3D viewing volume class. More...
#include <Inventor/SbViewVolume.h>
Public Types | |
enum | ProjectionType { ORTHOGRAPHIC , PERSPECTIVE } |
Projection type. More... | |
enum | StereoMode { MONOSCOPIC , LEFT_VIEW , RIGHT_VIEW } |
Stereo Modes. More... | |
Public Member Functions | |
SbViewVolume () | |
Default constructor. | |
~SbViewVolume () | |
Destructor. | |
float | getMatrices (SbMatrix &affine, SbMatrix &proj) const |
Returns two matrices corresponding to the view volume. | |
SbMatrix | getMatrix () const |
Like the method above, but returns the affine and projection parts together in one matrix (i.e., affine.multRight(proj) ). | |
SbMatrix | getCameraSpaceMatrix () const |
Returns a matrix that transforms the view volume into camera space: it translates the view volume so the viewpoint is at the origin, and rotates it so the view direction is along the negative z axis. | |
void | projectPointToLine (const SbVec2f &pt, SbLine &line) const |
Maps a 2D point (in 0 <= x,y <= 1) to a 3D line. | |
void | projectPointToLine (const SbVec2f &pt, SbVec3f &line0, SbVec3f &line1) const |
Maps a 2D point (in 0 <= x,y <= 1) to a 3D line. | |
void | projectToScreen (const SbVec3f &src, SbVec3f &dst) const |
Maps a 3D point in world coordinates to a 2D point in normalized screen coordinates (0 <= x,y,z <= 1). | |
void | projectFromScreen (const SbVec3f &src, SbVec3f &dst) const |
Maps a 3D point in normalized screen coordinates (0 <= x,y,z <= 1) to a 3D world point. | |
SbPlane | getPlane (float distFromEye) const |
Returns a plane parallel to the near (or far) plane of the view volume at a given distance from the projection point (eye). | |
SbVec3f | getSightPoint (float distFromEye) const |
Returns the point along the line of sight at the given distance from the projection point (eye). | |
SbVec3f | getPlanePoint (float distFromEye, const SbVec2f &normPoint) const |
Maps a 2D point in normalized screen coordinates (0 <= x,y <= 1) to a 3D world coordinates point on the plane parallel to the near plane that is at distFromEye units from the eye. | |
SbRotation | getAlignRotation (SbBool rightAngleOnly=FALSE) const |
Returns a rotation that would align a viewed object so that its positive x-axis (of its object space) is to the right in the view and its positive y-axis is up. | |
float | getWorldToScreenScale (const SbVec3f &worldCenter, float normRadius) const |
Returns a scale factor that would scale a unit sphere centered at worldCenter so that it would appear to have the given radius in normalized screen coordinates when projected onto the near plane. | |
SbVec2f | projectBox (const SbBox3f &box) const |
Projects the given 3D bounding box onto the near plane and returns the size (in normalized screen coordinates) of the rectangular region that encloses it. | |
SbBox3f | getProjectedBbox (const SbBox3f &box) const |
Projects the given 3D bounding box onto the near plane and returns it (in normalized screen coordinates). | |
SbViewVolume | narrow (float left, float bottom, float right, float top) const |
Given a view volume, narrows the view to the given sub-rectangle of the near plane. | |
SbViewVolume | narrow (const SbBox3f &box) const |
Narrows a view volume by the given box. | |
void | ortho (float left, float right, float bottom, float top, float nearPlane, float farPlane) |
Sets up an orthographic view volume with the given sides. | |
void | perspective (float fovy, float aspect, float nearPlane, float farPlane) |
Sets up a perspective view volume with the given field of view and aspect ratio. | |
void | rotateCamera (const SbRotation &q) |
Rotate the camera view direction. | |
void | translateCamera (const SbVec3f &v) |
Translate the camera viewpoint. | |
SbVec3f | zVector () const |
Returns the positive z axis in eye space. | |
SbViewVolume | zNarrow (float nearPlane, float farPlane) const |
Returns a narrowed view volume which contains as tightly as possible the given interval on the z axis (in eye space). | |
void | scale (float factor) |
Scales width and height of view volume by given factor. | |
void | scaleWidth (float ratio) |
Scales view volume to be the given ratio of its current width, leaving the resulting view volume centered about the same point (in the near plane) as the current one. | |
void | scaleHeight (float ratio) |
Scales view volume to be the given ratio of its current height, leaving the resulting view volume centered about the same point (in the near plane) as the current one. | |
ProjectionType | getProjectionType () const |
Returns projection type. | |
