt to work with slop
const double eps = 8.0*ON_SQRT_EPSILON;
double dx,dy,dz,d;
dx = X*X;
dy = Y*Y;
dz = Z*Z;
if ( fabs(dx-1.0) <= eps && fabs(dy-1.0) <= eps && fabs(dz-1.0) <= eps ) {
dx = X*Y;
dy = Y*Z;
dz = Z*X;
if ( fabs(dx) <= eps && fabs(dy) <= eps && fabs(dz) <= eps ) {
d = ON_TripleProduct( X, Y, Z );
bValidFrame = (d > 0.0);
}
}
}
if ( bValidFrame )
{
// Usually "Z" = opposite of unitized camera direction.
// "Y" = camera up made ortho to "Z" and unitized.
// "X" = YxZ.
// So, when possible, I solve for angles in terms
// of "Z" and "Y" since "X" will generally have the most noise.
//
// Use C = R3*R2*R1 to get sin(a2), cos(a2).
cos_a2 = Z.z;
sin_a2 = len2d(Z.x,Z.y);
unitize2d(cos_a2,sin_a2,&cos_a2,&sin_a2); // kill noise
if ( sin_a2 > 0.0 ) {
// use bottom row to get angle1.
sin_a1 = X.z;
cos_a1 = Y.z;
unitize2d(cos_a1,sin_a1,&cos_a1,&sin_a1); // kill noise
// use right column to get angle3
cos_a3 = -Z.y;
sin_a3 = Z.x;
unitize2d(cos_a3,sin_a3,&cos_a3,&sin_a3); // kill noise
}
else if ( cos_a2 == 1.0 ) {
// R2 = identity and C determines (angle1+angle3)
// arbitrarily set angle1 = 0.
cos_a3 = Y.y; // = cos(angle3+angle1)
sin_a3 = -Y.x; // = sin(angle3+angle1)
}
else if ( cos_a2 == -1.0 ) {
// R2 = [1 0 0 / 0 -1 0/ 0 0 -1] and C determines (angle3-angle1)
// arbitrarily set angle1 = 0
cos_a3 = -Y.y; // = cos(angle3-angle1)
sin_a3 = Y.x; // = sin(angle3-angle1)
}
}
if ( cos_a1 == -1.0 && sin_a1 == 0.0 ) {
// when a1 = pi, juggle angles to get a1 = 0 with
// same effective rotation to keep legacy 3d apps
// happy.
// a1: pi -> 0
// a2: a2 -> 2pi - a2
// a1: a3 -> pi + a3
sin_a1 = 0.0;
cos_a1 = 0.0;
sin_a2 = -sin_a2;
sin_a3 = -sin_a3;
cos_a3 = -cos_a3;
}
if ( angle1 )
*angle1 = atan2( sin_a1, cos_a1 );
if ( angle2 )
*angle2 = atan2( sin_a2, cos_a2 );
if ( angle3 )
*angle3 = atan2( sin_a3, cos_a3 );
return bValidFrame;
}
void ON_Viewport::SetPerspectiveClippingPlaneConstraints(
unsigned int depth_buffer_bit_depth
)
{
double min_near_dist = 0.0;
double min_near_over_far = 0.0;
ON_Viewport::GetPerspectiveClippingPlaneConstraints(m_CamLoc,depth_buffer_bit_depth,&min_near_dist,&min_near_over_far);
SetPerspectiveMinNearDist(min_near_dist);
SetPerspectiveMinNearOverFar(min_near_over_far);
}
void ON_Viewport::SetPerspectiveMinNearOverFar(double min_near_over_far)
{
if ( ON_IsValid(min_near_over_far)
&& min_near_over_far > ON_ZERO_TOLERANCE
&& min_near_over_far < 1.0-ON_ZERO_TOLERANCE
)
{
m__MIN_NEAR_OVER_FAR = min_near_over_far;
}
}
double ON_Viewport::PerspectiveMinNearOverFar() const
{
return m__MIN_NEAR_OVER_FAR;
}
void ON_Viewport::SetPerspectiveMinNearDist(double min_near_dist)
{
if ( ON_IsValid(min_near_dist) && min_near_dist > ON_ZERO_TOLERANCE )
{
m__MIN_NEAR_DIST = min_near_dist;
}
}
double ON_Viewport::PerspectiveMinNearDist() const
{
return m__MIN_NEAR_DIST;
}
void ON_Viewport::Initialize()
{
*this = ON_Viewport::DefaultTopViewYUp;
}
bool ON_Viewport::Read( ON_BinaryArchive& file )
{
*this = ON_Viewport::DefaultTopViewYUp;
m_bValidCamera = false;
m_bValidFrustum = false;
m_bValidPort = false;
m_bValidCameraFrame = false;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
int major_version = 0;
int minor_version = 1;
bool rc = file.Read3dmChunkVersion(&major_version,&minor_version);
if (rc && major_version==1)
{
// common to all 1.x versions
int i=0;
if (rc) rc = file.ReadInt( &i );
if (rc) m_bValidCamera = (i?true:false);
if (rc)
m_bValidCameraFrame = m_bValidCamera;
if (rc) rc = file.ReadInt( &i );
if (rc) m_bValidFrustum = (i?true:false);
if (rc) rc = file.ReadInt( &i );
if (rc) m_bValidPort = (i?true:false);
if (rc) rc = file.ReadInt( &i );
if (rc) m_projection = ON::ViewProjection(i);
if (rc) rc = file.ReadPoint( m_CamLoc );
if (rc) rc = file.ReadVector( m_CamDir );
if (rc) rc = file.ReadVector( m_CamUp );
if (rc) rc = file.ReadVector( m_CamX );
if (rc) rc = file.ReadVector( m_CamY );
if (rc) rc = file.ReadVector( m_CamZ );
if (rc) rc = file.ReadDouble( &m_frus_left );
if (rc) rc = file.ReadDouble( &m_frus_right );
if (rc) rc = file.ReadDouble( &m_frus_bottom );
if (rc) rc = file.ReadDouble( &m_frus_top );
if (rc) rc = file.ReadDouble( &m_frus_near );
if (rc) rc = file.ReadDouble( &m_frus_far );
if (rc) rc = file.ReadInt( &m_port_left );
if (rc) rc = file.ReadInt( &m_port_right );
if (rc) rc = file.ReadInt( &m_port_bottom );
if (rc) rc = file.ReadInt( &m_port_top );
if (rc) rc = file.ReadInt( &m_port_near );
if (rc) rc = file.ReadInt( &m_port_far );
if ( m_bValidCamera )
{
if ( !ON_Viewport::IsValidCameraLocation(m_CamLoc) )
{
ON_ERROR("ON_Viewport.m_bValidCamera in file was true and it should be false.");
m_bValidCamera = false;
}
if ( !ON_Viewport::IsValidCameraUpOrDirection(m_CamUp) || !ON_Viewport::IsValidCameraUpOrDirection(m_CamDir) )
{
ON_ERROR("ON_Viewport.m_bValidCamera in file was true and it should be false.");
m_bValidCamera = false;
m_bValidCameraFrame = false;
}
if (!m_bValidCamera)
{
if (ON::view_projection::perspective_view == m_projection)
SetCamera(ON_Viewport::DefaultPerspectiveViewZUp, true);
else
SetCamera(ON_Viewport::DefaultTopViewYUp, true);
}
}
if (rc && minor_version >= 1 )
{
// 1.1 fields
if (rc) rc = file.ReadUuid(m_viewport_id);
if (rc && minor_version >= 2 )
{
// 1.2 fields
bool b;
b = false;
if (rc) rc = file.ReadBool(&b);
if (rc) SetCameraUpLock(b);
b = false;
if (rc) rc = file.ReadBool(&b);
if (rc) SetCameraDirectionLock(b);
b = false;
if (rc) rc = file.ReadBool(&b);
if (rc) SetCameraLocationLock(b);
b = false;
if (rc) rc = file.ReadBool(&b);
if (rc) SetFrustumLeftRightSymmetry(b);
b = false;
if (rc) rc = file.ReadBool(&b);
if (rc) SetFrustumTopBottomSymmetry(b);
if (rc && minor_version >= 3 )
{
// added 18, June 2013 to V6
rc = file.ReadPoint(m_target_point);
if (rc && minor_version >= 4)
{
rc = file.ReadBool(&m_bValidCameraFrame);
if (rc && minor_version >= 5)
{
double scaleX = 1, scaleY = 1, scaleZ = 1;
rc = file.ReadDouble(&scaleX);
if (rc) rc = file.ReadDouble(&scaleY);
if (rc) rc = file.ReadDouble(&scaleZ);
if (rc)
{
SetViewScale(scaleX, scaleY, scaleZ);
}
}
}
}
}
}
if( m_bValidFrustum )
{
if ( !ON_IsValid(m_frus_left) || !ON_IsValid(m_frus_right)
|| !ON_IsValid(m_frus_top) || !ON_IsValid(m_frus_bottom)
|| !ON_IsValid(m_frus_near) || !ON_IsValid(m_frus_far)
|| !(m_frus_left < m_frus_right)
|| !(m_frus_bottom < m_frus_top)
|| !(0.0 < m_frus_near)
|| !(m_frus_near < m_frus_far)
|| !(-ON_NONSENSE_WORLD_COORDINATE_VALUE < m_frus_left)
|| !(m_frus_right < ON_NONSENSE_WORLD_COORDINATE_VALUE)
|| !(-ON_NONSENSE_WORLD_COORDINATE_VALUE < m_frus_bottom)
|| !(m_frus_top < ON_NONSENSE_WORLD_COORDINATE_VALUE)
|| !(m_frus_far < ON_NONSENSE_WORLD_COORDINATE_VALUE)
)
{
ON_ERROR("ON_Viewport.m_bValidFrustum in file was true and it should be false.");
m_bValidFrustum = false;
}
}
}
return rc;
}
bool ON_Viewport::Write( ON_BinaryArchive& file ) const
{
// 10 Jan 2022 S. Baer
// version 1.5: write view scale
bool rc = file.Write3dmChunkVersion(1,5);
if (rc)
{
int i = m_bValidCamera?1:0;
if (rc) rc = file.WriteInt( i );
i = m_bValidFrustum?1:0;
if (rc) rc = file.WriteInt( i );
i = m_bValidPort?1:0;
if (rc) rc = file.WriteInt( i );
i = m_projection;
if ( file.Archive3dmVersion() <= 4 && IsPerspectiveProjection() )
{
// V4 files do not support 2 point perspective projection
i = ON::perspective_view;
}
if (rc) rc = file.WriteInt( i );
if (rc) rc = file.WritePoint( m_CamLoc );
if (rc) rc = file.WriteVector( m_CamDir );
if (rc) rc = file.WriteVector( m_CamUp );
if (rc) rc = file.WriteVector( m_CamX );
if (rc) rc = file.WriteVector( m_CamY );
if (rc) rc = file.WriteVector( m_CamZ );
if (rc) rc = file.WriteDouble( m_frus_left );
if (rc) rc = file.WriteDouble( m_frus_right );
if (rc) rc = file.WriteDouble( m_frus_bottom );
if (rc) rc = file.WriteDouble( m_frus_top );
if (rc) rc = file.WriteDouble( m_frus_near );
if (rc) rc = file.WriteDouble( m_frus_far );
if (rc) rc = file.WriteInt( m_port_left );
if (rc) rc = file.WriteInt( m_port_right );
if (rc) rc = file.WriteInt( m_port_bottom );
if (rc) rc = file.WriteInt( m_port_top );
if (rc) rc = file.WriteInt( m_port_near );
if (rc) rc = file.WriteInt( m_port_far );
// 1.1 fields
if (rc) rc = file.WriteUuid(m_viewport_id);
// 1.2 fields
bool b;
b = CameraUpIsLocked();
if (rc) rc = file.WriteBool(b);
b = CameraDirectionIsLocked();
if (rc) rc = file.WriteBool(b);
b = CameraLocationIsLocked();
if (rc) rc = file.WriteBool(b);
b = FrustumIsLeftRightSymmetric();
if (rc) rc = file.WriteBool(b);
b = FrustumIsTopBottomSymmetric();
if (rc) rc = file.WriteBool(b);
// 1.3 fields - added 18, June 2013 to V6
if (rc) rc = file.WritePoint(m_target_point);
// 1.4 fields - added Oct 13 2016 to V6
if (rc) rc = file.WriteBool(m_bValidCameraFrame);
// 1.5 fields - added Jan 10 2022 to V8
if (rc)
{
double scaleX = 1.0, scaleY = 1.0, scaleZ = 1.0;
GetViewScale(&scaleX, &scaleY, &scaleZ);
rc = file.WriteDouble(scaleX);
if (rc) rc = file.WriteDouble(scaleY);
if (rc) rc = file.WriteDouble(scaleZ);
}
}
return rc;
}
/*
Description:
Copy camera location, up, direction and frame from source_viewport.
*/
bool ON_Viewport::SetCamera(
const ON_Viewport& source_viewport,
bool bBreakLocks
)
{
if (bBreakLocks)
{
SetCameraDirectionLock(false);
SetCameraUpLock(false);
SetCameraLocationLock(false);
}
SetCameraDirection(source_viewport.CameraDirection());
SetCameraUp(source_viewport.CameraUp());
SetCameraLocation(source_viewport.CameraLocation());
return m_bValidCamera;
}
bool ON_Viewport::SetFrustum(
const ON_Viewport& source_viewport,
bool bBreakLocks
)
{
if (bBreakLocks)
{
UnlockFrustumSymmetry();
}
const bool rc = SetFrustum(
source_viewport.FrustumLeft(),
source_viewport.FrustumRight(),
source_viewport.FrustumBottom(),
source_viewport.FrustumTop(),
source_viewport.FrustumNear(),
source_viewport.FrustumFar()
);
if (bBreakLocks && IsValidFrustum() )
{
SetFrustumLeftRightSymmetry(source_viewport.FrustumIsLeftRightSymmetric());
SetFrustumTopBottomSymmetry(source_viewport.FrustumIsTopBottomSymmetric());
}
return rc;
}
ON_SHA1_Hash ON_Viewport::ViewProjectionContentHash() const
{
if (m_projection_content_sha1.IsZeroDigest())
{
ON_SHA1 sha1;
sha1.AccumulateUnsigned32(static_cast<unsigned int>(m_projection));
if (ON_Viewport::IsValidCameraLocation(m_CamLoc))
sha1.Accumulate3dPoint(m_CamLoc);
if (m_bValidCameraFrame)
{
sha1.Accumulate3dVector(m_CamX);
sha1.Accumulate3dVector(m_CamY);
sha1.Accumulate3dVector(m_CamZ);
}
if (m_bValidFrustum)
{
sha1.AccumulateDouble(m_frus_left);
sha1.AccumulateDouble(m_frus_right);
sha1.AccumulateDouble(m_frus_bottom);
sha1.AccumulateDouble(m_frus_top);
sha1.AccumulateDouble(m_frus_near);
sha1.AccumulateDouble(m_frus_far);
}
if (m_bValidPort)
{
sha1.AccumulateInteger32(m_port_left);
sha1.AccumulateInteger32(m_port_right);
sha1.AccumulateInteger32(m_port_bottom);
sha1.AccumulateInteger32(m_port_top);
sha1.AccumulateInteger32(m_port_near);
sha1.AccumulateInteger32(m_port_far);
}
m_projection_content_sha1 = sha1.Hash();
}
return m_projection_content_sha1;
}
ON_Viewport* ON_Viewport::ShallowCopy(ON_Viewport* destination) const
{
if (nullptr == destination)
destination = new ON_Viewport();
else
{
destination->PurgeUserData();
if (this == destination)
return destination; // The caller is probably confused but this is what they should get.
