Camera refactoring

1) All camera related OpenGL calls moved into class

2) The Camera class now stores the view matrix, the projection matrix and the viewport

3) The Camera class now exposes methods to get the camera orientation vectors, the camera position, the view matrix, the projection matrix and the viewport

4) All the code operating on the camera or requiring camera data has been modified to use the new methods
This commit is contained in:
Enrico Turri 2019-04-01 10:00:10 +02:00
commit d87b478d60
10 changed files with 168 additions and 134 deletions

View file

@ -273,17 +273,15 @@ std::pair<Vec3f, Vec3f> GLGizmoSlaSupports::unproject_on_mesh(const Vec2d& mouse
if (m_V.size() == 0)
update_mesh();
Eigen::Matrix<GLint, 4, 1, Eigen::DontAlign> viewport;
glsafe(::glGetIntegerv(GL_VIEWPORT, viewport.data()));
Eigen::Matrix<GLdouble, 4, 4, Eigen::DontAlign> modelview_matrix;
glsafe(::glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix.data()));
Eigen::Matrix<GLdouble, 4, 4, Eigen::DontAlign> projection_matrix;
glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, projection_matrix.data()));
const Camera& camera = m_parent.get_camera();
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
Vec3d point1;
Vec3d point2;
::gluUnProject(mouse_pos(0), viewport(3)-mouse_pos(1), 0.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point1(0), &point1(1), &point1(2));
::gluUnProject(mouse_pos(0), viewport(3)-mouse_pos(1), 1.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point2(0), &point2(1), &point2(2));
::gluUnProject(mouse_pos(0), viewport[3] - mouse_pos(1), 0.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point1(0), &point1(1), &point1(2));
::gluUnProject(mouse_pos(0), viewport[3] - mouse_pos(1), 1.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point2(0), &point2(1), &point2(2));
igl::Hit hit;
@ -365,12 +363,10 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
// left up with selection rectangle - select points inside the rectangle:
if ((action == SLAGizmoEventType::LeftUp || action == SLAGizmoEventType::ShiftUp) && m_selection_rectangle_active) {
const Transform3d& instance_matrix = m_model_object->instances[m_active_instance]->get_transformation().get_matrix();
GLint viewport[4];
glsafe(::glGetIntegerv(GL_VIEWPORT, viewport));
GLdouble modelview_matrix[16];
glsafe(::glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix));
GLdouble projection_matrix[16];
glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, projection_matrix));
const Camera& camera = m_parent.get_camera();
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
const Selection& selection = m_parent.get_selection();
const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin());
@ -381,7 +377,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
const Transform3d& instance_matrix_no_translation = volume->get_instance_transformation().get_matrix(true);
// we'll recover current look direction from the modelview matrix (in world coords)...
Vec3f direction_to_camera(modelview_matrix[2], modelview_matrix[6], modelview_matrix[10]);
Vec3f direction_to_camera = camera.get_dir_forward().cast<float>();
// ...and transform it to model coords.
direction_to_camera = (instance_matrix_no_translation.inverse().cast<float>() * direction_to_camera).normalized().eval();
@ -391,8 +387,8 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
Vec3f pos = instance_matrix.cast<float>() * support_point.pos;
pos(2) += z_offset;
GLdouble out_x, out_y, out_z;
::gluProject((GLdouble)pos(0), (GLdouble)pos(1), (GLdouble)pos(2), modelview_matrix, projection_matrix, viewport, &out_x, &out_y, &out_z);
out_y = m_canvas_height - out_y;
::gluProject((GLdouble)pos(0), (GLdouble)pos(1), (GLdouble)pos(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
out_y = m_canvas_height - out_y;
if (rectangle.contains(Point(out_x, out_y))) {
bool is_obscured = false;