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	Camera refactored to use quaternions primarily for processing
rotations due to numerical reasons (no need for normalization and orthogonalization of the rotation matrix).
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					 2 changed files with 26 additions and 57 deletions
				
			
		|  | @ -43,6 +43,7 @@ Camera::Camera() | |||
|     , m_distance(DefaultDistance) | ||||
|     , m_gui_scale(1.0) | ||||
|     , m_view_matrix(Transform3d::Identity()) | ||||
|     , m_view_rotation(1., 0., 0., 0.) | ||||
|     , m_projection_matrix(Transform3d::Identity()) | ||||
| { | ||||
|     set_default_orientation(); | ||||
|  | @ -85,7 +86,13 @@ void Camera::select_next_type() | |||
| 
 | ||||
| void Camera::set_target(const Vec3d& target) | ||||
| { | ||||
|     translate_world(target - m_target); | ||||
|     Vec3d new_target = validate_target(target); | ||||
|     Vec3d new_displacement = new_target - m_target; | ||||
|     if (!new_displacement.isApprox(Vec3d::Zero())) | ||||
|     { | ||||
|         m_target = new_target; | ||||
|         m_view_matrix.translate(-new_displacement); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void Camera::update_zoom(double delta_zoom) | ||||
|  | @ -299,17 +306,6 @@ void Camera::debug_render() const | |||
| } | ||||
| #endif // ENABLE_CAMERA_STATISTICS
 | ||||
| 
 | ||||
| void Camera::translate_world(const Vec3d& displacement) | ||||
| { | ||||
|     Vec3d new_target = validate_target(m_target + displacement); | ||||
|     Vec3d new_displacement = new_target - m_target; | ||||
|     if (!new_displacement.isApprox(Vec3d::Zero())) | ||||
|     { | ||||
|         m_target += new_displacement; | ||||
|         m_view_matrix.translate(-new_displacement); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void Camera::rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, bool apply_limits) | ||||
| { | ||||
|     m_zenit += Geometry::rad2deg(delta_zenit_rad); | ||||
|  | @ -324,49 +320,20 @@ void Camera::rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, b | |||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // FIXME -> The following is a HACK !!!
 | ||||
|     // When the value of the zenit rotation is large enough, the following call to rotate() shows
 | ||||
|     // numerical instability introducing some scaling into m_view_matrix (verified by checking
 | ||||
|     // that the camera space unit vectors are no more unit).
 | ||||
|     // See also https://dev.prusa3d.com/browse/SPE-1082
 | ||||
|     // We split the zenit rotation into a set of smaller rotations which are then applied.
 | ||||
|     static const double MAX_ALLOWED = Geometry::deg2rad(0.1); | ||||
|     unsigned int zenit_steps_count = 1 + (unsigned int)(std::abs(delta_zenit_rad) / MAX_ALLOWED); | ||||
|     double zenit_step = delta_zenit_rad / (double)zenit_steps_count; | ||||
| 
 | ||||
|     Vec3d target = m_target; | ||||
|     translate_world(-target); | ||||
| 
 | ||||
|     if (zenit_step != 0.0) | ||||
|     { | ||||
|         Vec3d right = get_dir_right(); | ||||
|         for (unsigned int i = 0; i < zenit_steps_count; ++i) | ||||
|         { | ||||
|             m_view_matrix.rotate(Eigen::AngleAxisd(zenit_step, right)); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     if (delta_azimut_rad != 0.0) | ||||
|         m_view_matrix.rotate(Eigen::AngleAxisd(delta_azimut_rad, Vec3d::UnitZ())); | ||||
| 
 | ||||
|     translate_world(target); | ||||
|     Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target; | ||||
|     auto rot_z = Eigen::AngleAxisd(delta_azimut_rad, Vec3d::UnitZ()); | ||||
|     m_view_rotation *= rot_z * Eigen::AngleAxisd(delta_zenit_rad, rot_z.inverse() * get_dir_right()); | ||||
|     m_view_matrix.fromPositionOrientationScale(m_view_rotation * (- m_target) + translation, m_view_rotation, Vec3d(1., 1., 1.)); | ||||
| } | ||||
| 
 | ||||
| void Camera::rotate_local_around_target(const Vec3d& rotation_rad) | ||||
| { | ||||
|     rotate_local_around_pivot(rotation_rad, m_target); | ||||
| } | ||||
| 
 | ||||
| void Camera::rotate_local_around_pivot(const Vec3d& rotation_rad, const Vec3d& pivot) | ||||