*destination = ON_Viewport::DefaultTopViewYUp; // default ctor values
}
#define ON_INTERNAL_SHALLOW_FIELD_COPY(field) destination->field = this->field
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bValidCamera);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bValidFrustum);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bValidPort);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bValidCameraFrame);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_projection);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bLockCamUp);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bLockCamDir);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_bLockCamLoc);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frustum_symmetry_flags);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_CamLoc);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_CamDir);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_CamUp);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_CamX);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_CamY);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_CamZ);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frus_left);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frus_right);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frus_bottom);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frus_top);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frus_near);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_frus_far);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_port_left);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_port_right);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_port_bottom);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_port_top);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_port_near);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_port_far);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_target_point);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_viewport_id);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_clip_mods);
ON_INTERNAL_SHALLOW_FIELD_COPY(m_clip_mods_inverse);
ON_INTERNAL_SHALLOW_FIELD_COPY(m__MIN_NEAR_DIST);
ON_INTERNAL_SHALLOW_FIELD_COPY(m__MIN_NEAR_OVER_FAR);
#undef ON_INTERNAL_SHALLOW_COPY
return destination;
}
bool ON_Viewport::IsValidCameraLocation(
ON_3dPoint candidate_point
)
{
const double x
= candidate_point.IsValid()
? candidate_point.MaximumCoordinate()
: ON_NONSENSE_WORLD_COORDINATE_VALUE;
return (x < ON_NONSENSE_WORLD_COORDINATE_VALUE && x >= 0.0);
}
bool ON_Viewport::IsValidCameraUpOrDirection(
ON_3dVector candidate_vector
)
{
const double x
= candidate_vector.IsValid()
? candidate_vector.MaximumCoordinate()
: 0.0;
return (x < ON_NONSENSE_WORLD_COORDINATE_VALUE && x > ON_ZERO_TOLERANCE);
}
bool ON_Viewport::IsValidCamera() const
{
return ( m_bValidCamera );
}
bool ON_Viewport::IsValidCameraFrame() const
{
return ( m_bValidCameraFrame );
}
bool ON_Viewport::IsValidFrustum() const
{
return ( m_bValidFrustum );
}
bool ON_Viewport::IsValid( ON_TextLog* text_log ) const
{
if ( !IsValidCamera() )
{
if ( 0 != text_log )
{
text_log->Print("invalid viewport camera settings.\n");
}
return false;
}
if ( !IsValidFrustum() )
{
if ( 0 != text_log )
{
text_log->Print("invalid viewport frustum settings.\n");
}
return false;
}
if ( !m_bValidPort )
{
if ( 0 != text_log )
{
text_log->Print("invalid viewport port extents settings.\n");
}
return false;
}
return true;
}
int ON_Viewport::Dimension() const
{
return 3;
}
bool ON_Viewport::GetNearPlane( ON_Plane& near_plane ) const
{
bool rc = IsValidFrustum() && IsValidCamera();
if ( rc )
{
near_plane.origin = m_CamLoc - m_frus_near*m_CamZ;
near_plane.xaxis = m_CamX;
near_plane.yaxis = m_CamY;
near_plane.zaxis = m_CamZ;
near_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetNearPlaneEquation(
ON_PlaneEquation& near_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
rc = near_plane_equation.Create(m_CamLoc - m_frus_near*m_CamZ,m_CamZ);
}
return rc;
}
bool ON_Viewport::GetFarPlane( ON_Plane& far_plane ) const
{
bool rc = IsValidFrustum() && IsValidCamera();
if ( rc )
{
far_plane.origin = m_CamLoc - m_frus_far*m_CamZ;
far_plane.xaxis = m_CamX;
far_plane.yaxis = m_CamY;
far_plane.zaxis = m_CamZ;
far_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetFarPlaneEquation(
ON_PlaneEquation& far_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
rc = far_plane_equation.Create(m_CamLoc - m_frus_far*m_CamZ,m_CamZ);
}
return rc;
}
bool ON_Viewport::GetViewPlane(
double view_plane_depth,
ON_Plane& view_plane
) const
{
bool rc = IsValidFrustum() && IsValidCamera();
if ( rc )
{
view_plane.origin = m_CamLoc - view_plane_depth*m_CamZ;
view_plane.xaxis = m_CamX;
view_plane.yaxis = m_CamY;
view_plane.zaxis = m_CamZ;
view_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetViewPlaneEquation(
double view_plane_depth,
ON_PlaneEquation& view_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
rc = view_plane_equation.Create(m_CamLoc - view_plane_depth*m_CamZ,m_CamZ);
}
return rc;
}
bool ON_Viewport::GetNearRect(
ON_3dPoint& left_bottom,
ON_3dPoint& right_bottom,
ON_3dPoint& left_top,
ON_3dPoint& right_top
) const
{
ON_Plane near_plane;
bool rc = GetNearPlane( near_plane );
if (rc ) {
double x = 1.0, y = 1.0;
GetViewScale(&x,&y);
x = 1.0/x;
y = 1.0/y;
left_bottom = near_plane.PointAt( x*m_frus_left, y*m_frus_bottom );
right_bottom = near_plane.PointAt( x*m_frus_right, y*m_frus_bottom );
left_top = near_plane.PointAt( x*m_frus_left, y*m_frus_top );
right_top = near_plane.PointAt( x*m_frus_right, y*m_frus_top );
}
return rc;
}
bool ON_Viewport::GetFarRect(
ON_3dPoint& left_bottom,
ON_3dPoint& right_bottom,
ON_3dPoint& left_top,
ON_3dPoint& right_top
) const
{
ON_Plane far_plane;
bool rc = GetFarPlane( far_plane );
if (rc )
{
double s = IsPerspectiveProjection()
? m_frus_far/m_frus_near
: 1.0;
double x = 1.0, y = 1.0;
GetViewScale(&x,&y);
x = 1.0/x;
y = 1.0/y;
left_bottom = far_plane.PointAt( s*x*m_frus_left, s*y*m_frus_bottom );
right_bottom = far_plane.PointAt( s*x*m_frus_right, s*y*m_frus_bottom );
left_top = far_plane.PointAt( s*x*m_frus_left, s*y*m_frus_top );
right_top = far_plane.PointAt( s*x*m_frus_right, s*y*m_frus_top );
}
return rc;
}
bool ON_Viewport::GetViewPlaneRect(
double view_plane_depth,
ON_3dPoint& left_bottom,
ON_3dPoint& right_bottom,
ON_3dPoint& left_top,
ON_3dPoint& right_top
) const
{
ON_Plane view_plane;
bool rc = GetViewPlane( view_plane_depth, view_plane );
if (rc )
{
double s = IsPerspectiveProjection()
? view_plane_depth/m_frus_near
: 1.0;
double x = 1.0, y = 1.0;
GetViewScale(&x,&y);
x = 1.0/x;
y = 1.0/y;
left_bottom = view_plane.PointAt( s*x*m_frus_left, s*y*m_frus_bottom );
right_bottom = view_plane.PointAt( s*x*m_frus_right, s*y*m_frus_bottom );
left_top = view_plane.PointAt( s*x*m_frus_left, s*y*m_frus_top );
right_top = view_plane.PointAt( s*x*m_frus_right, s*y*m_frus_top );
}
return rc;
}
bool ON_Viewport::GetBBox(
double* boxmin,
double* boxmax,
bool bGrowBox
) const
{
ON_3dPoint corners[9];
bool rc = GetNearRect(corners[0],corners[1],corners[2],corners[3]);
if (rc)
rc = GetFarRect(corners[4],corners[5],corners[6],corners[7]);
corners[8] = m_CamLoc;
if (rc)
{
rc = ON_GetPointListBoundingBox(
3, 0, 9,
3, &corners[0].x,
boxmin, boxmax, bGrowBox?true:false
);
}
return rc;
}
bool ON_Viewport::Transform( const ON_Xform& xform )
{
bool rc = IsValidCamera() && xform.IsValid();
if (rc)
{
// save input settings
const ON_3dPoint c0 = m_CamLoc;
const ON_3dPoint u0 = m_CamUp;
const ON_3dPoint d0 = m_CamDir;
const ON_3dPoint x0 = m_CamX;
const ON_3dPoint y0 = m_CamY;
const ON_3dPoint z0 = m_CamZ;
const ON_3dPoint t0 = m_target_point;
const bool bValidCamera0 = m_bValidCamera;
const bool bValidCameraFrame0 = m_bValidCameraFrame;
// compute transformed settings
ON_3dPoint c = xform*c0;
ON_3dVector u = (xform*(c0 + u0)) - c;
ON_3dVector d = (xform*(c0 + d0)) - c;
ON_3dPoint t = t0.IsValid() ? (xform*t0) : ON_3dPoint::UnsetPoint;
if ( m_bLockCamLoc )
c = m_CamLoc;
if ( m_bLockCamUp )
u = m_CamY;
if ( m_bLockCamDir )
d = -m_CamZ;
if ( !u.IsValid() || !d.IsValid()
|| u.IsTiny() || d.IsTiny()
|| ON_CrossProduct(u,d).IsTiny() )
{
rc = false;
}
else
{
if ( m_bLockCamUp && !m_bLockCamDir )
{
d.Unitize();
if ( fabs(d*u) <= ON_ZERO_TOLERANCE )
d = -m_CamZ;
}
else if ( m_bLockCamDir && !m_bLockCamUp )
{
u.Unitize();
if ( fabs(d*u) <= ON_ZERO_TOLERANCE )
u = m_CamY;
}
// set new camera position
if ( !m_bLockCamLoc )
SetCameraLocation(c);
if ( !m_bLockCamDir )
SetCameraDirection(d);
if ( !m_bLockCamUp)
SetCameraUp(u);
SetTargetPoint(t);
rc = SetCameraFrame();
if ( !rc )
{
// restore input settings
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
m_CamLoc = c0;
m_CamUp = u0;
m_CamDir = d0;
m_CamX = x0;
m_CamY = y0;
m_CamZ = z0;
m_target_point = t0;
m_bValidCamera = bValidCamera0;
m_bValidCameraFrame = bValidCameraFrame0;
}
}
}
return rc;
}
bool ON_Viewport::SetCameraLocation( const ON_3dPoint& p )
{
if (m_bLockCamLoc && ON_Viewport::IsValidCameraLocation(m_CamLoc))
{
return (p == m_CamLoc);
}
if (p == ON_3dPoint::UnsetPoint)
{
m_CamLoc = ON_3dPoint::UnsetPoint;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
m_bValidCamera = false;
}
else if (ON_Viewport::IsValidCameraLocation(p))
{
m_CamLoc = p;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
m_bValidCamera = m_bValidCameraFrame;
}
return m_bValidCamera;
}
bool ON_Viewport::SetCameraDirection( const ON_3dVector& v )
{
if ( m_bLockCamDir && ON_Viewport::IsValidCameraUpOrDirection(m_CamDir) )
{
return (v == m_CamDir);
}
if (v == ON_3dVector::UnsetVector)
{
m_CamDir = ON_3dVector::UnsetVector;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
m_bValidCameraFrame = false;
m_bValidCamera = false;
}
else
{
m_CamDir = v;
SetCameraFrame();
}
return m_bValidCamera;
}
bool ON_Viewport::SetCameraUp( const ON_3dVector& v )
{
if ( m_bLockCamUp && ON_Viewport::IsValidCameraUpOrDirection(m_CamUp) )
{
return (v == m_CamUp);
}
if (v == ON_3dVector::UnsetVector)
{
m_CamUp = ON_3dVector::UnsetVector;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
m_bValidCameraFrame = false;
m_bValidCamera = false;
}
else
{
m_CamUp = v;
SetCameraFrame();
}
return m_bValidCamera;
}
static bool Internal_SetCameraFameFailed()
{
ON_ERROR("ON_Viewport::SetCameraFrame() failed.");
return false;
}
bool ON_Viewport::SetCameraFrame()
{
m_bValidCamera = false;
m_bValidCameraFrame = false;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
if ( !ON_Viewport::IsValidCameraUpOrDirection(m_CamDir) || !ON_Viewport::IsValidCameraUpOrDirection(m_CamUp) )
return Internal_SetCameraFameFailed();
double d;
ON_3dVector CamX, CamY, CamZ;
if ( m_bLockCamUp && !m_bLockCamDir )
{
// up takes precedence over direction
CamY = m_CamUp;
if ( !CamY.IsValid() )
return Internal_SetCameraFameFailed();
if ( !CamY.Unitize() )
return Internal_SetCameraFameFailed();
d = m_CamDir*CamY;
CamZ = -m_CamDir + d*CamY;
if ( !CamZ.IsValid() )
return Internal_SetCameraFameFailed();
if ( !CamZ.Unitize() )
return false; // happens when up and dir are temporaily parallel.
}
else
{
// direction takes precedence over up
CamZ = -m_CamDir;
if ( !CamZ.IsValid() )
return Internal_SetCameraFameFailed();
if ( !CamZ.Unitize() )
return Internal_SetCameraFameFailed();
d = m_CamUp*CamZ;
CamY = m_CamUp - d*CamZ;
if ( !CamY.IsValid() )
return Internal_SetCameraFameFailed();
if (!CamY.Unitize())
return false; // happens when up and dir are temporaily parallel.
}
CamX = ON_CrossProduct( CamY, CamZ );
if ( !CamX.IsValid() )
return Internal_SetCameraFameFailed();
if ( !CamX.Unitize() )
return false; // happens when up and dir are temporaily parallel.
// Guard against garbage resulting from nearly parallel
// and/or ultra short short dir and up.
if ( !ON__IsCameraFrameUnitVectorHelper(CamX) )
return Internal_SetCameraFameFailed();
if ( !ON__IsCameraFrameUnitVectorHelper(CamY) )
return Internal_SetCameraFameFailed();
if ( !ON__IsCameraFrameUnitVectorHelper(CamZ) )
return Internal_SetCameraFameFailed();
if ( !ON__IsCameraFramePerpindicular(CamX,CamY) )
return Internal_SetCameraFameFailed();
if ( !ON__IsCameraFramePerpindicular(CamY,CamZ) )
return Internal_SetCameraFameFailed();
if ( !ON__IsCameraFramePerpindicular(CamZ,CamX) )
return Internal_SetCameraFameFailed();
m_CamX = CamX;
m_CamY = CamY;
m_CamZ = CamZ;
m_bValidCameraFrame = true;
m_bValidCamera = ON_Viewport::IsValidCameraLocation(m_CamLoc);
return m_bValidCamera;
}
ON_3dPoint ON_Viewport::CameraLocation() const
{
return m_CamLoc;
}
ON_3dVector ON_Viewport::CameraDirection() const
{
return m_CamDir;
}
ON_3dVector ON_Viewport::CameraUp() const
{
return m_CamUp;
}
bool ON_Viewport::CameraLocationIsLocked() const
{
return m_bLockCamLoc;
}
bool ON_Viewport::CameraDirectionIsLocked() const
{
return m_bLockCamDir;
}
bool ON_Viewport::CameraUpIsLocked() const
{
return m_bLockCamUp;
}
bool ON_Viewport::FrustumIsLeftRightSymmetric() const
{
return (0 != (0x02 & m_frustum_symmetry_flags));
}
bool ON_Viewport::FrustumIsTopBottomSymmetric() const
{
return (0 != (0x01 & m_frustum_symmetry_flags));
}
void ON_Viewport::UnlockCamera()
{
SetCameraLocationLock(false);
SetCameraDirectionLock(false);
SetCameraUpLock(false);
}
void ON_Viewport::UnlockFrustumSymmetry()
{
SetFrustumLeftRightSymmetry(false);
SetFrustumTopBottomSymmetry(false);
}
void ON_Viewport::SetCameraLocationLock( bool bLockCameraLocation )
{
m_bLockCamLoc = bLockCameraLocation ? true : false;
}
void ON_Viewport::SetCameraDirectionLock( bool bLockCameraDirection )
{
m_bLockCamDir = bLockCameraDirection ? true : false;
}
void ON_Viewport::SetCameraUpLock( bool bLockCameraUp )
{
m_bLockCamUp = bLockCameraUp ? true : false;
}
void ON_Viewport::SetFrustumLeftRightSymmetry( bool bForceLeftRightSymmetry )
{
if ( bForceLeftRightSymmetry )
m_frustum_symmetry_flags |= 0x02; // set bit 2
else
m_frustum_symmetry_flags &= 0xFD; // clear bit 2
}
void ON_Viewport::SetFrustumTopBottomSymmetry( bool bForceTopBottomSymmetry )
{
if ( bForceTopBottomSymmetry )
m_frustum_symmetry_flags |= 0x01; // set bit 1
else
m_frustum_symmetry_flags &= 0xFE; // clear bit 1
}
bool ON_Viewport::GetDollyCameraVector(
int x0, int y0, // (x,y) screen coords of start point
int x1, int y1, // (x,y) screen coords of end point
double distance_to_camera, // distance from camera
ON_3dVector& dolly_vector// dolly vector returned here
) const
{
int port_left, port_right, port_bottom, port_top;
ON_Xform c2w;
dolly_vector = ON_3dVector::ZeroVector;
bool rc = GetScreenPort( &port_left, &port_right, &port_bottom, &port_top );
if ( rc )
rc = GetXform( ON::clip_cs, ON::world_cs, c2w );
if ( rc ) {
double dx = 0.5*(port_right - port_left);
double dy = 0.5*(port_top - port_bottom);
double dz = 0.5*(FrustumFar() - FrustumNear());
if ( dx == 0.0 || dy == 0.0 || dz == 0.0 )
rc = false;
else {
double z = (distance_to_camera - FrustumNear())/dz - 1.0;
ON_3dPoint c0( (x0-port_left)/dx-1.0, (y0-port_bottom)/dy-1.0, z );
ON_3dPoint c1( (x1-port_left)/dx-1.0, (y1-port_bottom)/dy-1.0, z );
ON_3dPoint w0 = c2w*c0;
ON_3dPoint w1 = c2w*c1;
dolly_vector = w0 - w1;
}
}
return rc;
}
bool ON_Viewport::DollyCamera( const ON_3dVector& dolly )
{
bool rc = false;
if ( m_CamLoc.IsValid() && dolly.IsValid() )
{
const ON_3dPoint loc = m_CamLoc + dolly;
SetCameraLocation(loc);
rc = m_bValidCamera;
}
return rc;
}
bool ON_Viewport::DollyFrustum( double dollyDistance )
{
bool rc = false;
double new_near, new_far, scale;
if ( m_bValidFrustum )
{
new_near = m_frus_near + dollyDistance;
new_far = m_frus_far + dollyDistance;
if ( IsPerspectiveProjection() && new_near < m__MIN_NEAR_DIST )
{
new_near = m__MIN_NEAR_DIST;
}
scale = ( IsPerspectiveProjection() )
? new_near/m_frus_near
: 1.0;
if ( new_near > 0.0 && new_far > new_near && scale > 0.0 )
{
const double new_left = m_frus_left*scale;
const double new_right = m_frus_right*scale;
const double new_bottom = m_frus_bottom*scale;
const double new_top = m_frus_top*scale;
rc = SetFrustum(new_left, new_right, new_bottom, new_top, new_near, new_far);
}
}
return rc;
}
bool ON_Viewport::GetCameraFrame(
class ON_Plane& camera_frame
) const
{
bool rc = GetCameraFrame(
&camera_frame.origin.x,
&camera_frame.xaxis.x,
&camera_frame.yaxis.x,
&camera_frame.zaxis.x
);
if (rc)
rc = camera_frame.UpdateEquation();
if (false == rc)
camera_frame = ON_Plane::NanPlane;
return rc;
}
bool ON_Viewport::GetCameraFrame(
double* CameraLocation,
double* CameraX,
double* CameraY,
double* CameraZ
) const
{
if ( CameraLocation ) {
CameraLocation[0] = m_CamLoc.x;
CameraLocation[1] = m_CamLoc.y;
CameraLocation[2] = m_CamLoc.z;
}
if ( CameraX ) {
CameraX[0] = m_CamX.x;
CameraX[1] = m_CamX.y;
CameraX[2] = m_CamX.z;
}
if ( CameraY ) {
CameraY[0] = m_CamY.x;
CameraY[1] = m_CamY.y;
CameraY[2] = m_CamY.z;
}
if ( CameraZ ) {
CameraZ[0] = m_CamZ.x;
CameraZ[1] = m_CamZ.y;
CameraZ[2] = m_CamZ.z;
}
return m_bValidCamera;
}
ON_3dVector ON_Viewport::CameraX() const
{
return m_CamX;
}
ON_3dVector ON_Viewport::CameraY() const
{
return m_CamY;
}
ON_3dVector ON_Viewport::CameraZ() const
{
return m_CamZ;
}
bool ON_Viewport::IsCameraFrameWorldPlan(
int* xindex,
int* yindex,
int* zindex
)
{
int i;
int ix = 0;
int iy = 0;
int iz = 0;
double X[3], Y[3], Z[3];
bool rc = GetCameraFrame( nullptr, X, Y, Z );
if ( rc ) {
for ( i = 0; i < 3; i++ ) {
if ( X[i] == 1.0 ) {
ix = i+1;
break;
}
if ( X[i] == -1.0 ) {
ix = -(i+1);
break;
}
}
for ( i = 0; i < 3; i++ ) {
if ( Y[i] == 1.0 ) {
iy = i+1;
break;
}
if ( Y[i] == -1.0 ) {
iy = -(i+1);
break;
}
}
for ( i = 0; i < 3; i++ ) {
if ( Z[i] == 1.0 ) {
iz = i+1;
break;
}
if ( Z[i] == -1.0 ) {
iz = -(i+1);
break;
}
}
rc = ( iz != 0 ) ? 1 : 0;
}
if ( xindex ) *xindex = ix;
if ( yindex ) *yindex = iy;
if ( zindex ) *zindex = iz;
return rc;
}
bool ON_Viewport::GetCameraExtents(
// returns bounding box in camera coordinates - this is useful information
// for setting view frustrums to include the point list
int count, // count = number of 3d points
int stride, // stride = number of doubles to skip between points (>=3)
const double* points, // 3d points in world coordinates
ON_BoundingBox& cbox, // bounding box in camera coordinates
int bGrowBox // set to true to grow existing box
) const
{
ON_Xform w2c;
bool rc = bGrowBox?true:false;
int i;
if ( count > 0 && stride >= 3 && points != nullptr ) {
rc = false;
if ( GetXform( ON::world_cs, ON::camera_cs, w2c ) ) {
rc = true;
for ( i = 0; i < count && rc; i++, points += stride ) {
rc = cbox.Set( w2c*ON_3dPoint(points), bGrowBox );
bGrowBox = true;
}
}
}
return rc;
}
bool ON_Viewport::GetCameraExtents(
// returns bounding box in camera coordinates - this is useful information
// for setting view frustrums to include the point list
const ON_BoundingBox& wbox, // world coordinate bounding box
ON_BoundingBox& cbox, // bounding box in camera coordinates
int bGrowBox // set to true to grow existing box
) const
{
bool rc = false;
ON_3dPointArray corners;
if ( wbox.GetCorners( corners ) ) {
rc = GetCameraExtents( corners.Count(), 3, &corners.Array()[0].x, cbox, bGrowBox );
}
return rc;
}
bool ON_Viewport::GetCameraExtents(
// returns bounding box in camera coordinates - this is useful information
// for setting view frustrums to include the point list
ON_3dPoint& worldSphereCenter,
double worldSphereRadius,
ON_BoundingBox& cbox, // bounding box in camera coordinates
int bGrowBox // set to true to grow existing box
) const
{
bool rc = false;
ON_BoundingBox sbox;
if ( GetCameraExtents( 1, 3, &worldSphereCenter.x, sbox, false ) ) {
const double r = fabs( worldSphereRadius );
sbox[0][0] -= r;
sbox[0][1] -= r;
sbox[0][2] -= r;
sbox[1][0] += r;
sbox[1][1] += r;
sbox[1][2] += r;
if ( bGrowBox )
cbox.Union( sbox );
else
cbox = sbox;
rc = true;
}
return rc;
}
static void UpdateTargetPointHelper( ON_Viewport& vp, double target_distance )
{
if ( !vp.IsValidCamera() || !vp.IsValidFrustum() )
return;
if ( !ON_IsValid(target_distance) || target_distance <= 0.0 )
return;
ON_3dPoint old_tp = vp.TargetPoint();
// Put the target directly in front of the camera.