const SbVec3f & | getProjectionPoint () const |
Returns projection point. | |
const SbVec3f & | getProjectionDirection () const |
Returns projection direction. | |
float | getNearDist () const |
Returns distance from projection point to near plane. | |
float | getWidth () const |
Returns width of viewing frustum. | |
float | getHeight () const |
Returns height of viewing frustum. | |
float | getDepth () const |
Returns depth of viewing frustum. | |
void | setStereoAbsoluteAdjustments (SbBool absolute) |
Specifies if stereo adjustments are absolute. | |
SbBool | isStereoAbsoluteAdjustments () const |
Returns TRUE if the stereo adjustments are absolute. | |
void | setStereoAdjustment (float adjustment) |
Sets the stereo offset (the distance of each eye from the camera position). | |
float | getStereoAdjustment () const |
Queries the stereo offset. | |
void | setBalanceAdjustment (float adjustment, SbBool nearFrac=false) |
Sets the stereo balance (the position of the zero parallax plane) and specifies whether the balance value is defined as a fraction of the camera near distance. | |
float | getBalanceAdjustment () const |
Queries the parallax balance. | |
SbBool | isBalanceNearFraction () const |
Returns TRUE if the stereo balance adjustement is defined as a fraction of the camera near distance. | |
void | setStereoMode (StereoMode mode) |
Sets the stereo mode. | |
StereoMode | getStereoMode () const |
Queries the stereo mode. | |
SbBool | equals (const SbViewVolume &v, float tolerance) |
Equality comparison within given tolerance. | |
Static Public Member Functions | |
static SbBox3f | getProjectedBbox (const SbMatrix &affineProj, const SbBox3f &box) |
Same as getProjectedBbox but takes a matrix (containing affine and projection parts) to use instead of the one returned by getMatrix. | |
3D viewing volume class.
Class used to represent a 3D viewing volume. This class is used to represent viewing frusta and picking volumes. For perspective projection, the view volume is a frustum. For orthographic (parallel) projection, the view volume is a rectangular prism.
The view volume used for rendering can be queried from an SoCamera node using its getViewVolume() method.
SbVec3f, SbVec2f, SbBox3f, SbMatrix, SbRotation, SoViewVolumeElement
Definition at line 80 of file SbViewVolume.h.
Projection type.
Enumerator | |
---|---|
ORTHOGRAPHIC | Orthographic projection. |
PERSPECTIVE | Perspective projection. |
Definition at line 303 of file SbViewVolume.h.
Stereo Modes.
Enumerator | |
---|---|
MONOSCOPIC | Monoscopic (i.e., non-stereo) viewing. |
LEFT_VIEW | Left eye view. |
RIGHT_VIEW | Right eye view. |
Definition at line 436 of file SbViewVolume.h.
SbViewVolume::SbViewVolume | ( | ) |
Default constructor.
The view volume is not initialized.
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Destructor.
Definition at line 90 of file SbViewVolume.h.
SbBool SbViewVolume::equals | ( | const SbViewVolume & | v, |
float | tolerance | ||
) |
Equality comparison within given tolerance.
SbRotation SbViewVolume::getAlignRotation | ( | SbBool | rightAngleOnly = FALSE | ) | const |
Returns a rotation that would align a viewed object so that its positive x-axis (of its object space) is to the right in the view and its positive y-axis is up.
If rightAngleOnly is TRUE, it will come as close as it can to this goal by using only 90 degree rotations.
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Queries the parallax balance.
Definition at line 643 of file SbViewVolume.h.
SbMatrix SbViewVolume::getCameraSpaceMatrix | ( | ) | const |
Returns a matrix that transforms the view volume into camera space: it translates the view volume so the viewpoint is at the origin, and rotates it so the view direction is along the negative z axis.
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Returns depth of viewing frustum.
Definition at line 347 of file SbViewVolume.h.
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Returns height of viewing frustum.
Definition at line 342 of file SbViewVolume.h.
Returns two matrices corresponding to the view volume.
The first is a viewing matrix, which is guaranteed to be an affine transformation. The second is suitable for use as a projection matrix in OpenGL. The return value is the stereo offset for a camera.
Prior to release 2.6, the return value was a void, not a float.
SbMatrix SbViewVolume::getMatrix | ( | ) | const |
Like the method above, but returns the affine and projection parts together in one matrix (i.e., affine.multRight(proj) ).