| { | ||||
|     // we use a copy of the pivot because a reference to the current m_target may be passed in (see i.e. rotate_local_around_target())
 | ||||
|     // and m_target is modified by the translate_world() calls
 | ||||
|     Vec3d center = pivot; | ||||
|     translate_world(-center); | ||||
|     m_view_matrix.rotate(Eigen::AngleAxisd(rotation_rad(0), get_dir_right())); | ||||
|     m_view_matrix.rotate(Eigen::AngleAxisd(rotation_rad(1), get_dir_up())); | ||||
|     m_view_matrix.rotate(Eigen::AngleAxisd(rotation_rad(2), get_dir_forward())); | ||||
|     translate_world(center); | ||||
|     Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target; | ||||
|     auto rot_z = Eigen::AngleAxisd(rotation_rad(2), get_dir_forward()); | ||||
|     auto rot_y = Eigen::AngleAxisd(rotation_rad(1), rot_z.inverse() * get_dir_up()); | ||||
|     auto rot_x = Eigen::AngleAxisd(rotation_rad(0), rot_y.inverse() * get_dir_right()); | ||||
|     m_view_rotation *= rot_z * rot_y * rot_x; | ||||
|     m_view_matrix.fromPositionOrientationScale(m_view_rotation * (-m_target) + translation, m_view_rotation, Vec3d(1., 1., 1.)); | ||||
|     update_zenit(); | ||||
| } | ||||
| 
 | ||||
|  | @ -588,6 +555,9 @@ void Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up | |||
|     m_view_matrix(3, 2) = 0.0; | ||||
|     m_view_matrix(3, 3) = 1.0; | ||||
| 
 | ||||
|     // Initialize the rotation quaternion from the rotation submatrix of of m_view_matrix.
 | ||||
|     m_view_rotation = Eigen::Quaterniond(m_view_matrix.matrix().template block<3, 3>(0, 0)); | ||||
| 
 | ||||
|     update_zenit(); | ||||
| } | ||||
| 
 | ||||
|  | @ -598,8 +568,8 @@ void Camera::set_default_orientation() | |||
|     double phi_rad = Geometry::deg2rad(45.0); | ||||
|     double sin_theta = ::sin(theta_rad); | ||||
|     Vec3d camera_pos = m_target + m_distance * Vec3d(sin_theta * ::sin(phi_rad), sin_theta * ::cos(phi_rad), ::cos(theta_rad)); | ||||
|     m_view_matrix = Transform3d::Identity(); | ||||
|     m_view_matrix.rotate(Eigen::AngleAxisd(theta_rad, Vec3d::UnitX())).rotate(Eigen::AngleAxisd(phi_rad, Vec3d::UnitZ())).translate(-camera_pos); | ||||
|     m_view_rotation = Eigen::AngleAxisd(theta_rad, Vec3d::UnitX()) * Eigen::AngleAxisd(phi_rad, Vec3d::UnitZ()); | ||||
|     m_view_matrix.fromPositionOrientationScale(m_view_rotation * (- camera_pos), m_view_rotation, Vec3d(1., 1., 1.)); | ||||
| } | ||||
| 
 | ||||
| Vec3d Camera::validate_target(const Vec3d& target) const | ||||
|  |  | |||
|  | @ -43,6 +43,8 @@ private: | |||
| 
 | ||||
|     mutable std::array<int, 4> m_viewport; | ||||
|     mutable Transform3d m_view_matrix; | ||||
|     // We are calculating the rotation part of the m_view_matrix from m_view_rotation.
 | ||||
|     mutable Eigen::Quaterniond m_view_rotation; | ||||
|     mutable Transform3d m_projection_matrix; | ||||
|     mutable std::pair<double, double> m_frustrum_zs; | ||||
| 
 | ||||
|  | @ -107,7 +109,7 @@ public: | |||
| #endif // ENABLE_CAMERA_STATISTICS
 | ||||
| 
 | ||||
|     // translate the camera in world space
 | ||||
|     void translate_world(const Vec3d& displacement); | ||||
|     void translate_world(const Vec3d& displacement) { this->set_target(m_target + displacement); } | ||||
| 
 | ||||
|     // rotate the camera on a sphere having center == m_target and radius == m_distance
 | ||||
|     // using the given variations of spherical coordinates
 | ||||
|  | @ -117,9 +119,6 @@ public: | |||
|     // rotate the camera around three axes parallel to the camera local axes and passing through m_target
 | ||||
|     void rotate_local_around_target(const Vec3d& rotation_rad); | ||||
| 
 | ||||
|     // rotate the camera around three axes parallel to the camera local axes and passing through the given pivot point
 | ||||
|     void rotate_local_around_pivot(const Vec3d& rotation_rad, const Vec3d& pivot); | ||||
| 
 | ||||
|     // returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
 | ||||
|     bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; } | ||||
| 
 | ||||
|  |  | |||
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