// The target_tol test is here to avoid making insignificant
// changes that appear in the user interface and upset users
// who find 1.00000000001 to be grossly different from 1.0.
double target_tol = 1.0e-5*(vp.FrustumWidth()+vp.FrustumHeight())
+ ON_ZERO_TOLERANCE;
ON_3dPoint new_tp = vp.CameraLocation() - target_distance*vp.CameraZ();
if ( new_tp.IsValid()
&& (!old_tp.IsValid() || new_tp.DistanceTo(old_tp) > target_tol)
)
{
vp.SetTargetPoint(new_tp);
}
}
bool ON_Viewport::ChangeToParallelProjection( bool bSymmetricFrustum )
{
bool rc = (m_bValidCamera && m_bValidFrustum);
SetCameraUpLock(false);
SetCameraDirectionLock(false);
if ( ON::parallel_view == m_projection
&& (bSymmetricFrustum?true:false) == FrustumIsLeftRightSymmetric()
&& (bSymmetricFrustum?true:false) == FrustumIsTopBottomSymmetric()
)
{
// no changes are required
if (rc) rc = SetViewScale(1.0, 1.0, 1.0);
return rc;
}
// if needed, make frustum symmetric
// If bSymmetricFrustum is true and the input frustum is not symmetric,
// then this will dolly the camera location.
ChangeToSymmetricFrustum(bSymmetricFrustum,bSymmetricFrustum,ON_UNSET_VALUE);
SetFrustumTopBottomSymmetry(bSymmetricFrustum);
SetFrustumLeftRightSymmetry(bSymmetricFrustum);
const ON::view_projection old_projection = m_projection;
double target_distance = TargetDistance(true);
if ( !ON_IsValid(target_distance)
|| !m_bValidFrustum
|| !ON_IsValid(m_frus_near)
|| m_frus_near <= 0.0
|| target_distance <= m_frus_near
)
{
target_distance = 0.0; // makes it easier to check for valid target distance
}
// if needed change projection
if ( ON::parallel_view != old_projection )
{
if ( !SetProjection(ON::parallel_view) )
rc = false;
}
if ( rc )
{
if ( ON::perspective_view == old_projection )
{
// change from a perspective to a parallel projection
if ( target_distance > 0.0 && 0.0 < m_frus_near && m_frus_near < m_frus_far )
{
// Update the frustum so that the plane through the target point
// is the one that is parallel projected. This is generally
// the best choice when switching from perspective to
// parallel projection. If needed, SetFrustum() will make the
// frustum symmetric
double s = target_distance/m_frus_near;
double l = m_frus_left*s;
double r = m_frus_right*s;
double t = m_frus_top*s;
double b = m_frus_bottom*s;
if ( !SetFrustum( l, r, b, t, m_frus_near, m_frus_far ))
rc = false;
}
}
if ( m_target_point.IsValid() )
UpdateTargetPointHelper(*this,target_distance);
}
if (rc) rc = SetViewScale(1.0, 1.0, 1.0);
return rc;
}
static bool ChangeFromParallelToPerspectiveHelper( ON_Viewport& vp, double target_distance, double lens_length )
{
// helper use by ChangeToPerspectiveProjection() and ChangeToTwoPointPerspectiveProjection()
if ( ON::perspective_view == vp.Projection() )
return true;
if ( !vp.SetProjection(ON::perspective_view) )
return false;
// change from a parallel to a perspective projection
double frus_left,frus_right,frus_bottom,frus_top,frus_near,frus_far;
if ( !vp.GetFrustum(&frus_left,&frus_right,&frus_bottom,&frus_top,&frus_near,&frus_far) )
return false;
// Using width because it works for both two point and ordinary perspective
const double width = fabs(frus_right - frus_left);
const ON_3dPoint width_point = ( ON_IsValid(target_distance) && target_distance > 0.0)
? vp.CameraLocation() - target_distance*vp.CameraZ()
: ON_3dPoint::UnsetPoint;
if ( frus_near < 1.0e-8 && frus_far >= 1.0e-7)
{
frus_near = 1.0e-8;
vp.SetFrustum(frus_left,frus_right,frus_bottom,frus_top,frus_near,frus_far);
vp.GetFrustum(&frus_left,&frus_right,&frus_bottom,&frus_top,&frus_near,&frus_far);
}
bool rc = false;
if ( ON_IsValid(lens_length) && lens_length > 0.0 )
{
rc = vp.SetCamera35mmLensLength(lens_length);
if ( rc
&& width_point.IsValid()
&& !vp.CameraLocationIsLocked()
&& vp.GetFrustum(&frus_left,&frus_right,&frus_bottom,&frus_top,&frus_near,&frus_far)
&& frus_near > 0.0
)
{
double d = (vp.CameraLocation() - width_point)*vp.CameraZ();
if ( d > frus_near )
{
// make sure target plane is visible
double w = fabs(frus_right - frus_left)*d/frus_near;
if ( width > w && w > 0.0 )
{
// move camera back to increase "w" back up to "width"
ON_3dPoint cam_loc0 = vp.CameraLocation();
double dz = d*(width/w - 1.0);
ON_3dPoint cam_loc1 = cam_loc0 + dz*vp.CameraZ();
vp.SetCameraLocation(cam_loc1);
}
}
}
}
return rc;
}
bool ON_Viewport::ChangeToPerspectiveProjection(
double target_distance,
bool bSymmetricFrustum,
double lens_length
)
{
bool rc = (m_bValidCamera && m_bValidFrustum);
SetCameraUpLock(false);
SetCameraDirectionLock(false);
if ( ON::perspective_view == m_projection
&& (bSymmetricFrustum?true:false) == FrustumIsLeftRightSymmetric()
&& (bSymmetricFrustum?true:false) == FrustumIsTopBottomSymmetric()
)
{
double current_lens_length = lens_length;
if ( ON_IsValid(lens_length)
&& lens_length > 0.0
&& GetCamera35mmLensLength(&current_lens_length)
&& fabs(current_lens_length - lens_length) > 0.125
)
{
SetCamera35mmLensLength(lens_length);
}
// no other changes are required
if (rc) rc = SetViewScale(1.0, 1.0, 1.0);
return rc;
}
if ( !ON_IsValid(target_distance) || target_distance <= 0.0 )
target_distance = TargetDistance(true);
// If needed, make frustum symmetric. This may move the
// camera location in a direction perpendicular to m_CamZ.
ChangeToSymmetricFrustum(bSymmetricFrustum,bSymmetricFrustum,target_distance);
SetFrustumTopBottomSymmetry(bSymmetricFrustum);
SetFrustumLeftRightSymmetry(bSymmetricFrustum);
// If needed change projection to perspective. If
// the input projection is parallel, this may move
// the camera in the m_CamZ direction to preserve
// viewing the target plane.
if (!ChangeFromParallelToPerspectiveHelper(*this,target_distance,lens_length))
rc = false;
if ( rc && m_target_point.IsValid() )
UpdateTargetPointHelper(*this,target_distance);
if (rc) rc = SetViewScale(1.0, 1.0, 1.0);
return rc;
}
static
bool GetTwoPointPerspectiveUpAndDirHelper( const ON_3dVector& up,
const ON_3dVector& CamDir,
const ON_3dVector& CamY,
const ON_3dVector& CamZ,
ON_3dVector& new_up,
ON_3dVector& new_dir
)
{
// get up direction
ON_3dVector unit_up;
ON_3dVector unit_dir;
if ( up.IsZero() && CamY.IsValid() && CamY.IsUnitVector() )
{
new_up = CamY;
if ( fabs(new_up.z) >= fabs(new_up.y) && fabs(new_up.z) >= fabs(new_up.x) )
new_up.Set(0.0,0.0,new_up.z<0.0?-1.0:1.0);
else if ( fabs(new_up.y) >= fabs(new_up.z) && fabs(new_up.y) >= fabs(new_up.x) )
new_up.Set(0.0,new_up.y<0.0?-1.0:1.0,0.0);
else
new_up.Set(new_up.x<0.0?-1.0:1.0,0.0,0.0);
unit_up = new_up;
}
else if ( up.IsValid() && !up.IsTiny() )
{
unit_up = up;
if ( !unit_up.IsUnitVector() && !unit_up.Unitize() )
return false;
new_up = up;
}
else
{
return false;
}
// get camera dir
if ( CamDir.IsValid() && !CamDir.IsTiny() )
{
new_dir = CamDir;
unit_dir = new_dir;
if ( unit_dir.Unitize() && ON__IsCameraFramePerpindicular(unit_up,unit_dir) )
return true;
unit_dir = unit_dir - (unit_dir*unit_up)*unit_up;
if ( unit_dir.IsValid() && !unit_dir.IsTiny() && unit_dir.Unitize() )
{
new_dir = unit_dir;
return true;
}
}
if ( CamZ.IsValid() && CamZ.IsUnitVector() )
{
new_dir = -CamZ;
unit_dir = new_dir;
if ( unit_dir.Unitize() && ON__IsCameraFramePerpindicular(unit_up,unit_dir) )
return true;
unit_dir = unit_dir - (new_dir*unit_up)*unit_up;
if ( unit_dir.IsValid() && !unit_dir.IsTiny() && unit_dir.Unitize() )
{
new_dir = unit_dir;
return true;
}
}
return false;
}
/*
Description:
When a viewport is set to Parallel Reflected projection, the geometry on the ceiling is shown as if it is mirrored to the floor below.
*/
bool ON_Viewport::ChangeToParallelReflectedProjection()
{
bool rc = false;
if (!IsParallelProjection())
rc = ChangeToParallelProjection(true);
if (rc) rc = SetViewScale(1.0, 1.0, -1.0);
return rc;
}
bool ON_Viewport::ChangeToTwoPointPerspectiveProjection(
double target_distance,
ON_3dVector up,
double lens_length
)
{
bool rc = (m_bValidCamera && m_bValidFrustum);
SetCameraDirectionLock(false);
if ( IsTwoPointPerspectiveProjection() )
{
double current_lens_length = lens_length;
if ( ON_IsValid(lens_length)
&& lens_length > 0.0
&& GetCamera35mmLensLength(&current_lens_length)
&& fabs(current_lens_length - lens_length) > 0.125
)
{
SetCamera35mmLensLength(lens_length);
}
if (rc) rc = SetViewScale(1.0, 1.0, 1.0);
// no other changes are required
return rc;
}
if ( !ON_IsValid(target_distance) || target_distance <= 0.0 )
target_distance = TargetDistance(true);
// if needed, make frustum left/right symmetric. This may move the
// camera location in a direction perpendicular to m_CamZ.
ChangeToSymmetricFrustum(true,false,target_distance);
SetFrustumLeftRightSymmetry(true);
SetFrustumTopBottomSymmetry(false);
// If needed change projection to perspective. If
// the input projection is parallel, this may move
// the camera in the m_CamZ direction to preserve
// viewing the target plane.
if (!ChangeFromParallelToPerspectiveHelper(*this,target_distance,lens_length))
rc = false;
if ( rc )
{
ON_3dVector new_up = m_CamY;
ON_3dVector new_dir = -m_CamZ;
ON_3dPoint new_loc = m_CamLoc;
if ( !GetTwoPointPerspectiveUpAndDirHelper(up,m_CamDir,m_CamY,m_CamZ,new_up,new_dir) )
{
rc = false;
}
else
{
// move location so the stuff that is currently visible
// tends to end up in someplace in the new frustum.
ON_3dPoint center_point = FrustumCenterPoint(target_distance);
if ( center_point.IsValid() && (new_loc-center_point)*m_CamZ > 0.0 )
{
ON_Xform rot;
rot.Rotation(m_CamY,new_up,center_point);
new_loc = rot*m_CamLoc;
if ( !new_loc.IsValid() )
new_loc = m_CamLoc;
}
ON_3dVector saved_up = m_CamUp;
ON_3dVector saved_dir = m_CamDir;
bool bSavedLockCamUp = m_bLockCamUp;
m_CamUp = new_up; // intentionally ignoring m_bLockCamUp
m_CamDir = new_dir; // intentionally ignoring m_bLockDirUp
SetCameraUpLock(true);
if ( !SetCameraFrame() )
{
rc = false;
m_CamUp = saved_up;
m_CamDir = saved_dir;
m_bLockCamUp = bSavedLockCamUp;
}
SetCameraLocation(new_loc);
UpdateTargetPointHelper(*this,target_distance);
}
}
if (rc) rc = SetViewScale(1.0, 1.0, 1.0);
return rc;
}
bool ON_Viewport::SetProjection( ON::view_projection projection )
{
// Debugging projection changes is easier if we
// do this initial check.
if ( projection == m_projection )
return true;
bool rc = false;
if ( projection == ON::perspective_view )
{
rc = true;
m_projection = ON::perspective_view;
}
else
{
rc = (projection == ON::parallel_view);
m_projection = ON::parallel_view;
}
return rc;
}
ON::view_projection ON_Viewport::Projection() const
{
return m_projection;
}
bool ON_Viewport::IsParallelProjection() const
{
return ( ON::parallel_view == m_projection );
}
bool ON_Viewport::IsPerspectiveProjection() const
{
return ( ON::perspective_view == m_projection );
}
bool ON_Viewport::IsTwoPointPerspectiveProjection() const
{
bool rc = IsPerspectiveProjection()
&& CameraUpIsLocked()
&& FrustumIsLeftRightSymmetric()
&& !FrustumIsTopBottomSymmetric();
return rc;
}
bool ON_Viewport::SetFrustum(
double frus_left,
double frus_right,
double frus_bottom,
double frus_top,
double frus_near,
double frus_far
)
{
bool rc = false;
if (
ON_IsValid(frus_left)
&& ON_IsValid(frus_right)
&& ON_IsValid(frus_top)
&& ON_IsValid(frus_bottom)
&& ON_IsValid(frus_near)
&& ON_IsValid(frus_far)
&& frus_left < frus_right
&& frus_bottom < frus_top
&& 0.0 < frus_near
&& frus_near < frus_far
&& -ON_NONSENSE_WORLD_COORDINATE_VALUE < frus_left
&& frus_right < ON_NONSENSE_WORLD_COORDINATE_VALUE
&& -ON_NONSENSE_WORLD_COORDINATE_VALUE < frus_bottom
&& frus_top < ON_NONSENSE_WORLD_COORDINATE_VALUE
&& frus_far < ON_NONSENSE_WORLD_COORDINATE_VALUE
)
{
if ( IsPerspectiveProjection()
&& (frus_near <= 1.0e-8 || frus_far > 1.0001e8*frus_near)
)
{
ON_ERROR("ON_Viewport::SetFrustum - Beyond float precision perspective frus_near/frus_far values - will crash MS OpenGL");
}
if ( FrustumIsLeftRightSymmetric() && frus_left != -frus_right )
{
double d = 0.5*(frus_right-frus_left);
frus_right = d;
frus_left = -d;
}
if ( FrustumIsTopBottomSymmetric() && frus_bottom != -frus_top )
{
double d = 0.5*(frus_top-frus_bottom);
frus_top = d;
frus_bottom = -d;
}
m_frus_left = frus_left;
m_frus_right = frus_right;
m_frus_bottom = frus_bottom;
m_frus_top = frus_top;
m_frus_near = frus_near;
m_frus_far = frus_far;
m_bValidFrustum = true;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
rc = true;
}
else
{
// 17 March 2008 Dale Lear
// I added this to trap the bug that is creating
// invalid viewports. Developers: If you ever
// get this error, immediately investigate it.
