/*========================================================================= Program: Visualization Toolkit Module: vtkOculusRenderer.cxx Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. Parts Copyright Valve Coproration from hellovr_opengl_main.cpp under their BSD license found here: https://github.com/ValveSoftware/Oculus/blob/master/LICENSE =========================================================================*/ #include "vtkOculusRenderer.h" #include "vtkOculusCamera.h" #include "vtkObjectFactory.h" vtkStandardNewMacro(vtkOculusRenderer); vtkOculusRenderer::vtkOculusRenderer() { // better default this->ClippingRangeExpansion = 0.05; } vtkOculusRenderer::~vtkOculusRenderer() { } // Automatically set up the camera based on the visible actors. // The camera will reposition itself to view the center point of the actors, // and move along its initial view plane normal (i.e., vector defined from // camera position to focal point) so that all of the actors can be seen. void vtkOculusRenderer::ResetCamera() { this->Superclass::ResetCamera(); } // Automatically set up the camera based on a specified bounding box // (xmin,xmax, ymin,ymax, zmin,zmax). Camera will reposition itself so // that its focal point is the center of the bounding box, and adjust its // distance and position to preserve its initial view plane normal // (i.e., vector defined from camera position to focal point). Note: if // the view plane is parallel to the view up axis, the view up axis will // be reset to one of the three coordinate axes. void vtkOculusRenderer::ResetCamera(double bounds[6]) { double center[3]; double distance; double vn[3], *vup; this->GetActiveCamera(); if ( this->ActiveCamera != nullptr ) { this->ActiveCamera->GetViewPlaneNormal(vn); } else { vtkErrorMacro(<< "Trying to reset non-existant camera"); return; } // Reset the perspective zoom factors, otherwise subsequent zooms will cause // the view angle to become very small and cause bad depth sorting. this->ActiveCamera->SetViewAngle(110.0); this->ExpandBounds(bounds, this->ActiveCamera->GetModelTransformMatrix()); center[0] = (bounds[0] + bounds[1])/2.0; center[1] = (bounds[2] + bounds[3])/2.0; center[2] = (bounds[4] + bounds[5])/2.0; double w1 = bounds[1] - bounds[0]; double w2 = bounds[3] - bounds[2]; double w3 = bounds[5] - bounds[4]; w1 *= w1; w2 *= w2; w3 *= w3; double radius = w1 + w2 + w3; // If we have just a single point, pick a radius of 1.0 radius = (radius==0)?(1.0):(radius); // compute the radius of the enclosing sphere radius = sqrt(radius)*0.5; // default so that the bounding sphere fits within the view fustrum // compute the distance from the intersection of the view frustum with the // bounding sphere. Basically in 2D draw a circle representing the bounding // sphere in 2D then draw a horizontal line going out from the center of // the circle. That is the camera view. Then draw a line from the camera // position to the point where it intersects the circle. (it will be tangent // to the circle at this point, this is important, only go to the tangent // point, do not draw all the way to the view plane). Then draw the radius // from the tangent point to the center of the circle. You will note that // this forms a right triangle with one side being the radius, another being // the target distance for the camera, then just find the target dist using // a sin. double angle=vtkMath::RadiansFromDegrees(this->ActiveCamera->GetViewAngle()); this->ComputeAspect(); double aspect[2]; this->GetAspect(aspect); if(aspect[0]>=1.0) // horizontal window, deal with vertical angle|scale { if(this->ActiveCamera->GetUseHorizontalViewAngle()) { angle=2.0*atan(tan(angle*0.5)/aspect[0]); } } else // vertical window, deal with horizontal angle|scale { if(!this->ActiveCamera->GetUseHorizontalViewAngle()) { angle=2.0*atan(tan(angle*0.5)*aspect[0]); } } distance =radius/sin(angle*0.5); // check view-up vector against view plane normal vup = this->ActiveCamera->GetViewUp(); if ( fabs(vtkMath::Dot(vup,vn)) > 0.999 ) { vtkWarningMacro(<<"Resetting view-up since view plane normal is parallel"); this->ActiveCamera->SetViewUp(-vup[2], vup[0], vup[1]); } // update the camera this->ActiveCamera->SetFocalPoint(center[0],center[1],center[2]); this->ActiveCamera->SetPosition(center[0]+distance*vn[0], center[1]+distance*vn[1], center[2]+distance*vn[2]); // now set the cameras shift and scale to the HMD space // since the oculus is always in meters (or something like that) // we use a shift scale to map view space into hmd view space // that way the solar system can be modelled in its units // while the shift scale maps it into meters. This can also // be done in the actors but then it requires every actor // to be adjusted. It cannot be done with the camera model // matrix as that is broken. // The -distance in the Z translation is because we want // the center of the world to be in front of the user vtkOculusCamera *cam = vtkOculusCamera::SafeDownCast(this->ActiveCamera); cam->SetTranslation(-center[0],-center[1],-center[2]-distance); } // Alternative version of ResetCamera(bounds[6]); void vtkOculusRenderer::ResetCamera(double xmin, double xmax, double ymin, double ymax, double zmin, double zmax) { double bounds[6]; bounds[0] = xmin; bounds[1] = xmax; bounds[2] = ymin; bounds[3] = ymax; bounds[4] = zmin; bounds[5] = zmax; this->ResetCamera(bounds); }