ON_ERROR("ON_Viewport::SetFrustum - invalid input");
}
return rc;
}
bool ON_Viewport::GetFrustum(
double* frus_left,
double* frus_right,
double* frus_bottom,
double* frus_top,
double* frus_near, // = nullptr
double* frus_far // = nullptr
) const
{
if ( frus_left )
*frus_left = m_frus_left;
if ( frus_right )
*frus_right = m_frus_right;
if ( frus_bottom )
*frus_bottom = m_frus_bottom;
if ( frus_top )
*frus_top = m_frus_top;
if ( frus_near )
*frus_near = m_frus_near;
if ( frus_far )
*frus_far = m_frus_far;
return m_bValidFrustum;
}
double ON_Viewport::FrustumLeft() const { return m_frus_left; }
double ON_Viewport::FrustumRight() const { return m_frus_right; }
double ON_Viewport::FrustumBottom() const { return m_frus_bottom; }
double ON_Viewport::FrustumTop() const { return m_frus_top; }
double ON_Viewport::FrustumNear() const { return m_frus_near; }
double ON_Viewport::FrustumFar() const { return m_frus_far; }
double ON_Viewport::FrustumWidth() const { return m_frus_right-m_frus_left; }
double ON_Viewport::FrustumHeight() const { return m_frus_top-m_frus_bottom; }
double ON_Viewport::FrustumMinimumDiameter() const
{
double w = fabs(m_frus_right-m_frus_left);
double h = fabs(m_frus_top-m_frus_bottom);
return (w<=h)?w:h;
}
double ON_Viewport::FrustumMaximumDiameter() const
{
double w = fabs(m_frus_right-m_frus_left);
double h = fabs(m_frus_top-m_frus_bottom);
return (w<=h)?w:h;
}
bool ON_Viewport::SetFrustumAspect( double frustum_aspect )
{
// maintains camera angle
bool rc = false;
double w, h, d, left, right, bot, top, near_dist, far_dist;
if ( frustum_aspect > 0.0 && GetFrustum( &left, &right, &bot, &top, &near_dist, &far_dist ) ) {
w = right - left;
h = top - bot;
if ( fabs(h) > fabs(w) ) {
d = (h>=0.0) ? fabs(w) : -fabs(w);
d *= 0.5;
h = 0.5*(top+bot);
bot = h-d;
top = h+d;
h = top - bot;
}
else {
d = (w>=0.0) ? fabs(h) : -fabs(h);
d *= 0.5;
w = 0.5*(left+right);
left = w-d;
right = w+d;
w = right - left;
}
if ( frustum_aspect > 1.0 ) {
// increase width
d = 0.5*w*frustum_aspect;
w = 0.5*(left+right);
left = w-d;
right = w+d;
w = right - left;
}
else if ( frustum_aspect < 1.0 ) {
// increase height
d = 0.5*h/frustum_aspect;
h = 0.5*(bot+top);
bot = h-d;
top = h+d;
h = top - bot;
}
rc = SetFrustum( left, right, bot, top, near_dist, far_dist );
}
return rc;
}
bool ON_Viewport::GetFrustumAspect( double& frustum_aspect ) const
{
// frustum_aspect = frustum width / frustum height
double w, h, left, right, bot, top;
bool rc = m_bValidFrustum;
frustum_aspect = 0.0;
if ( GetFrustum( &left, &right, &bot, &top ) ) {
w = right - left;
h = top - bot;
if ( h == 0.0 )
rc = false;
else
frustum_aspect = w/h;
}
return rc;
}
bool ON_Viewport::GetFrustumCenter( double* frus_center ) const
{
double camZ[3], frus_near, frus_far, d;
if ( !frus_center )
return false;
if ( !GetCameraFrame( frus_center, nullptr, nullptr, camZ ) )
return false;
if ( !GetFrustum( nullptr, nullptr, nullptr, nullptr, &frus_near, &frus_far ) )
return false;
d = -0.5*(frus_near+frus_far);
frus_center[0] += d*camZ[0];
frus_center[1] += d*camZ[1];
frus_center[2] += d*camZ[2];
return true;
}
bool ON_Viewport::SetScreenPort(
int port_left,
int port_right,
int port_bottom,
int port_top,
int port_near, // = 0
int port_far // = 0
)
{
if ( port_left == port_right )
return false;
if ( port_bottom == port_top )
return false;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
m_port_left = port_left;
m_port_right = port_right;
m_port_bottom = port_bottom;
m_port_top = port_top;
if ( port_near || port_near != port_far )
{
m_port_near = port_near;
m_port_far = port_far;
}
m_bValidPort = true;
return m_bValidPort;
}
bool ON_Viewport::GetScreenPort(
int* port_left,
int* port_right,
int* port_bottom,
int* port_top,
int* port_near, // = nullptr
int* port_far // = nullptr
) const
{
if ( port_left )
*port_left = m_port_left;
if ( port_right )
*port_right = m_port_right;
if ( port_bottom )
*port_bottom = m_port_bottom;
if ( port_top )
*port_top = m_port_top;
if ( port_near )
*port_near = m_port_near;
if ( port_far )
*port_far = m_port_far;
return m_bValidPort;
}
int ON_Viewport::ScreenPortWidth() const
{
int width = m_port_right - m_port_left;
return width >= 0 ? width : -width;
}
int ON_Viewport::ScreenPortHeight() const
{
int height = m_port_top - m_port_bottom;
return height >= 0 ? height : -height;
}
ON_2iSize ON_Viewport::ScreenPortSize() const
{
return ON_2iSize(ScreenPortWidth(), ScreenPortHeight());
}
bool ON_Viewport::GetScreenPortAspect(double& aspect) const
{
const double width = m_port_right - m_port_left;
const double height = m_port_top - m_port_bottom;
aspect = ( m_bValidPort && ON_IsValid(height) && ON_IsValid(width) && height != 0.0 )
? fabs(width/height)
: 0.0;
return (m_bValidPort && aspect != 0.0);
}
bool ON_ViewportFromRhinoView(
ON::view_projection projection,
const ON_3dPoint& rhvp_target, // 3d point
double rhvp_angle1, double rhvp_angle2, double rhvp_angle3, // radians
double rhvp_viewsize, // > 0
double rhvp_cameradist, // > 0
int screen_width, int screen_height,
ON_Viewport& vp
)
/*****************************************************************************
Compute canonical view projection information from Rhino viewport settings
INPUT:
projection
rhvp_target
Rhino viewport target point (3d point that is center of view rotations)
rhvp_angle1, rhvp_angle2, rhvp_angle3
Rhino viewport angle settings
rhvp_viewsize
In perspective, rhvp_viewsize = tangent(half lens angle).
In parallel, rhvp_viewsize = 1/2 * minimum(frustum width,frustum height)
rhvp_cameradistance ( > 0 )
Distance from camera location to Rhino's "target" point
screen_width, screen_height (0,0) if not known
*****************************************************************************/
{
vp.SetProjection( projection );
/*
width, height
width and height of viewport
( = RhinoViewport->width, RhinoViewport->height )
z_buffer_depth
depth for the z buffer. 0xFFFF is currently used for Rhino
quick rendering.
*/
// In the situation where there is no physical display device, assume a
// 1000 x 1000 "screen" and set the parameters accordingly. Toolkit users
// that are using this class to actually draw a picture, can make a subsequent
// call to SetScreenPort().
const double height = (screen_width < 1 || screen_height < 1)
? 1000.0 : (double)screen_height;
const double width = (screen_width < 1 || screen_height < 1)
? 1000.0 : (double)screen_width;
//const int z_buffer_depth = 0xFFFF; // value Rhino "Shade" command uses
// Use this function to obtain standard view information from a Rhino VIEWPORT
// view. The Rhino viewport has many entries. As of 17 October, 1997 all Rhino
// world to clipping transformation information is derived from the VIEWPORT
// fields:
//
// target, angle1, angle2, angle3, viewsize, and cameradist.
//
// The width, height and zbuffer_depth arguments are used to determine the
// clipping to screen transformation.
ON_Xform R1, R2, R3, RhinoRot;
double frustum_left, frustum_right, frustum_bottom, frustum_top;
double near_clipping_distance, far_clipping_distance;
// Initialize default view in case input is garbage.
if (height < 1)
return false;
if ( width < 1 )
return false;
if ( rhvp_viewsize <= 0.0 )
return false;
if ( rhvp_cameradist <= 0.0 )
return false;
// A Rhino 1.0 VIEWPORT structure describes the camera's location, direction,
// and orientation by specifying a rotation transformation that is
// applied to an initial frame. The rotation transformation is defined
// as a sequence of 3 rotations abount fixed axes. The initial frame
// has the camera located at (0,0,cameradist), pointed in the direction
// (0,0,-1), and oriented so that up is (0,1,0).
R1.Rotation( rhvp_angle1, ON_3dVector::ZAxis, ON_3dPoint::Origin ); // so called "twist"
R2.Rotation( rhvp_angle2, ON_3dVector::XAxis, ON_3dPoint::Origin ); // so called "elevation"
R3.Rotation( rhvp_angle3, ON_3dVector::ZAxis, ON_3dPoint::Origin ); // so called "fudge factor"
RhinoRot = R3 * R2 * R1;
vp.SetCameraUp( RhinoRot*ON_3dVector::YAxis );
vp.SetCameraDirection( -(RhinoRot*ON_3dVector::ZAxis) );
vp.SetCameraLocation( rhvp_target - rhvp_cameradist*vp.CameraDirection() );
vp.SetTargetPoint( rhvp_target );
//vp.SetTargetDistance( rhvp_cameradist );
// Camera coordinates "X" = CameraRight = CameraDirection x CameraUp
// Camera coordinates "Y" = CameraUp
// Camera coordinates "Z" = -CameraDirection
// Rhino 1.0 did not support skew projections. In other words, the
// view frustum is symmetric and ray that begins at CameraLocation and
// goes along CameraDirection runs along the frustum's central axis.
// The aspect ratio of the view frustum equals
// (screen port width)/(screen port height)
// This means frus_left = -frus_right, frus_bottom = -frus_top, and
// frus_top/frus_right = height/width
// Set near and far clipping planes to some reasonable values. If
// the depth of the pixel is important, then the near and far clipping
// plane will need to be adjusted later.
// Rhino 1.0 didn't have a far clipping plane in wire frame (which explains
// why you can get perspective views reversed through the origin by using
// the SetCameraTarget() command. It's near clipping plane is set to
// a minuscule value. For mesh rendering, it must come up with some
// sort of reasonable near and far clipping planes because the zbuffer
// is used correctly. When time permits, I'll dig through the rendering
// code and determine what values are being used.
//
near_clipping_distance = rhvp_cameradist/64.0;
if ( near_clipping_distance > 1.0 )
near_clipping_distance = 1.0;
far_clipping_distance = 4.0*rhvp_cameradist;
if ( width <= height )
{
frustum_right = rhvp_viewsize;
frustum_top = frustum_right*height/width;
}
else
{
frustum_top = rhvp_viewsize;
frustum_right = frustum_top*width/height;
}
if ( vp.IsPerspectiveProjection() )
{
frustum_right *= near_clipping_distance;
frustum_top *= near_clipping_distance;
}
frustum_left = -frustum_right;
frustum_bottom = -frustum_top;
vp.SetFrustum(
frustum_left, frustum_right,
frustum_bottom, frustum_top,
near_clipping_distance, far_clipping_distance );
// Windows specific stuff that requires knowing size of client area in pixels
vp.SetScreenPort( 0, (int)width, // windows has screen X increasing accross
(int)height, 0, // windows has screen Y increasing downwards
0, 0xFFFF );
return (vp.IsValid()?true:false);
}
bool ON_Viewport::GetCameraAngle(
double* angle,
double* angle_h,
double* angle_w
) const
{
bool rc = false;
if ( angle )
*angle = 0.0;
if ( angle_h )
*angle_h = 0.0;
if ( angle_w )
*angle_w = 0.0;
double half_w, half_h, left, right, bot, top, near_dist;
if ( GetFrustum( &left, &right, &bot, &top, &near_dist, nullptr ) )
{
half_w = ( right > -left ) ? right : -left;
half_h = ( top > -bot ) ? top : -bot;
if ( near_dist > 0.0 && ON_IsValid(near_dist) )
{
if ( angle )
*angle = atan( sqrt(half_w*half_w + half_h*half_h)/near_dist );
if ( angle_h )
*angle_h = atan( half_h/near_dist );
if ( angle_w )
*angle_w = atan( half_w/near_dist );
}
rc = true;
}
return rc;
}
bool ON_Viewport::GetCameraAngle(
double* angle
) const
{
double angle_h = 0.0;
double angle_w = 0.0;
bool rc = GetCameraAngle( nullptr, &angle_h, &angle_w );
if ( angle && rc ) {
*angle = (angle_h < angle_w) ? angle_h : angle_w;
}
return rc;
}
bool ON_Viewport::SetCameraAngle( double angle )
{
bool rc = false;
double r, d, aspect, half_w, half_h, near_dist, far_dist;
if ( angle > 0.0 && angle < 0.5*ON_PI*(1.0-ON_SQRT_EPSILON) ) {
if ( GetFrustum( nullptr, nullptr, nullptr, nullptr, &near_dist, &far_dist ) && GetFrustumAspect( aspect) ) {
r = near_dist*tan(angle);
// d = r/sqrt(1.0+aspect*aspect); // if angle is 1/2 diagonal angle
d = r; // angle is 1/2 smallest angle
if ( aspect >= 1.0 ) {
// width >= height
half_w = d*aspect;
half_h = d;
}
else {
// height > width
half_w = d;
half_h = d/aspect;
}
rc = SetFrustum( -half_w, half_w, -half_h, half_h, near_dist, far_dist );
}
}
return rc;
}
// This version of the function has "lens" misspelled.
bool ON_Viewport::GetCamera35mmLenseLength( double* lens_length ) const
{
return GetCamera35mmLensLength( lens_length );
}
bool ON_Viewport::GetCamera35mmLensLength( double* lens_length ) const
{
// 35 mm film has a height of 24 mm and a width of 36 mm
double film_r, view_r, half_w, half_h;
double frus_left, frus_right, frus_bottom, frus_top, frus_near, frus_far;
if ( !lens_length )
return false;
*lens_length = 0.0;
if ( !GetFrustum( &frus_left, &frus_right, &frus_bottom, &frus_top,
&frus_near, &frus_far ) )
return false;
if ( frus_near <= 0.0 )
return false;
half_w = ( frus_right > -frus_left ) ? frus_right : -frus_left;
half_h = ( frus_top > -frus_bottom ) ? frus_top : -frus_bottom;
// 2009 May 8 Dale Lear - always use width in two point perspective
view_r = (half_w <= half_h || IsTwoPointPerspectiveProjection()) ? half_w : half_h;
film_r = 12.0;
if ( view_r <= 0.0 )
return false;
*lens_length = frus_near*film_r/view_r;
return true;
}
// This version of the function has "lens" misspelled.
bool ON_Viewport::SetCamera35mmLenseLength( double lens_length )
{
return SetCamera35mmLensLength( lens_length );
}
bool ON_Viewport::SetCamera35mmLensLength( double lens_length )
{
// 35 mm film has a height of 24 mm and a width of 36 mm
double film_r, view_r, half_w, half_h, s;
double frus_left, frus_right, frus_bottom, frus_top, frus_near, frus_far;
if ( !ON_IsValid(lens_length) || lens_length <= 0.0 )
return false;
if ( !GetFrustum( &frus_left, &frus_right, &frus_bottom, &frus_top,
&frus_near, &frus_far ) )
return false;
if ( frus_near <= 0.0 )
return false;
half_w = ( frus_right > -frus_left ) ? frus_right : -frus_left;
half_h = ( frus_top > -frus_bottom ) ? frus_top : -frus_bottom;
// 2009 May 8 Dale Lear - always use width in two point perspective
view_r = (half_w <= half_h || IsTwoPointPerspectiveProjection()) ? half_w : half_h;
film_r = 12.0;
if ( view_r <= 0.0 )
return false;
s = (film_r/view_r)*(frus_near/lens_length);
if ( fabs(s-1.0) < 1.0e-6 )
return true;
frus_left *= s;
frus_right *= s;
frus_bottom *= s;
frus_top *= s;
return SetFrustum( frus_left, frus_right, frus_bottom, frus_top, frus_near, frus_far );
}
bool ON_Viewport::GetXform(
ON::coordinate_system srcCS,
ON::coordinate_system destCS,
ON_Xform& xform
) const
{
bool rc = false;
ON_Xform x0, x1;
xform = ON_Xform::IdentityTransformation;
switch( srcCS )
{
case ON::world_cs:
case ON::camera_cs:
case ON::clip_cs:
case ON::screen_cs:
break;
default:
return false;
}
switch( destCS )
{
case ON::world_cs:
case ON::camera_cs:
case ON::clip_cs:
case ON::screen_cs:
break;
default:
return false;
}
if (srcCS == destCS)
return true;
switch ( srcCS )
{
case ON::world_cs:
if ( !m_bValidCamera )
break;
switch ( destCS )
{
case ON::camera_cs:
xform.WorldToCamera( m_CamLoc, m_CamX, m_CamY, m_CamZ );
rc = true;
break;
case ON::clip_cs:
rc = GetXform( ON::world_cs, ON::camera_cs, x0 );
if (rc)
rc = GetXform( ON::camera_cs, ON::clip_cs, x1 );
if (rc)
xform = x1*x0;
break;
case ON::screen_cs:
rc = GetXform( ON::world_cs, ON::clip_cs, x0 );
if (rc)
rc = GetXform( ON::clip_cs, ON::screen_cs, x1 );
if (rc)
xform = x1*x0;
break;
case ON::world_cs:
// Never happens. This is here to quiet g++ warnings.
break;
}
break;
case ON::camera_cs:
if ( !m_bValidCamera )
break;
switch ( destCS )
{
case ON::world_cs:
xform.CameraToWorld( m_CamLoc, m_CamX, m_CamY, m_CamZ );
rc = true;
break;
case ON::clip_cs:
if ( m_bValidFrustum )
{
ON_Xform cam2clip;
cam2clip.CameraToClip(
IsPerspectiveProjection(),
m_frus_left, m_frus_right,
m_frus_bottom, m_frus_top,
m_frus_near, m_frus_far );
xform = m_clip_mods*cam2clip;
rc = true;
}
break;
case ON::screen_cs:
rc = GetXform( ON::camera_cs, ON::clip_cs, x0 );
if (rc)
rc = GetXform( ON::clip_cs, ON::screen_cs, x1 );
if (rc)
xform = x1*x0;
break;
case ON::camera_cs:
// Never happens. This is here to quiet g++ warnings.
break;
}
break;
case ON::clip_cs:
switch ( destCS )
{
case ON::world_cs:
rc = GetXform( ON::clip_cs, ON::camera_cs, x0 );
if (rc)
rc = GetXform( ON::camera_cs, ON::world_cs, x1 );
if (rc)
xform = x1*x0;
break;
case ON::camera_cs:
if ( m_bValidFrustum )
{
ON_Xform clip2cam;
clip2cam.ClipToCamera(
IsPerspectiveProjection(),
m_frus_left, m_frus_right,
m_frus_bottom, m_frus_top,
m_frus_near, m_frus_far );
xform = clip2cam*m_clip_mods_inverse;
rc = true;
}
break;
case ON::screen_cs:
if ( m_bValidPort )
{
xform.ClipToScreen(
m_port_left, m_port_right,
m_port_bottom, m_port_top,
m_port_near, m_port_far );
rc = true;
}
break;
case ON::clip_cs:
// Never happens. This is here to quiet g++ warnings.
break;
}
break;
case ON::screen_cs:
switch ( destCS )
{
case ON::world_cs:
rc = GetXform( ON::screen_cs, ON::camera_cs, x0 );
if (rc)
rc = GetXform( ON::camera_cs, ON::world_cs, x1 );
if (rc)
xform = x1*x0;
break;
case ON::camera_cs:
rc = GetXform( ON::screen_cs, ON::clip_cs, x0 );
if (rc)
rc = GetXform( ON::clip_cs, ON::camera_cs, x1 );
if (rc)
xform = x1*x0;
break;
case ON::clip_cs:
if ( m_bValidPort ) {
xform.ScreenToClip(
m_port_left, m_port_right,
m_port_bottom, m_port_top,
m_port_near, m_port_far );
rc = true;
}
break;
case ON::screen_cs:
// Never happens. This is here to quiet g++ warnings.
break;
}
break;
}
return rc;
}
bool ON_Viewport::GetFrustumLine( double screenx, double screeny, ON_Line& world_line ) const
{
ON_Xform s2c, c2w;
ON_3dPoint c;
ON_Line line;
bool rc;
rc = GetXform( ON::screen_cs, ON::clip_cs, s2c );
if ( rc )
rc = GetXform( ON::clip_cs, ON::world_cs, c2w );
if (rc )
{
// c = mouse point on near clipping plane
c.x = s2c.m_xform[0][0]*screenx + s2c.m_xform[0][1]*screeny + s2c.m_xform[0][3];
c.y = s2c.m_xform[1][0]*screenx + s2c.m_xform[1][1]*screeny + s2c.m_xform[1][3];
c.z = 1.0;
line.to = c2w*c; // line.to = near plane mouse point in world coords
c.z = -1.0;
line.from = c2w*c; // line.from = far plane mouse point in world coords
world_line = line;
}
return rc;
}
static double clipDist( const double* camLoc, const double* camZ, const double* P )
{
return (camLoc[0]-P[0])*camZ[0]+(camLoc[1]-P[1])*camZ[1]+(camLoc[2]-P[2])*camZ[2];
}
bool ON_Viewport::SetFrustumNearFar(
const double* box_min,
const double* box_max
)
{
bool rc = false;
const double* box[2];
int i,j,k;
double n, f, d;
double camLoc[3], camZ[3], P[3];
if ( !box_min )
box_min = box_max;
if ( !box_max )
box_max = box_min;
if ( !box_min )
return false;
// 31 May 2007 Dale Lear RR 25980
// Add validation of box_min and box_max.
if ( !ON_IsValid(box_min[0]) || !ON_IsValid(box_min[1]) || !ON_IsValid(box_min[2]) )
return false;
if ( !ON_IsValid(box_max[0]) || !ON_IsValid(box_max[1]) || !ON_IsValid(box_max[2]) )
return false;
if ( box_min[0] > box_max[0]
|| box_min[1] > box_max[1]
|| box_min[2] > box_max[2]
)
{
return false;
}
box[0] = box_min;
box[1] = box_max;
if ( GetCameraFrame( camLoc, nullptr, nullptr, camZ ) ) {
n = f = -1.0;
for(i=0;i<2;i++)for(j=0;j<2;j++)for(k=0;k<2;k++) {
P[0] = box[i][0];
P[1] = box[j][1];
P[2] = box[k][2];
d = clipDist(camLoc,camZ,P);
if (!i&&!j&&!k)
n=f=d;
else if ( d < n )
n = d;
else if ( d > f )
f = d;
}
if ( !ON_IsValid(f) || !ON_IsValid(n) )
return false;
if ( f <= 0.0 )
return false; // box is behind camera
n *= 0.9375;
f *= 1.0625;
if ( n <= 0.0 )
n = m__MIN_NEAR_OVER_FAR*f;
if ( IsPerspectiveProjection() )
rc = SetFrustumNearFar( n, f, m__MIN_NEAR_DIST, m__MIN_NEAR_OVER_FAR, 0.5*(n+f) );
else
rc = SetFrustumNearFar( n, f );
}
return rc;
}
bool ON_Viewport::SetFrustumNearFar(
const double* center,
double radius
)
{
bool rc = false;
double n, f, d;
double camLoc[3], camZ[3], P[3];
if ( !center
|| !ON_IsValid(center[0])
|| !ON_IsValid(center[1])
|| !ON_IsValid(center[2])
|| !ON_IsValid(radius)
)
{
return false;
}
if ( GetCameraFrame( camLoc, nullptr, nullptr, camZ ) )
{
d = fabs(radius);
P[0] = center[0] + d*camZ[0];
P[1] = center[1] + d*camZ[0];
P[2] = center[2] + d*camZ[0];
n = clipDist(camLoc,camZ,P);
P[0] = center[0] - d*camZ[0];
P[1] = center[1] - d*camZ[0];
P[2] = center[2] - d*camZ[0];
f = clipDist(camLoc,camZ,P);
if ( !ON_IsValid(f) || !ON_IsValid(n) )
return false;
if ( f <= 0.0 )
return false; // sphere is behind camera
n *= 0.9375;
f *= 1.0625;
if ( n <= 0.0 )
n = m__MIN_NEAR_OVER_FAR*f;
if ( IsPerspectiveProjection() )
rc = SetFrustumNearFar( n, f, m__MIN_NEAR_DIST, m__MIN_NEAR_OVER_FAR, 0.5*(n+f) );
else
rc = SetFrustumNearFar( n, f );
}
return rc;
}
bool ON_Viewport::SetFrustumNearFar( double n, double f )
{
// This is a bare bones setter.
// Except for the 0 < n < f < ON_NONSENSE_WORLD_COORDINATE_VALUE
// requirement, do not add checking here.
//
// Use the ON_Viewport::SetFrustumNearFar( near_dist,
// far_dist,
// min_near_dist,
// min_near_over_far,
// target_dist );
//
// version if you need lots of validation and automatic fixing.
double d, frus_left, frus_right, frus_bottom, frus_top, frus_near, frus_far;
bool rc = false;
if ( ON_IsValid(n) && ON_IsValid(f) && n > 0.0 && f > n && f < ON_NONSENSE_WORLD_COORDINATE_VALUE )
{
if ( GetFrustum( &frus_left, &frus_right,
&frus_bottom, &frus_top,
&frus_near, &frus_far ) )
{
// preserve valid frustum
if ( IsPerspectiveProjection() )
{
d = n/frus_near;
frus_left *= d;
frus_right *= d;
frus_bottom *= d;
frus_top *= d;
}
frus_near = n;
frus_far = f;
rc = SetFrustum( frus_left, frus_right,
frus_bottom, frus_top,
frus_near, frus_far );
}
else
{
if ( IsPerspectiveProjection() && (n <= 1.0e-8 || f > 1.0001e8*n) )
{
ON_ERROR("ON_Viewport::SetFrustum - bogus perspective m_frus_near/far values - will crash MS OpenGL");
}
m_frus_near = n;
m_frus_far = f;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
rc = true;
}
}
return rc;
}
bool ON_Viewport::ChangeToSymmetricFrustum(
bool bLeftRightSymmetric,
bool bTopBottomSymmetric,
double target_distance
)
{
if ( bLeftRightSymmetric && m_frus_left == -m_frus_right )
bLeftRightSymmetric = false; // no left/right changes required.
if ( bTopBottomSymmetric && m_frus_bottom == -m_frus_top )
bTopBottomSymmetric = false; // no top/bottom changes required.
if ( !bLeftRightSymmetric && !bTopBottomSymmetric )
return true; // no changes required
if ( !m_bValidFrustum )
return false;
const double half_w = 0.5*(m_frus_right-m_frus_left);
const double half_h = 0.5*(m_frus_top-m_frus_bottom);
double dx = bLeftRightSymmetric ? (m_frus_right - half_w) : 0.0;
double dy = bTopBottomSymmetric ? (m_frus_top - half_h) : 0.0;
if ( bLeftRightSymmetric )
{
m_frus_right = half_w;
m_frus_left = -m_frus_right;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
}
if ( bTopBottomSymmetric )
{
m_frus_top = half_h;
m_frus_bottom = -m_frus_top;
m_projection_content_sha1 = ON_SHA1_Hash::ZeroDigest;
}
// if possible, dolly the camera so the original
// target plane is still visible.
if ( m_bValidCamera && (dx != 0.0 || dy != 0.0 ) )
{
if ( ON::perspective_view == m_projection )
{
if ( m_frus_near > 0.0 )
{
if ( ON_UNSET_VALUE == target_distance )
target_distance = TargetDistance(true);
if ( ON_IsValid(target_distance) && target_distance > 0.0 )
{
double s = target_distance/m_frus_near;
dx *= s;
dy *= s;
}
}
else
{
dx=dy = 0.0;
}
}
if ( dx != 0.0 || dy != 0.0 )
{
ON_3dPoint cam_loc = m_CamLoc + dx*m_CamX + dy*m_CamY;
SetCameraLocation(cam_loc);
}
}
return true;
}
bool ON_Viewport::GetWorldToScreenScale(
ON_3dPoint world_point,
double* scale
) const
{
double frustum_depth = ON_UNSET_VALUE;
if (nullptr != scale)
*scale = 0.0;
if (IsPerspectiveProjection() && world_point.IsValid())
{
ON_3dPoint CamLoc;
ON_3dVector CamZ;
if (!GetCameraFrame(CamLoc, nullptr, nullptr, CamZ) || !(m_frus_near > 0.0))
return false;
frustum_depth = CamZ*(CamLoc - world_point);
if (!(frustum_depth > 0.0))
frustum_depth = ON_UNSET_VALUE;
}
return GetWorldToScreenScale(frustum_depth, scale);
}
bool ON_Viewport::GetWorldToScreenScale(
double frustum_depth,
double* scale
) const
{
if (nullptr != scale)
*scale = 0.0;
if (false == m_bValidFrustum)
return false;
if (false == m_bValidPort)
return false;
double s = 1.0;
if (IsPerspectiveProjection() && ON_IsValid(frustum_depth) && frustum_depth > 0.0)
{
if (!(m_frus_near > 0.0))
return false;
s = frustum_depth / m_frus_near;
if (!(s >= 0.0) && ON_IS_FINITE(s))
return false;
}
double x = 1.0;
GetViewScale(&x, nullptr);
if (x != 0.0 && 1.0 != x)
s /= fabs(x);
double fw = fabs(FrustumWidth());
if (!(fw > 0.0))
return false;
fw *= s;
double sw = fabs((double)ScreenPortWidth());
if (!(sw > 0.0))
return false;
s = sw / fw;
if (!(s > 0.0) && ON_IS_FINITE(s))
return false;
if (nullptr != scale)
*scale = s;
return true;
}
bool ON_Viewport::GetCoordinateSprite(
int size,
int scrx, int scry,
int indx[3], // axis order by depth
double scr_coord[3][2] ) const
{
// size = length of axes in pixels
indx[0] = 0; indx[1] = 1; indx[2] = 2;
scr_coord[0][0] = scr_coord[1][0] = scr_coord[2][0] = scrx;
scr_coord[0][1] = scr_coord[1][1] = scr_coord[2][1] = scry;
ON_3dPoint C, XP, YP, ZP, ScrC, ScrXP;
ON_3dVector X, Z, Scr[3];
ON_Xform w2s;
if (!GetFrustumCenter( C ) )
return false;
if (!GetCameraFrame( nullptr, X, nullptr, Z ))
return false;
if (!GetXform( ON::world_cs, ON::screen_cs, w2s ))
return false;
// indx[] determines order that axes are drawn
// sorted from back to front
int i,j,k;
for (i = 0; i < 2; i++) for (j = i+1; j <= 2; j++) {
if (Z[indx[i]] > Z[indx[j]])
{k = indx[i]; indx[i] = indx[j]; indx[j] = k;}
}
// determine world length that corresponds to size pixels
XP = C+X;
ScrC = w2s*C;
ScrXP = w2s*XP;
if (ScrC.x == ScrXP.x)
return false;
double s = size/fabs( ScrC.x - ScrXP.x );
// transform world coord axes to screen
XP = C;
XP.x += s;
YP = C;
YP.y += s;
ZP = C;
ZP.z += s;
Scr[0] = w2s*XP;
Scr[1] = w2s*YP;
Scr[2] = w2s*ZP;
double dx = scrx - ScrC.x;
double dy = scry - ScrC.y;
for (i=0;i<3;i++) {
scr_coord[i][0] = dx + Scr[i].x;
scr_coord[i][1] = dy + Scr[i].y;
}
return true;
}
static bool GetRelativeScreenCoordinates(
int port_left, int port_right,
int port_bottom, int port_top,
bool bSortPoints,
int& x0, int& y0, int& x1, int& y1,
double& s0, double& t0, double& s1, double& t1
)
{
// convert screen rectangle into relative rectangle
if ( bSortPoints ) {
int i;
if ( x0 > x1 ) {
i = x0; x0 = x1; x1 = i;
}
if ( port_left > port_right ) {
i = x0; x0 = x1; x1 = i;
}
if ( y0 > y1 ) {
i = y0; y0 = y1; y1 = i;
}
if ( port_bottom > port_top ) {
i = y0; y0 = y1; y1 = i;
}
}
s0 = ((double)(x0 - port_left))/((double)(port_right - port_left));
s1 = ((double)(x1 - port_left))/((double)(port_right - port_left));
t0 = ((double)(y0 - port_bottom))/((double)(port_top - port_bottom));
t1 = ((double)(y1 - port_bottom))/((double)(port_top - port_bottom));
double tol = 0.001;
if ( fabs(s0) <= tol ) s0 = 0.0; else if (fabs(s0-1.0) <= tol ) s0 = 1.0;
if ( fabs(s1) <= tol ) s1 = 0.0; else if (fabs(s1-1.0) <= tol ) s1 = 1.0;
if ( fabs(t0) <= tol ) t0 = 0.0; else if (fabs(t0-1.0) <= tol ) t0 = 1.0;
if ( fabs(t1) <= tol ) t1 = 0.0; else if (fabs(t1-1.0) <= tol ) t1 = 1.0;
if ( fabs(s0-s1) <= tol )
return false;
if ( fabs(t0-t1) <= tol )
return false;
return true;
}
bool ON_Viewport::ZoomToScreenRect( int x0, int y0, int x1, int y1 )
{
int port_left, port_right, port_bottom, port_top, port_near, port_far;
if ( !GetScreenPort( &port_left, &port_right,
&port_bottom, &port_top,
&port_near, &port_far ) )
return false;
// dolly camera sideways so it's looking at center of rectangle
int dx = (x0+x1)/2;
int dy = (y0+y1)/2;
int cx = (port_left+port_right)/2;
int cy = (port_bottom+port_top)/2;
ON_3dVector dolly_vector;
if ( !GetDollyCameraVector( dx, dy, cx, cy, 0.5*(FrustumNear()+FrustumFar()), dolly_vector ) )
return false;
if ( !DollyCamera( dolly_vector ) )
return false;
// adjust frustum
dx = cx - dx;
dy = cy - dy;
x0 += dx;
x1 += dx;
y0 += dy;
y1 += dy;
double frus_left, frus_right, frus_bottom, frus_top, frus_near, frus_far;
if ( !GetFrustum( &frus_left, &frus_right,
&frus_bottom, &frus_top,
&frus_near, &frus_far ) )
return false;
double s0,t0,s1,t1;
if ( !GetRelativeScreenCoordinates(port_left, port_right, port_bottom, port_top,
true,
x0,y0,x1,y1,
s0,t0,s1,t1) )
return false;
double w = frus_right - frus_left;
double h = frus_top - frus_bottom;
double a0 = (1.0-s0)*frus_left + s0*frus_right;
double a1 = (1.0-s1)*frus_left + s1*frus_right;
double b0 = (1.0-t0)*frus_bottom + t0*frus_top;
double b1 = (1.0-t1)*frus_bottom + t1*frus_top;
if ( -a0 > a1 ) a1 = -a0; else a0 = -a1;
if ( -b0 > b1 ) b1 = -b0; else b0 = -b1;
double d;
if ( (b1-b0)*w < (a1-a0)*h ) {
d = (a1-a0)*h/w;
d = 0.5*(d - (b1-b0));
b0 -= d;
b1 += d;
}
else {
d = (b1-b0)*w/h;
d = 0.5*(d - (a1-a0));
a0 -= d;
a1 += d;
}
return SetFrustum( a0, a1, b0, b1, frus_near, frus_far );
}
/*
bool ON_Viewport::DollyToScreenRect( double view_plane_distance,
int x0, int y0, int x1, int y1 )
{
// Only makes sense in a perspective projection. In a parallel projection,
// I resort to ZoomToScreenRect(0 and the visual result is the same.
if ( !IsPerspectiveProjection() )
return ZoomToScreenRect( x0, y0, x1, y1 );
int port_left, port_right, port_bottom, port_top;
if ( !GetScreenPort( &port_left, &port_right, &port_bottom, &port_top, nullptr, nullptr ) )
return false;
int dx = (x0+x1)/2;
int dy = (y0+y1)/2;
int cx = (port_left+port_right)/2;
int cy = (port_bottom+port_top)/2;
if ( !DollyAlongScreenChord( dx, dy, cx, cy ) )
return false;
dx = cx - dx;
dy = cy - dy;
x0 += dx;
x1 += dx;
y0 += dy;
y1 += dy;
double frus_left, frus_right, frus_bottom, frus_top, frus_near, frus_far;
if ( !GetFrustum( &frus_left, &frus_right,
&frus_bottom, &frus_top,
&frus_near, &frus_far ) )
return false;
double s0, t0, s1, t1;
if ( !GetRelativeScreenCoordinates(port_left, port_right, port_bottom, port_top,
true,
x0,y0,x1,y1,
s0,t0,s1,t1) )
return false;
double w = frus_right - frus_left;
double h = frus_top - frus_bottom;
double a0 = (1.0-s0)*frus_left + s0*frus_right;
double a1 = (1.0-s1)*frus_left + s1*frus_right;
double b0 = (1.0-t0)*frus_bottom + t0*frus_top;
double b1 = (1.0-t1)*frus_bottom + t1*frus_top;
if ( -a0 > a1 ) a1 = -a0; else a0 = -a1;
if ( -b0 > b1 ) b1 = -b0; else b0 = -b1;
double d;
if ( (b1-b0)*w < (a1-a0)*h ) {
d = (a1-a0)*h/w;
d = 0.5*(d - h);
b0 -= d;
b1 += d;
}
else {
d = (b1-b0)*w/h;
d = 0.5*(d - w);
a0 -= d;
a1 += d;
}
d = 0.5*((a1-a0)/w + (b1-b0)/h)*view_plane_distance;
double delta = d - view_plane_distance;
frus_near += delta;
frus_far += delta;
if ( frus_near <= 0.0 ) {
if ( frus_far <= 0.0 )
frus_far = 100.0;
frus_near = 0.001*frus_far;
}
if ( !SetFrustumNearFar( frus_near, frus_far ) )
return false;
double camLoc[3], camY[3], camZ[3];
if ( !GetCameraFrame( camLoc, nullptr, camY, camZ ) )
return false;
camLoc[0] += delta*camZ[0];
camLoc[1] += delta*camZ[1];
camLoc[2] += delta*camZ[2];
camZ[0] = -camZ[0];
camZ[1] = -camZ[1];
camZ[2] = -camZ[2];
if ( !SetCamera( camLoc, camZ, camY ) )
return false;
return true;
}
*/
bool ON_Viewport::Extents( double angle, const ON_BoundingBox& bbox )
{
double radius;
double x, y, xmin, xmax, ymin, ymax;
int i,j,k;
if ( !bbox.IsValid() || !IsValid() )
return false;
ON_3dVector camX = CameraX();
ON_3dVector camY = CameraY();
ON_3dPoint center = bbox.Center();
xmin=xmax=ymin=ymax=0.0;
for (i=0;i<2;i++) for (j=0;j<2;j++) for (k=0;k<2;k++) {
ON_3dVector box_corner = bbox.Corner(i,j,k);
x = camX*box_corner;
y = camY*box_corner;
if ( i==0&&j==0&&k==0) {
xmin=xmax=x;
ymin=ymax=y;
}
else {
if ( x > xmax) xmax=x; else if (x < xmin) xmin = x;
if ( y > ymax) ymax=y; else if (y < ymin) ymin = y;
}
}
radius = xmax-xmin;
if ( ymax-ymin > radius )
radius = ymax-ymin;
if ( radius <= ON_SQRT_EPSILON ) {
radius = bbox.Diagonal().MaximumCoordinate();
}
radius *= 0.5;
if ( radius <= ON_SQRT_EPSILON )
radius = 1.0;
return Extents( angle, center, radius );
}
bool ON_Viewport::Extents( double angle, const ON_3dPoint& center, double radius )
{
if ( !IsValid() )
return false;
double target_dist, near_dist, far_dist;
if ( radius <= 0.0 ||
angle <= 0.0 ||
angle >= 0.5*ON_PI*(1.0-ON_SQRT_EPSILON) )
return false;
target_dist = radius/sin(angle);
if ( !IsPerspectiveProjection() )
{
target_dist += 1.0625*radius;
}
near_dist = target_dist - 1.0625*radius;
if ( near_dist < 0.0625*radius )
near_dist = 0.0625*radius;
if ( near_dist < m__MIN_NEAR_DIST )
near_dist = m__MIN_NEAR_DIST;
far_dist = target_dist + 1.0625*radius;
SetCameraLocation( center + target_dist*CameraZ() );
if ( !SetFrustumNearFar( near_dist, far_dist ) )
return false;
if ( !SetCameraAngle( angle ) )
return false;
return IsValid()?true:false;
}
void ON_Viewport::Dump( ON_TextLog& dump ) const
{
dump.Print("ON_Viewport\n");
dump.PushIndent();
dump.Print("Projection: ");
switch(m_projection)
{
case ON::parallel_view:
dump.Print("parallel\n");
break;
case ON::perspective_view:
dump.Print("perspective\n");
break;
default:
dump.Print("invalid\n");
break;
}
dump.Print("Camera: (m_bValidCamera = %s)\n",(m_bValidCamera?"true":"false"));
dump.PushIndent();
dump.Print("Location: "); if ( CameraLocationIsLocked() ) dump.Print("(locked) "); dump.Print(m_CamLoc); dump.Print("\n");
dump.Print("Direction: "); if ( CameraDirectionIsLocked() ) dump.Print("(locked) "); dump.Print(m_CamDir); dump.Print("\n");
dump.Print("Up: "); if ( CameraUpIsLocked() ) dump.Print("(locked) "); dump.Print(m_CamUp); dump.Print("\n");
dump.Print("X: "); dump.Print(m_CamX); dump.Print("\n");
dump.Print("Y: "); dump.Print(m_CamY); dump.Print("\n");
dump.Print("Z: "); dump.Print(m_CamZ); dump.Print("\n");
dump.PopIndent();
dump.Print("Target Point: "); dump.Print(m_target_point); dump.Print("\n");
dump.Print("target distance %g\n",TargetDistance(true));
double frus_aspect=0.0;
GetFrustumAspect(frus_aspect);
dump.Print("Frustum: (m_bValidFrustum = %s)\n",(m_bValidFrustum?"true":"false"));
dump.PushIndent();
dump.Print("left/right symmetry locked = %s\n",FrustumIsLeftRightSymmetric()?"true":"false");
dump.Print("top/bottom symmetry locked = %s\n",FrustumIsTopBottomSymmetric()?"true":"false");
dump.Print("left: "); dump.Print(m_frus_left); dump.Print("\n");
dump.Print("right: "); dump.Print(m_frus_right); dump.Print("\n");
dump.Print("bottom: "); dump.Print(m_frus_bottom); dump.Print("\n");
dump.Print("top: "); dump.Print(m_frus_top); dump.Print("\n");
dump.Print("near: "); dump.Print(m_frus_near); dump.Print("\n");
dump.Print("far: "); dump.Print(m_frus_far); dump.Print("\n");
dump.Print("aspect (width/height): "); dump.Print(frus_aspect); dump.Print("\n");
if ( ON::perspective_view == m_projection )
{
dump.PushIndent();
dump.Print("near/far: %g\n",m_frus_near/m_frus_far);
dump.Print("suggested minimum near: = %g\n",m__MIN_NEAR_DIST);
dump.Print("suggested minimum near/far: = %g\n",m__MIN_NEAR_OVER_FAR);
dump.PopIndent();
}
dump.PopIndent();
double port_aspect=0.0;
GetScreenPortAspect(port_aspect);
dump.Print("Port: (m_bValidPort = %s\n",(m_bValidPort?"true":"false"));
dump.PushIndent();
dump.Print("left: %d\n",m_port_left);
dump.Print("right: %d\n",m_port_right);
dump.Print("bottom: %d\n",m_port_bottom);
dump.Print("top: %d\n",m_port_top);
dump.Print("near: %d\n",m_port_near);
dump.Print("far: %d\n",m_port_far);
dump.Print("aspect (width/height): "); dump.Print(port_aspect); dump.Print("\n");
dump.PopIndent();
dump.PopIndent();
}
bool ON_Viewport::GetPointDepth(
ON_3dPoint point,
double* near_dist,
double* far_dist,
bool bGrowNearFar
) const
{
bool rc = false;
if ( point.x != ON_UNSET_VALUE )
{
double depth = (m_CamLoc - point)*m_CamZ;
if ( 0 != near_dist && (*near_dist == ON_UNSET_VALUE || !bGrowNearFar || *near_dist > depth) )
*near_dist = depth;
if ( 0 != far_dist && (*far_dist == ON_UNSET_VALUE || !bGrowNearFar || *far_dist < depth) )
*far_dist = depth;
rc = true;
}
return rc;
}
bool ON_Viewport::GetPointDepth(
ON_3dPoint point,
double* view_plane_depth
) const
{
bool rc = false;
if ( point.x != ON_UNSET_VALUE )
{
double depth = (m_CamLoc - point)*m_CamZ;
if ( 0 != view_plane_depth )
*view_plane_depth = depth;
rc = true;
}
return rc;
}
int ON_Viewport::InViewFrustum(
bool bInfiniteFrustum,
const ON_BoundingBox& bbox,
const ON_Xform* bbox_xform
) const
{
double near_dist = ON_UNSET_VALUE;
double far_dist = ON_UNSET_VALUE;
bool bGrowNearFar = false;
int rc = GetBoundingBoxDepth(bbox,bbox_xform,&near_dist,&far_dist,bGrowNearFar);
if (rc == 2 && false == bInfiniteFrustum)
{
if ( near_dist < m_frus_near || far_dist > m_frus_far )
rc = 1;
}
return rc;
}
bool ON_Viewport::GetBoundingBoxDepth(
ON_BoundingBox bbox,
double* near_dist,
double* far_dist,
bool bGrowNearFar
) const
{
int rc = GetBoundingBoxDepth(bbox,nullptr,near_dist,far_dist,bGrowNearFar);
return (rc > 0);
}
int ON_Viewport::GetBoundingBoxDepth(
ON_BoundingBox bbox,
const ON_Xform* bbox_xform,
double* near_dist,
double* far_dist,
bool bGrowNearFar
) const
{
// The Xbuffer[] stuff is to skip wasting time in unneeded constructors.
// The buffers are double arrays to insure alignments are correct.
ON_3dPoint* C;
ON_3dPoint* P;
ON_PlaneEquation* S;
ON_Line* L;
ON_3dPoint Q;
double Pbuffer[(8+8+8+48)*(sizeof(P[0])/sizeof(double))];
double Sbuffer[5*(sizeof(S[0])/sizeof(double))];
double Lbuffer[4*(sizeof(L[0])/sizeof(double))];
double d, t[2], v[4][8], v0, v1;
const double tol = ON_SQRT_EPSILON*(1.0 + m_CamLoc.MaximumCoordinate());
C = (ON_3dPoint*)Pbuffer;
P = C+8;
S = (ON_PlaneEquation*)Sbuffer;
L = (ON_Line*)Lbuffer;
unsigned int i, j, k, Pin, Pout, Pcount;
bool rc;
bool bTrimmed = false;
const bool bPerspectiveProjection = (ON::perspective_view == m_projection);
for (;;)
{
rc = bbox.GetCorners(C);
if (!rc)
break;
if (nullptr != bbox_xform)
{
rc = bbox_xform->IsValid();
if (!rc)
break;
}
rc = GetFrustumLeftPlaneEquation(S[0]);
if (!rc)
break;
rc = GetFrustumRightPlaneEquation(S[1]);
if (!rc)
break;
rc = GetFrustumBottomPlaneEquation(S[2]);
if (!rc)
break;
rc = GetFrustumTopPlaneEquation(S[3]);
if (!rc)
break;
S[4].Create(m_CamLoc,-m_CamZ);
Pcount = 0;
Pin = 0;
Pout = 0;
for ( i = 0; i < 8; i++ )
{
if ( nullptr != bbox_xform )
C[i] = (*bbox_xform)*C[i];
k = 0;
if ( (v[0][i] = S[0].ValueAt(C[i])) >= -tol )
k |= 1;
else
Pout |= 1;
if ( (v[1][i] = S[1].ValueAt(C[i])) >= -tol )
k |= 2;
else
Pout |= 2;
if ( (v[2][i] = S[2].ValueAt(C[i])) >= -tol )
k |= 4;
else
Pout |= 4;
if ( (v[3][i] = S[3].ValueAt(C[i])) >= -tol )
k |= 8;
else
Pout |= 8;
if ( !bPerspectiveProjection || S[4].ValueAt(C[i]) > 0.0 )
k |= 16;
Pin |= k;
if ( (1|2|4|8|16) == k )
{
// C[i] is inside the infinite frustum
P[Pcount++] = C[i];
}
}
if ( Pcount < 8 )
{
bTrimmed = true;
// some portion of bbox is outside the infinite frustum
if ( (1|2|4|8|16) != Pin )
{
// bbox does not intersect the infinite frustum.
rc = false;
break;
}
j = 0;
if ( bPerspectiveProjection )
{
if ( bbox.MinimumDistanceTo(m_CamLoc) <= 0.0 )
{
// camera location is in the bounding box
P[Pcount++] = m_CamLoc;
j = 1; // j = 1 indicates m_CamLoc has been added to P[].
}
L[0].from = m_CamLoc;
L[1].from = m_CamLoc;
L[2].from = m_CamLoc;
L[3].from = m_CamLoc;
}
else
{
rc = GetNearRect(L[0].from,L[1].from,L[2].from,L[3].from);
if (!rc)
break;
}
rc = GetFarRect(L[0].to,L[1].to,L[2].to,L[3].to);
if (!rc)
break;
const unsigned int Linout[4] = {
1|4, // intersection of left and bottom frustum sides
2|4, // intersection of right and bottom frustum sides
1|8, // intersection of left and top frustum sides
2|8 // intersection of right and top frustum sides
};
k = Pin & Pout;
for ( i = 0; i < 4; i++ )
{
// The Linout[i] == ... test is true if bbox is on both sides
// of both planes whose intersection defines the line L[i].
// The fast integer test helps cull unnecessary calls to
// the expensive ON_Intersect() function.
if ( Linout[i] == (k & Linout[i])
&& ON_Intersect(bbox,L[i],tol,(ON_Interval*)t)
)
{
if ( bPerspectiveProjection )
{
if ( t[1] < 0.0 )
continue;
if ( t[0] < 0.0 )
{
if ( 0 == j )
{
P[Pcount++] = m_CamLoc;
j = 1; // j = 1 indicates m_CamLoc has been added to P[].
}
t[0] = t[1];
}
}
P[Pcount++] = L[i].PointAt(t[0]);
if ( t[1] > t[0] )
P[Pcount++] = L[i].PointAt(t[1]);
}
}
// intersect box edges with frustum sides
// The 12 bbox edges have endpoints
// C[e[*][0]] and C[E[*][1]]
const unsigned int e[12][2] = {
{0,1},{2,3},{4,5},{6,7},
{0,2},{1,3},{4,6},{5,7},
{0,4},{1,5},{2,6},{3,7}};
for ( i = 0; i < 4; i++ )
{
for ( j = 0; j < 12; j++ )
{
v0 = v[i][e[j][0]];
v1 = v[i][e[j][1]];
if ( v0*v1 < 0.0 )
{
// this box edge crosses the frustum side plane
d = v0/(v0-v1);
P[Pcount++] = Q = (1.0-d)*C[e[j][0]] + d*C[e[j][1]];
// verify that Q is in the frustum
for ( k = 0; k < 4; k++ )
{
if ( i != k && S[k].ValueAt(Q) <= -tol )
{
// Q is not in the view frustum
Pcount--;
break;
}
}
}
}
}
if ( 0 == Pcount )
{
rc = false;
break;
}
}
t[0] = t[1] = (m_CamLoc - P[0])*m_CamZ;
for ( i = 1; i < Pcount; i++ )
{
d = (m_CamLoc - P[i])*m_CamZ;
if ( d < t[0] )
t[0] = d;
else if ( d > t[1] )
t[1] = d;
}
if ( bPerspectiveProjection )
{
if ( t[1] < 0.0 )
{
rc = false;
break;
}
if ( t[0] < 0.0 )
t[0] = 0.0;
}
if ( 0 != near_dist && (!bGrowNearFar || !ON_IsValid(*near_dist) || t[0] < *near_dist) )
*near_dist = t[0];
if ( 0 != far_dist && (!bGrowNearFar || !ON_IsValid(*far_dist) || t[1] > *far_dist) )
*far_dist = t[1];
rc = true;
break;
}
// 0 = out, 1 = partially in infinite frustum, 2 = all in infinite frustum
return (rc) ? (bTrimmed ? 1 : 2) : 0;
}
static bool TrimLineHelper( ON_PlaneEquation e, bool bFlipPlane, ON_Line& line )
{
// trims the line - keeping the portion "above" the plane
ON_3dPoint P;
double e0,e1,s;
e0 = e.ValueAt(line.from);
e1 = e.ValueAt(line.to);
if ( bFlipPlane )
{
e0 = -e0;
e1 = -e1;
}
if ( e0 <= 0.0 && e1 <= 0.0 )
return false;
if ( e0 < 0.0 || e1 < 0.0 )
{
s = e0/(e0-e1);
if ( ON_IsValid(s) && s > 0.0 && s < 1.0 )
{
P = line.PointAt(s);
if ( e0 > 0.0 )
{
line.to = P;
}
else if ( e1 > 0.0 )
{
line.from = P;
}
}
}
return true;
}
bool ON_Viewport::GetBoundingBoxProjectionExtents(
ON_BoundingBox bbox,
ON_Interval& x_extents,
ON_Interval& y_extents
) const
{
const ON_Interval unit_interval(0.0,1.0);
x_extents = unit_interval;
y_extents = unit_interval;
if ( !bbox.IsValid() )
return false;
if ( !IsValidCamera() && !IsValidFrustum() )
return false;
const ON_3dPoint cam_loc = CameraLocation();
if ( !cam_loc.IsValid() )
return false;
// far_rect[] points run image ccw
// (image lower left, lower right, upper right, upper left)
ON_3dPoint far_rect[4];
if ( !GetFarRect(far_rect[0],far_rect[1],far_rect[3],far_rect[2]) )
return false;
ON_3dPoint clipping_point(ON_UNSET_VALUE,ON_UNSET_VALUE,0.0);
ON_BoundingBox clipping_bbox;
clipping_bbox.m_min.z = clipping_point.z;
clipping_bbox.m_max.z = clipping_point.z;
ON_Line camera_ray(cam_loc,ON_3dPoint::UnsetPoint);
for ( int i = 0; i < 4; i++ )
{
camera_ray.to = far_rect[i];
for ( int j = 0; j < 3; j++ )
{
ON_PlaneEquation e(0==j ? 1.0 : 0.0, 1 == j ? 1.0 : 0.0, 2==j?1.0:0.0, 0.0);
for ( int k = 0; k < 2; k++ )
{
ON_3dPoint bbox_point = k ? bbox.m_max : bbox.m_min;
e.d = 0.0;
e.d = -bbox_point[j];
double t = ON_UNSET_VALUE;
if ( ON_Intersect(camera_ray,e,&t) )
{
if ( t > 0.0 )
{
ON_3dPoint P = camera_ray.PointAt(t);
P[j] = bbox_point[j];
if ( bbox.IsPointIn(P) )
{
clipping_point.x = (1 == i || 2 == i) ? 1.0 : -1.0;
clipping_point.y = (i >= 2) ? 1.0 : -1.0;
clipping_bbox.Set(clipping_point,true);
}
}
}
}
}
}
if ( clipping_bbox.m_min.x != -1.0 || clipping_bbox.m_min.y != -1.0
|| clipping_bbox.m_max.x != 1.0 || clipping_bbox.m_max.y != 1.0
)
{
ON_Xform w2c;
if ( !GetXform(ON::world_cs,ON::clip_cs,w2c) )
return false;
ON_PlaneEquation vp_near_plane;
if ( !GetNearPlaneEquation(vp_near_plane) )
return false;
ON_PlaneEquation vp_far_plane;
if ( !GetFarPlaneEquation(vp_far_plane) )
return false;
ON_PlaneEquation frustum_sides[4];
if ( !GetFrustumLeftPlaneEquation(frustum_sides[0]) )
return false;
if ( !GetFrustumBottomPlaneEquation(frustum_sides[1]) )
return false;
if ( !GetFrustumRightPlaneEquation(frustum_sides[2]) )
return false;
if ( !GetFrustumTopPlaneEquation(frustum_sides[3]) )
return false;
ON_Line bbox_lines[12];
bbox.GetEdges(bbox_lines);
for ( int i = 0; i < 12; i++ )
{
ON_Line line = bbox_lines[i];
if ( !TrimLineHelper( vp_near_plane, true, line ) )
continue;
if ( !TrimLineHelper( vp_far_plane, false, line ) )
continue;
for ( int j = 0; j < 4; j++ )
{
if ( !TrimLineHelper(frustum_sides[j],false,line) )
{
line.from = ON_3dPoint::UnsetPoint;
line.to = ON_3dPoint::UnsetPoint;
break;
}
}
if ( !line.IsValid() )
continue;
clipping_point = w2c*line.from;
clipping_bbox.Set(clipping_point,true);
clipping_point = w2c*line.to;
clipping_bbox.Set(clipping_point,true);
}
}
bool rc = clipping_bbox.IsValid();
if ( rc )
{
ON_Interval extents[2];
for ( int i = 0; i < 2; i++ )
{
extents[i].Set(
0.5*(clipping_bbox.m_min[i]+1.0),
0.5*(clipping_bbox.m_max[i]+1.0)
);
if ( extents[i].IsIncreasing() || extents[i].IsSingleton() )
{
if ( extents[i].Intersection(unit_interval) && extents[i].IsValid() )
{
if ( extents[i].IsIncreasing() )
continue;
if ( extents[i].IsSingleton() )
continue;
}
}
rc = false;
break;
}
if ( rc )
{
x_extents = extents[0];
y_extents = extents[1];
}
}
return rc;
}
bool ON_Viewport::GetSphereDepth(
ON_Sphere sphere,
double* near_dist,
double* far_dist,
bool bGrowNearFar
) const
{
bool rc = GetPointDepth( sphere.Center(), near_dist, far_dist, bGrowNearFar );
if ( rc && sphere.Radius() > 0.0 )
{
if ( 0 != near_dist )
*near_dist -= sphere.Radius();
if ( 0 != far_dist )
*far_dist += sphere.Radius();
}
return rc;
}
bool ON_Viewport::SetFrustumNearFar(
double near_dist,
double far_dist,
double min_near_dist,
double min_near_over_far,
double target_dist
)
{
double relative_depth_bias = 0.0;
return SetFrustumNearFar(
near_dist,
far_dist,
min_near_dist,
min_near_over_far,
target_dist,
relative_depth_bias
);
}
bool ON_Viewport::SetFrustumNearFar(
double near_dist,
double far_dist,
double min_near_dist,
double min_near_over_far,
double target_dist,
double relative_depth_bias
)
{
if ( !ON_IsValid(near_dist)
|| !ON_IsValid(far_dist)
|| near_dist > far_dist )
{
return false;
}
// min_near_over_far needs to be < 1 and should be in the
// range 1e-6 to 1e-2. By setting negative min's to zero,
// the code below is simplified but still ignores a negative
// input.
const double tiny = ON_ZERO_TOLERANCE;
const double MIN_NEAR_DIST = ( ON_IsValid(m__MIN_NEAR_DIST) && m__MIN_NEAR_DIST <= tiny )
? m__MIN_NEAR_DIST
: ON_Viewport::DefaultMinNearDist;
const double MIN_NEAR_OVER_FAR = ( ON_IsValid(m__MIN_NEAR_OVER_FAR)
&& m__MIN_NEAR_OVER_FAR > tiny
&& m__MIN_NEAR_OVER_FAR < 1.0-tiny )
? m__MIN_NEAR_OVER_FAR
: ON_Viewport::DefaultMinNearOverFar;
// 30 May Dale Lear
// Add checks for validity of min_near_dist and min_near_over_far
if ( !ON_IsValid(min_near_dist) || min_near_dist <= tiny )
{
min_near_dist = MIN_NEAR_DIST;
}
if ( !ON_IsValid(min_near_over_far)
|| min_near_over_far <= tiny
|| min_near_over_far >= 1.0-tiny )
{
min_near_over_far = MIN_NEAR_OVER_FAR;
}
if ( IsPerspectiveProjection() )
{
// make sure 0 < near_dist < far_dist
if ( near_dist < min_near_dist )
near_dist = min_near_dist;
if ( far_dist <= near_dist+tiny )
{
far_dist = 100.0*near_dist;
if ( target_dist > near_dist+min_near_dist && far_dist <= target_dist+min_near_dist )
{
far_dist = 2.0*target_dist - near_dist;
}
if ( near_dist < min_near_over_far*far_dist )
far_dist = near_dist/min_near_over_far;
}
// The 1.0001 fudge factor is to ensure successive calls to this function
// give identical results.
while ( near_dist < 1.0001*min_near_over_far*far_dist )
{
// need to move near and far closer together
if ( ON_IsValid(target_dist) && near_dist < target_dist && target_dist < far_dist )
{
// STEP 1
// If near and far are a long ways from the target
// point, move them towards the target so the
// fine tuning in step 2 makes sense.
if ( target_dist/far_dist < min_near_over_far )
{
if ( near_dist/target_dist >= sqrt(min_near_over_far) )
{
// assume near_dist is good and just pull back far_dist
far_dist = near_dist/min_near_over_far;
break;
}
else
{
// move far_dist to within striking distance of the target
// and let STEP 2 fine tune things.
far_dist = target_dist/min_near_over_far;
}
}
if ( near_dist/target_dist < min_near_over_far )
{
if ( target_dist/far_dist <= sqrt(min_near_over_far)
&& far_dist <= 4.0*target_dist )
{
// assume far_dist is good and just move up near_dist
near_dist = far_dist*min_near_over_far;
break;
}
else
{
// move near_dist to within striking distance of the target
// and let STEP 2 fine tune things.
near_dist = target_dist*min_near_over_far;
}
}
// STEP 2
// Move near and far towards target by
// an amount proportional to current
// distances from the target.
double b = (far_dist - target_dist)*min_near_over_far + (target_dist - near_dist);
if ( b > 0.0)
{
double s = target_dist*(1.0 - min_near_over_far)/b;
if ( s > 1.0 || s <= ON_ZERO_TOLERANCE || !ON_IsValid(s) )
{
if ( s > 1.00001 || s <= ON_ZERO_TOLERANCE )
{
// should never happen
ON_ERROR("ON_Viewport::SetFrustumNearFar arithmetic problem 1.");
}
s = 1.0;
}
// 19 Jan 2010, Mikko:
// Reordered the operations to guarantee n==near_dist and f==far_dist
// when s==1.0. The old system generated bogus problem reports when the dist
// difference was big.
double n = s*near_dist + target_dist*(1.0-s);
double f = s*far_dist + target_dist*(1.0-s);
//double n = target_dist + s*(near_dist-target_dist);
//double f = target_dist + s*(far_dist-target_dist);
#if defined(ON_DEBUG)
double m = ((f != 0.0) ? n/f : 0.0)/min_near_over_far;
if ( m < 0.95 || m > 1.05 )
{
ON_ERROR("ON_Viewport::SetFrustumNearFar arithmetic problem 2.");
}
#endif
if ( n < near_dist || n >= target_dist)
{
ON_ERROR("ON_Viewport::SetFrustumNearFar arithmetic problem 3.");
if ( target_dist < f && f < far_dist )
n = min_near_over_far*f;
else
n = near_dist;
}
if ( f > far_dist || f <= target_dist )
{
ON_ERROR("ON_Viewport::SetFrustumNearFar arithmetic problem 4.");
if ( near_dist < n && n < target_dist )
f = n/min_near_over_far;
else
f = far_dist;
}
if ( n < min_near_over_far*f )
n = min_near_over_far*f;
else
f = n/min_near_over_far;
near_dist = n;
far_dist = f;
}
else
{
near_dist = min_near_over_far*far_dist;
}
}
else if ( ON_IsValid(target_dist) && fabs(far_dist-target_dist) > fabs(near_dist-target_dist) )
{
far_dist = near_dist/min_near_over_far;
}
else
{
near_dist = min_near_over_far*far_dist;
}
break;
}
}
else
{
// parallel projection
if ( far_dist <= near_dist+tiny)
{
double d = fabs(near_dist)*0.125;
if ( d <= MIN_NEAR_DIST || d < tiny || d < min_near_dist )
d = 1.0;
near_dist -= d;
far_dist += d;
}
if ( near_dist < min_near_dist || near_dist < MIN_NEAR_DIST )
{
if ( !m_bValidCamera )
return false;
// move camera back in parallel projection so everything shows
double h = fabs(m_frus_top - m_frus_bottom);
double w = fabs(m_frus_right - m_frus_left);
double r = 0.5*((h > w) ? h : w);
double n = 3.0*r;
if (n < 2.0*min_near_dist )
n = 2.0*min_near_dist;
if ( n < 2.0*MIN_NEAR_DIST )
n = 2.0*MIN_NEAR_DIST;
double d = n-near_dist;
ON_3dPoint new_loc = CameraLocation() + d*CameraZ();
SetCameraLocation(new_loc);
if ( m_bValidFrustum && fabs(m_frus_near) >= d*ON_SQRT_EPSILON )
{
m_frus_near += d;
m_frus_far += d;
}
near_dist = n;
far_dist += d;
target_dist += d;
if ( far_dist < near_dist )
{
// could happen if d is < ON_EPSILON*far_dist
far_dist = 1.125*near_dist;
}
}
}
// call bare bones setter
bool rc = SetFrustumNearFar( near_dist, far_dist );
// if depth bias will be applied, then make an attempt
// to adjust the frustum's near plane to prevent
// clipping biased objects. This post-adjustment
// fixes display bugs like # 87514.
if ( rc
&& relative_depth_bias > 0.0 && relative_depth_bias <= 0.5
&& m_frus_near > min_near_dist
&& m_frus_far > m_frus_near
&& m_frus_near > MIN_NEAR_DIST
)
{
const double near0 = m_frus_near;
const double far0 = m_frus_far;
double bias_3d = 1.001*relative_depth_bias*(m_frus_far - m_frus_near);
double near1 = m_frus_near - bias_3d;
if ( IsPerspectiveProjection() )
{
if ( near1 < min_near_over_far*far0 || near1 < MIN_NEAR_OVER_FAR*far0 )
{
if (near0 - near1 > 0.01*near0)
near1 = 0.99*near0;
}
}
// It is important that this test be applied in perspective
// and parallel views. Otherwise the camera location in
// parallel view will creep back when SetFrustumNearFar()
// is called multiple times.
if ( !(near1 >= min_near_dist && near1 >= MIN_NEAR_DIST) )
{
near1 = (min_near_dist >= MIN_NEAR_DIST)
? min_near_dist
: MIN_NEAR_DIST;
}
if ( near1 < near0 )
{
#if defined(ON_DEBUG)
const ON_3dPoint debug_camloc0(m_CamLoc);
#endif
if ( IsPerspectiveProjection() )
{
rc = SetFrustumNearFar( near1, far0 );
if (!rc)
rc = SetFrustumNearFar( near0, far0 );
}
else
{
// call this function again with relative_depth_bias = 0.0
// to get camera location positioned correctly when near1
// is too small or negative.
rc = SetFrustumNearFar(
near1, far0,
min_near_dist, min_near_over_far,
target_dist,
0.0
);
if (!rc)
rc = SetFrustumNearFar(
near0, far0,
min_near_dist, min_near_over_far,
target_dist,
0.0
);
}
#if defined(ON_DEBUG)
if ( debug_camloc0 != m_CamLoc )
{
ON_WARNING("Relative depth bias changed camera location.");
}
#endif
}
}
return rc;
}
bool ON_Viewport::GetFrustumLeftPlane(
ON_Plane& left_plane
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,m_frus_left);
rc = v.Unitize();
left_plane.origin = m_CamLoc;
left_plane.xaxis = v.y*m_CamX - v.x*m_CamZ;
left_plane.yaxis = m_CamY;
left_plane.zaxis = v.x*m_CamX + v.y*m_CamZ;
}
else
{
left_plane.origin = m_CamLoc + m_frus_left*m_CamX;
left_plane.xaxis = -m_CamZ;
left_plane.yaxis = m_CamY;
left_plane.zaxis = m_CamX;
}
left_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetFrustumLeftPlaneEquation(
ON_PlaneEquation& left_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,m_frus_left);
if ( 0 != (rc = v.Unitize()) )
{
rc = left_plane_equation.Create(m_CamLoc, v.x*m_CamX + v.y*m_CamZ);
}
}
else
{
rc = left_plane_equation.Create(m_CamLoc + m_frus_left*m_CamX, m_CamX);
}
}
return rc;
}
bool ON_Viewport::GetFrustumRightPlane(
ON_Plane& right_plane
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,-m_frus_right);
rc = v.Unitize();
right_plane.origin = m_CamLoc;
right_plane.xaxis = v.y*m_CamX + v.x*m_CamZ;
right_plane.yaxis = m_CamY;
right_plane.zaxis = -v.x*m_CamX + v.y*m_CamZ;
}
else
{
right_plane.origin = m_CamLoc + m_frus_right*m_CamX;
right_plane.xaxis = m_CamZ;
right_plane.yaxis = m_CamY;
right_plane.zaxis = -m_CamX;
}
right_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetFrustumRightPlaneEquation(
ON_PlaneEquation& right_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,-m_frus_right);
if ( 0 != (rc = v.Unitize()) )
{
rc = right_plane_equation.Create(m_CamLoc, -v.x*m_CamX + v.y*m_CamZ);
}
}
else
{
rc = right_plane_equation.Create(m_CamLoc + m_frus_right*m_CamX, -m_CamX);
}
}
return rc;
}
bool ON_Viewport::GetFrustumBottomPlane(
ON_Plane& bottom_plane
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,m_frus_bottom);
rc = v.Unitize();
bottom_plane.origin = m_CamLoc;
bottom_plane.xaxis = -v.y*m_CamY + v.x*m_CamZ;
bottom_plane.yaxis = m_CamX;
bottom_plane.zaxis = v.x*m_CamY + v.y*m_CamZ;
}
else
{
bottom_plane.origin = m_CamLoc + m_frus_bottom*m_CamY;
bottom_plane.xaxis = m_CamZ;
bottom_plane.yaxis = m_CamX;
bottom_plane.zaxis = m_CamY;
}
bottom_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetFrustumBottomPlaneEquation(
ON_PlaneEquation& bottom_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,m_frus_bottom);
if ( 0 != (rc = v.Unitize()) )
{
rc = bottom_plane_equation.Create(m_CamLoc, v.x*m_CamY + v.y*m_CamZ);
}
}
else
{
rc = bottom_plane_equation.Create(m_CamLoc + m_frus_bottom*m_CamY, m_CamY);
}
}
return rc;
}
bool ON_Viewport::GetFrustumTopPlane(
ON_Plane& top_plane
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,-m_frus_top);
rc = v.Unitize();
top_plane.origin = m_CamLoc;
top_plane.xaxis = -v.y*m_CamY - v.x*m_CamZ;
top_plane.yaxis = m_CamX;
top_plane.zaxis = -v.x*m_CamY + v.y*m_CamZ;
}
else
{
top_plane.origin = m_CamLoc + m_frus_top*m_CamY;
top_plane.xaxis = -m_CamZ;
top_plane.yaxis = m_CamX;
top_plane.zaxis = -m_CamY;
}
top_plane.UpdateEquation();
}
return rc;
}
bool ON_Viewport::GetFrustumTopPlaneEquation(
ON_PlaneEquation& top_plane_equation
) const
{
bool rc = m_bValidCamera && m_bValidFrustum;
if (rc)
{
if ( IsPerspectiveProjection() )
{
ON_2dVector v(m_frus_near,-m_frus_top);
if ( 0 != (rc = v.Unitize()) )
{
top_plane_equation.Create(m_CamLoc, -v.x*m_CamY + v.y*m_CamZ);
}
}
else
{
top_plane_equation.Create(m_CamLoc + m_frus_top*m_CamY, -m_CamY);
}
}
return rc;
}
void ON_Viewport::GetViewScale(double* x, double* y) const
{
GetViewScale(x, y, nullptr);
}
void ON_Viewport::GetViewScale( double* x, double* y, double* z) const
{
if (x) *x = 1.0;
if (y) *y = 1.0;
if (z) *z = 1.0;
if ( !m_clip_mods.IsIdentity()
&& 0.0 == m_clip_mods.m_xform[3][0]
&& 0.0 == m_clip_mods.m_xform[3][1]
&& 0.0 == m_clip_mods.m_xform[3][2]
&& 1.0 == m_clip_mods.m_xform[3][3]
)
{
// 04 May 2020 S. Baer (RH-37076)
// Allow for negative scale values. See comments in SetViewScale
double sx = m_clip_mods.m_xform[0][0];
double sy = m_clip_mods.m_xform[1][1];
double sz = m_clip_mods.m_xform[2][2];
if ( fabs(sx) > ON_ZERO_TOLERANCE
&& fabs(sy) > ON_ZERO_TOLERANCE
&& fabs(sz) > ON_ZERO_TOLERANCE
&& 0.0 == m_clip_mods.m_xform[0][1]
&& 0.0 == m_clip_mods.m_xform[0][2]
&& 0.0 == m_clip_mods.m_xform[1][0]
&& 0.0 == m_clip_mods.m_xform[1][2]
)
{
if (x) *x = sx;
if (y) *y = sy;
if (z) *z = sz;
}
}
}
bool ON_Viewport::SetViewScale( double x, double y )
{
return SetViewScale(x, y, 1);
}
bool ON_Viewport::SetViewScale( double x, double y, double z)
{
// 22 May Dale Lear
// View scaling should have been done by adjusting the
// frustum left/right top/bottom but I was stupid and added a clipmodxform
// that is more trouble than it is worth.
// Someday I will fix this. In the mean time, I want all scaling requests
// to flow through SetViewScale/GetViewScale so I can easily find and fix
// things when I have time to do it right.
// 04 November 2011 S. Baer (RR93636)
// This function is used for printer calibration and it is commonly possible
// to need to apply a scale in both x and y. The reason for the need of x
// or y to be one is because the view scale is encoded in the clip mod xform
// and it is hard to be sure that we could accurately extract these values
// when calling GetViewScale. Removing the requirement to have one of the
// values == 1
// 04 May 2020 S. Baer (RH-37076)
// Users are requesting mirrored parallel viewports (reflected ceiling plans).
// Removing the limitation that this function imposes of only positive values
// allowed for scaling to see if a -1.0 for x is what these users are after.
// Scaling values are not saved with the 3dm file so this is not a long term
// solution for supporting RCP viewports. What this does do is let us have users
// experiment with a -1.0 horizontal scale in a custom display mode and tell
// us if this is the desired display that they are after.
// 5 Jan 2023 S. Baer (RH-71044)
// Always allow case where the (x,y,z) = (1,1,1) in order to reset the scale
// to 1 across the board
bool validInput = fabs(x) > ON_ZERO_TOLERANCE && ON_IsValid(x)
&& fabs(y) > ON_ZERO_TOLERANCE && ON_IsValid(y)
&& fabs(z) > ON_ZERO_TOLERANCE && ON_IsValid(z);
if (!validInput)
return false;
bool allOnes = fabs(x - 1.0) < ON_EPSILON
&& fabs(y - 1.0) < ON_EPSILON
&& fabs(z - 1.0) < ON_EPSILON;
if (allOnes)
return SetClipModXform(ON_Xform::IdentityTransformation);
bool rc = false;
if ( IsParallelProjection() )
{
ON_Xform xform(ON_Xform::IdentityTransformation);
xform.m_xform[0][0] = x;
xform.m_xform[1][1] = y;
xform.m_xform[2][2] = z;
rc = SetClipModXform(xform);
}
return rc;
}
double ON_Viewport::ClipCoordDepthBias( double relative_depth_bias, double clip_z, double clip_w ) const
{
double d;
if ( m_frus_far > m_frus_near
&& 0.0 != relative_depth_bias
&& 0.0 != clip_w
)
{
if ( ON::perspective_view == m_projection )
{
// To get the formula for the code in this claus:
//
// Set M = [Camera2Clip]*[translation by (0,0,relative_depth_bias*(f-n)]*[Clip2Camera]
// Note that M maps clipping coordinates to clipping coordinates.
//
// Calculate M([x,y,z,w]) = [p,q,r,s]
//
// This function returns (r/s - z/w)*w
//
// If you are actually doing this calculation and trying to
// get the formula used in the code below, it helps to notice
// that (f+n)/(f-n) = a/b.
//
// Note that there "should" be a small adjustment to the
// x and y coordinates that is not performed by tweaking
// the z clipping coordinate
// z += vp->ClipCoordDepthBias( rel_bias, z, w );
// but the effect is actually better when the goal is to
// make wires that are on shaded surfaces appear because
// their horizons are not altered.
//
// This method is more complicated that adding a constant
// depth buffer bias but is required for high quality images
// when values of far/near get to be around 1e4 or larger.
//
double a = m_frus_far + m_frus_near;
double b = m_frus_far - m_frus_near;
double c = 0.5*relative_depth_bias/(m_frus_far*m_frus_near);
double t = a + b*clip_z/clip_w;
d = c*t*t*clip_w/(1.0 - c*b*t);
}
else
{
// The "2.0*" is here because clipping coordinates run from
// -1 to +1, a distance of 2 units.
d = 2.0*relative_depth_bias*clip_w;
}
}
else
{
d = 0.0;
}
return d;
}
bool ON_Viewport::GetClipCoordDepthBiasXform(
double relative_depth_bias,
ON_Xform& clipbias
) const
{
bool rc = false;
while ( 0.0 != relative_depth_bias
&& m_frus_far > m_frus_near
)
{
if ( ON::perspective_view == m_projection )
{
ON_Xform clip2cam, cam_delta(ON_Xform::IdentityTransformation), cam2clip;
if ( !cam2clip.CameraToClip(true,m_frus_left,m_frus_right,m_frus_bottom,m_frus_top,m_frus_near,m_frus_far) )
break;
if ( !clip2cam.ClipToCamera(true,m_frus_left,m_frus_right,m_frus_bottom,m_frus_top,m_frus_near,m_frus_far) )
break;
cam_delta.m_xform[2][3] = relative_depth_bias*(m_frus_far-m_frus_near);
clipbias = cam2clip*cam_delta*clip2cam;
}
else
{
clipbias = ON_Xform::IdentityTransformation;
clipbias.m_xform[2][3] = 2.0*relative_depth_bias;
}
rc = true;
break;
}
if (!rc)
clipbias = ON_Xform::IdentityTransformation;
return rc;
}
bool ON_Viewport::SetClipModXform( ON_Xform clip_mod_xform )
{
bool rc = false;
ON_Xform clip_mod_inverse_xform = clip_mod_xform;
rc = clip_mod_inverse_xform.Invert();
if ( rc )
{
ON_Xform id = clip_mod_inverse_xform*clip_mod_xform;
double e;
int i, j;
for ( i = 0; i < 4 && rc; i++ ) for ( j = 0; j < 4 && rc; j++ )
{
e = ( i == j ) ? 1.0 : 0.0;
if ( fabs(id.m_xform[i][j] - e) > ON_SQRT_EPSILON )
{
rc = false;
}
}
if (rc)
{
m_clip_mods = clip_mod_xform;
m_clip_mods_inverse = clip_mod_inverse_xform;
}
}
return rc;
}
bool ON_Viewport::ClipModXformIsIdentity() const
{
return m_clip_mods.IsIdentity();
}
ON_Xform ON_Viewport::ClipModXform() const
{
return m_clip_mods;
}
ON_Xform ON_Viewport::ClipModInverseXform() const
{
return m_clip_mods_inverse;
}
bool ON_Viewport::SetTargetPoint( ON_3dPoint target_point )
{
bool rc = (target_point.IsValid() || (ON_3dPoint::UnsetPoint == target_point));
if (rc)
m_target_point = target_point;
return rc;
}
ON_3dPoint ON_Viewport::FrustumCenterPoint( double target_distance ) const
{
double s,dx,dy,dz;
ON_3dPoint target_point = ON_3dPoint::UnsetPoint;
if (!m_bValidCamera || !m_bValidFrustum)
return target_point;
if ( ON_UNSET_VALUE == target_distance && m_bValidFrustum
&& m_frus_near > 0.0 && m_frus_far >= m_frus_near
)
{
target_distance = 0.5*(m_frus_near+m_frus_far);
if ( target_distance < m_frus_near )
target_distance = m_frus_near;
else if ( target_distance > m_frus_far )
target_distance = m_frus_far;
}
if ( !ON_IsValid(target_distance) || target_distance <= 0.0 )
return target_point;
if ( m_bValidFrustum )
{
s = (ON::perspective_view == m_projection && m_frus_near > 0.0)
? 0.5*target_distance/m_frus_near
: 0.5;
dx = FrustumIsLeftRightSymmetric()
? 0.0
: s*(m_frus_right+m_frus_left);
dy = FrustumIsTopBottomSymmetric()
? 0.0
: s*(m_frus_top+m_frus_bottom);
}
else
{
dx = dy = 0.0;
}
dz = -target_distance;
// Done this way instead of using ON_3dPoint/ON_3dVector arithmetic so the
// optimizer can generate maximum precision when using 64 bit mantissas.
target_point.x = (m_CamLoc.x + dx*m_CamX.x + dy*m_CamY.x + dz*m_CamZ.x);
target_point.y = (m_CamLoc.y + dx*m_CamX.y + dy*m_CamY.y + dz*m_CamZ.y);
target_point.z = (m_CamLoc.z + dx*m_CamX.z + dy*m_CamY.z + dz*m_CamZ.z);
return target_point;
}
ON_3dPoint ON_Viewport::TargetPoint() const
{
return m_target_point;
}
double ON_Viewport::TargetDistance( bool bUseFrustumCenterFallback ) const
{
double d = ON_UNSET_VALUE;
if ( m_bValidCamera )
{
if ( bUseFrustumCenterFallback && !m_bValidFrustum )
bUseFrustumCenterFallback = false;
if ( m_target_point.IsValid() )
{
d = (m_CamLoc - m_target_point)*m_CamZ;
if ( bUseFrustumCenterFallback && (!ON_IsValid(d) || d <= 0.0) )
d = ON_UNSET_VALUE;
}
if ( bUseFrustumCenterFallback
&& ON_UNSET_VALUE == d
&& m_frus_far >= m_frus_near
)
{
d = 0.5*(m_frus_near+m_frus_far);
if ( d < m_frus_near ) d = m_frus_near; else if (d > m_frus_far) d = m_frus_far;
if ( d <= 0.0 )
d = ON_UNSET_VALUE;
}
}
return d;
}
bool ON_Viewport::SetViewportId( const ON_UUID& id)
{
// Please discuss any code changes with Dale Lear.
// You should NEVER change the viewport id once
// it is set.
bool rc = (0 == memcmp(&m_viewport_id,&id,sizeof(m_viewport_id)));
if ( !rc && m_viewport_id == ON_nil_uuid )
{
m_viewport_id = id;
rc = true;
}
return rc;
}
void ON_Viewport::ChangeViewportId(const ON_UUID& viewport_id)
{
m_viewport_id = viewport_id; // <- good place for a breakpoint
}
ON_UUID ON_Viewport::ViewportId(void) const
{
return m_viewport_id;
}
class ON_PgonPt
{
public:
ON_3dPoint m_P;
ON_2dVector m_Q;
double m_negcotangle;
};
static
int comparePptAngle( const void* pa, const void* pb )
{
double a = ((const ON_PgonPt*)pa)->m_negcotangle;
double b = ((const ON_PgonPt*)pb)->m_negcotangle;
if ( a == b )
{
a = ((const ON_PgonPt*)pa)->m_Q.LengthSquared();
b = ((const ON_PgonPt*)pb)->m_Q.LengthSquared();
}
return ((a>b) ? 1 : ((a==b) ? 0 : -1));
}
bool ON_IntersectViewFrustumPlane(
const ON_Viewport& vp,
const ON_PlaneEquation& plane_equation,
ON_SimpleArray<ON_3dPoint>& points
)
{
double left, right, bottom, top, near_dist, far_dist;
double v[8], v0, v1, s;
ON_PgonPt ppt, ppt_list[24];
ON_3dPoint F[8], P0, P1, P;
ON_2dVector D;
const ON_3dPoint C = vp.CameraLocation();
const ON_3dVector X = vp.CameraX();
const ON_3dVector Y = vp.CameraY();
const ON_3dVector Z = -vp.CameraZ();
int e[12][2] = {{0,1},{1,2},{2,3},{3,0},
{4,5},{5,6},{6,7},{7,4},
{0,4},{1,5},{2,6},{3,7}};
int i, i0, i1;
int ppt_count = 0;
if ( !vp.IsValidCamera() || !vp.GetFrustum(&left,&right,&bottom,&top,&near_dist,&far_dist) )
return false;
const ON_Plane plane(plane_equation);
if ( !plane.IsValid() )
return false;
s = ON::perspective_view == vp.Projection()
? far_dist/near_dist
: 1.0;
F[0] = C + left*X + bottom*Y + near_dist*Z;
F[1] = C + right*X + bottom*Y + near_dist*Z;
F[2] = C + right*X + top*Y + near_dist*Z;
F[3] = C + left*X + top*Y + near_dist*Z;
F[4] = C + s*left*X + s*bottom*Y + far_dist*Z;
F[5] = C + s*right*X + s*bottom*Y + far_dist*Z;
F[6] = C + s*right*X + s*top*Y + far_dist*Z;
F[7] = C + s*left*X + s*top*Y + far_dist*Z;
for ( i = 0; i < 8; i++ )
{
v[i] = plane_equation.ValueAt(F[i]);
}
for ( i = 0; i < 12; i++ )
{
v0 = v[e[i][0]];
v1 = v[e[i][1]];
P0 = F[e[i][0]];
P1 = F[e[i][1]];
if ( (v0 <= 0.0 && v1 >= 0.0) || (v0 >= 0.0 && v1 <= 0.0) )
{
if ( v0 == v1 )
{
ppt_list[ppt_count++].m_P = P0;
ppt_list[ppt_count++].m_P = P1;
}
else
{
s = v1/(v1-v0);
P = s*P0 + (1.0-s)*P1;
ppt_list[ppt_count++].m_P = P;
}
}
}
if ( ppt_count <= 0 )
return true; // plane misses frustum
i0 = 0;
for ( i = 0; i < ppt_count; i++ )
{
plane.ClosestPointTo( ppt_list[i].m_P, &ppt_list[i].m_Q.x, &ppt_list[i].m_Q.y );
if ( ppt_list[i].m_Q.y < ppt_list[i0].m_Q.y
|| (ppt_list[i].m_Q.y == ppt_list[i0].m_Q.y && ppt_list[i].m_Q.x < ppt_list[i0].m_Q.x) )
i0 = i;
}
// Use Gram scan to get the convex hull and save it in points[].
// See http://en.wikipedia.org/wiki/Graham_scan for details.
// put point with smallest m_Q.y coordinate in ppt_list[0].
ppt = ppt_list[i0];
if ( i0 )
{
ppt_list[i0] = ppt_list[0];
ppt_list[0] = ppt;
i0 = 0;
}
// sort points by the angle (ppt_list[i].m_Q = ppt_list[0].m_Q) makes
// with the positive x axis. This is the same as sorting them by
// -cot(angle) = -deltax/deltay.
ppt_list[0].m_negcotangle = -ON_DBL_MAX; // -cot(0) = - infinity
for ( i = 1; i < ppt_count; i++ )
{
ppt_list[i].m_Q.x -= ppt_list[0].m_Q.x;
ppt_list[i].m_Q.y -= ppt_list[0].m_Q.y;
ppt_list[i].m_negcotangle = (0.0 >= ppt_list[i].m_Q.y) ? -ON_DBL_MAX : -ppt_list[i].m_Q.x/ppt_list[i].m_Q.y;
}
ppt_list[0].m_Q.x = 0.0;
ppt_list[0].m_Q.y = 0.0;
ON_qsort(ppt_list+1,ppt_count-1,sizeof(ppt_list[0]),comparePptAngle);
points.Append(ppt_list[0].m_P);
i0 = 0;
i1 = 1;
D = ppt_list[i1].m_Q - ppt_list[i0].m_Q;
for ( i = 2; i < ppt_count; i++ )
{
if ( (ppt_list[i].m_Q.y - ppt_list[i0].m_Q.y)*D.x <= (ppt_list[i].m_Q.x - ppt_list[i0].m_Q.x)*D.y )
{
// ppt_list[i0], ppt_list[i1], ppt_list[i] is a "right" turn or collinear.
// Drop ppt_list[i1].
i1 = i;
}
else
{
// ppt_list[i0], ppt_list[i1], ppt_list[i] is a "left" turn.
points.Append(ppt_list[i1].m_P);
i0 = i1;
i1 = i;
}
D = ppt_list[i1].m_Q - ppt_list[i0].m_Q;
}
if ( i1 > i0 )
points.Append(ppt_list[i1].m_P);
return true;
}
void ON_Viewport::GetPerspectiveClippingPlaneConstraints(
ON_3dPoint camera_location,
unsigned int depth_buffer_bit_depth,
double* min_near_dist,
double* min_near_over_far
)
{
double nof, n, d;
if ( camera_location.IsValid() )
{
/*
// This code was used prior to 14 July 2011.
//
d = camera_location.DistanceTo(ON_3dPoint::Origin);
if ( d >= 1.0e5 )
{
if ( depth_buffer_bit_depth >= 32 )
depth_buffer_bit_depth -= 24;
else
depth_buffer_bit_depth = 8;
}
else if ( d >= 1.0e4 )
{
if ( depth_buffer_bit_depth >= 24 )
depth_buffer_bit_depth -= 16;
else
depth_buffer_bit_depth = 8;
}
else if ( d >= 1.0e3 )
{
if ( depth_buffer_bit_depth >= 16 )
depth_buffer_bit_depth -= 8;
else
depth_buffer_bit_depth = 8;
}
*/
// 14 July 2011 - Dale Lear
// The reductions above were too harsh and were
// generating clipping artifacts in the perspective
// view in bug report 88216. Changing to
// to the code below gets rid of those
// artifacts at the risk of having a meaningless
// view to clip transform if the transformation is
// calculated with single precision numbers.
// If these values require further tuning, please
// discuss changes with me and attach example files
// to bug report 88216.
d = camera_location.MaximumCoordinate();
if ( d > 1.0e6 && depth_buffer_bit_depth >= 16 )
depth_buffer_bit_depth -= 8;
}
if ( depth_buffer_bit_depth >= 32 )
{
nof = 0.0005; // Changed to match 24 bit defaults: https://mcneel.myjetbrains.com/youtrack/issue/RH-77623
n = 0.005; // Do not change back unless you've fixed the problems shown in the YT somewhere else.
}
else if ( depth_buffer_bit_depth >= 24 )
{
nof = 0.0005;
n = 0.005;
}
else if ( depth_buffer_bit_depth >= 16 )
{
nof = 0.005;
n = 0.005;
}
else
{
nof = 0.01;
n = 0.01;
}
if ( min_near_dist )
*min_near_dist = n;
if ( min_near_over_far )
*min_near_over_far = nof;
}
int ON_Viewport::InViewFrustum(
ON_3dPoint P
) const
{
ON_ClippingRegion cr;
if ( false == cr.SetObjectToClipTransformation(*this))
return 0;
return cr.InViewFrustum(P);
}
int ON_Viewport::InViewFrustum(
const ON_BoundingBox& bbox
) const
{
ON_ClippingRegion cr;
if ( false == cr.SetObjectToClipTransformation(*this))
return 0;
return cr.InViewFrustum(bbox);
}
int ON_Viewport::InViewFrustum(
int count,
const ON_3fPoint* p
) const
{
ON_ClippingRegion cr;
if ( false == cr.SetObjectToClipTransformation(*this))
return 0;
return cr.InViewFrustum(count,p);
}
int ON_Viewport::InViewFrustum(
int count,
const ON_3dPoint* p
) const
{
ON_ClippingRegion cr;
if ( false == cr.SetObjectToClipTransformation(*this))
return 0;
return cr.InViewFrustum(count,p);
}
int ON_Viewport::InViewFrustum(
int count,
const ON_4dPoint* p
) const
{
ON_ClippingRegion cr;
if ( false == cr.SetObjectToClipTransformation(*this))
return 0;
return cr.InViewFrustum(count,p);
}
bool ON_DollyExtents(
const ON_Viewport& current_vp,
ON_BoundingBox camcoord_bbox,
ON_Viewport& zoomed_vp
)
{
if (&zoomed_vp != &current_vp)
zoomed_vp = current_vp;
if (!camcoord_bbox.IsValid() || !zoomed_vp.IsValid())
return false;
double aspect = 0.0;
if (!current_vp.GetFrustumAspect(aspect))
return false;
if (!ON_IsValid(aspect) || 0.0 == aspect)
return false;
// Handle non-uniform viewport scaling
ON_3dVector scale(1.0, 1.0, 0.0);
current_vp.GetViewScale(&scale.x, &scale.y);
const double xmin = camcoord_bbox.m_min.x;
const double xmax = camcoord_bbox.m_max.x;
const double ymin = camcoord_bbox.m_min.y;
const double ymax = camcoord_bbox.m_max.y;
double dx = 0.5 * (xmax - xmin) * scale.x;
double dy = 0.5 * (ymax - ymin) * scale.y;
if (dx <= ON_SQRT_EPSILON && dy <= ON_SQRT_EPSILON)
dx = dy = 0.5;
if (dx < dy * aspect)
dx = dy * aspect;
else
dy = dx / aspect;
// Pad depths a bit so clipping plane are not coplanar with displayed geometry
// zmax is on frustum near and zmin is on frustum far
double zmin = camcoord_bbox.m_min.z;
double zmax = camcoord_bbox.m_max.z;
double dz = (zmax - zmin) * 0.00390625; // 0.00390625 = 1/256
if (ON::perspective_view == current_vp.Projection())
{
// Do not increase zmax too much or you make zooming to small
// objects in perspective views impossible. To test any
// changes, make a line from (0,0,0) to (0.001,0.001,0.001).
// Make a perspective view with a 50mm lens angle. If you
// can't ZEA on the line, then you've adjusted dz too much.
if (dz <= 1.0e-6)
dz = 1.0e-6;
}
else if (dz <= 0.125)
{
// In parallel projection it is ok to be generous.
dz = 0.125;
}
zmax += dz;
// It is ok to adjust zmin by more generous amount because it
// does not effect the ability to zoom in on small objects a
// perspective view.
if (dz <= 0.125)
dz = 0.125;
zmin -= dz;
dz = zmax - zmin;
double frus_near = 0.0;
if (ON::parallel_view == current_vp.Projection())
{
// parallel projection
//double cota = 50.0/12.0; // 50 mm lens angle
//frus_near = ((dx > dy) ? dx : dy)*cota;
frus_near = 0.125 * dz;
}
else if (ON::perspective_view == current_vp.Projection())
{
// perspective projection
double ax, ay;
if (current_vp.GetCameraAngle(NULL, &ay, &ax))
{
double zx = (ON_IsValid(ax) && ax > 0.0) ? dx / tan(ax) : 0.0;
double zy = (ON_IsValid(ay) && ay > 0.0) ? dy / tan(ay) : 0.0;
frus_near = (zx > zy) ? zx : zy;
}
}
bool rc = false;
if (!ON_IsValid(frus_near) || frus_near <= ON_SQRT_EPSILON)
{
frus_near = 1.0;
}
ON_3dPoint camloc = current_vp.CameraLocation();
if (camloc.IsValid())
{
ON_3dVector dolly = 0.5 * (xmax + xmin) * zoomed_vp.CameraX()
+ 0.5 * (ymax + ymin) * zoomed_vp.CameraY()
+ (frus_near + zmax) * zoomed_vp.CameraZ();
camloc += dolly;
if (zoomed_vp.SetCameraLocation(camloc))
{
double frus_far = frus_near + dz;
rc = zoomed_vp.SetFrustum(-dx, dx, -dy, dy,
frus_near, frus_far);
}
}
return rc;
}