Note that this matrix transforms world coordinates into normalized clip space, -1 to 1, not directly to normalized screen coordinates, 0 to 1. To convert the result to normalized screen coordinates: dst = dst * 0.5f + SbVec3f(0.5f,0.5f,0.5f);
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Returns distance from projection point to near plane.
Definition at line 332 of file SbViewVolume.h.
SbPlane SbViewVolume::getPlane | ( | float | distFromEye | ) | const |
Returns a plane parallel to the near (or far) plane of the view volume at a given distance from the projection point (eye).
Maps a 2D point in normalized screen coordinates (0 <= x,y <= 1) to a 3D world coordinates point on the plane parallel to the near plane that is at distFromEye units from the eye.
(See also projectFromScreen().)
Projects the given 3D bounding box onto the near plane and returns it (in normalized screen coordinates).
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Same as getProjectedBbox but takes a matrix (containing affine and projection parts) to use instead of the one returned by getMatrix.
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Returns projection direction.
Definition at line 327 of file SbViewVolume.h.
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Returns projection point.
Definition at line 322 of file SbViewVolume.h.
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Returns projection type.
Definition at line 317 of file SbViewVolume.h.
SbVec3f SbViewVolume::getSightPoint | ( | float | distFromEye | ) | const |
Returns the point along the line of sight at the given distance from the projection point (eye).
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Queries the stereo offset.
Definition at line 630 of file SbViewVolume.h.
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Queries the stereo mode.
Definition at line 459 of file SbViewVolume.h.
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Returns width of viewing frustum.
Definition at line 337 of file SbViewVolume.h.
float SbViewVolume::getWorldToScreenScale | ( | const SbVec3f & | worldCenter, |
float | normRadius | ||
) | const |
Returns a scale factor that would scale a unit sphere centered at worldCenter so that it would appear to have the given radius in normalized screen coordinates when projected onto the near plane.
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Returns TRUE if the stereo balance adjustement is defined as a fraction of the camera near distance.
Definition at line 649 of file SbViewVolume.h.
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Returns TRUE if the stereo adjustments are absolute.
Definition at line 618 of file SbViewVolume.h.
SbViewVolume SbViewVolume::narrow | ( | const SbBox3f & | box | ) | const |
Narrows a view volume by the given box.
The box must lie inside the unit cube, and the view will be shrunk according to the size of the box.
SbViewVolume SbViewVolume::narrow | ( | float | left, |
float | bottom, | ||
float | right, | ||
float | top | ||
) | const |
Given a view volume, narrows the view to the given sub-rectangle of the near plane.
The coordinates of the rectangle are between 0 and 1, where (0,0) is the lower-left corner of the near plane and (1,1) is the upper-right corner.
void SbViewVolume::ortho | ( | float | left, |
float | right, | ||
float | bottom, | ||
float | top, | ||
float | nearPlane, | ||
float | farPlane | ||
) |
Sets up an orthographic view volume with the given sides.
The parameters are the same as for the OpenGL glOrtho() routine.
void SbViewVolume::perspective | ( | float | fovy, |
float | aspect, | ||
float | nearPlane, | ||
float | farPlane | ||
) |
Sets up a perspective view volume with the given field of view and aspect ratio.
The parameters are the same as for the OpenGLgluPerspective() routine, except that the field of view angle is specified in radians.
Projects the given 3D bounding box onto the near plane and returns the size (in normalized screen coordinates) of the rectangular region that encloses it.
Maps a 3D point in normalized screen coordinates (0 <= x,y,z <= 1) to a 3D world point.
The resulting Z coordinate represents the normalized distance at which the point would be back projected, ranging from 0 at the near clipping plane to 1 at the far clipping plane. This method is simply the inverse of projectToScreen(). See also getPlanePoint().
Note: This is a convenience function that calls the getMatrix() method and apply inverse() on it, then transforms the point. The getMatrix() and inverse() calls are somewhat expensive, so if you need to project a large number of points you should call the getMatrix() and inverse() methods just once and apply the matrix to each point using SbMatrix::multVecMatrix().
Maps a 2D point (in 0 <= x,y <= 1) to a 3D line.
void SbViewVolume::projectPointToLine | ( | const SbVec2f & | pt, |
SbVec3f & | line0, | ||
SbVec3f & | line1 | ||
) | const |
Maps a 2D point (in 0 <= x,y <= 1) to a 3D line.
Maps a 3D point in world coordinates to a 2D point in normalized screen coordinates (0 <= x,y,z <= 1).
The resulting Z screen coordinate represents the homogeneous Z coordinate which goes (nonlinearly) from 0 at the near clipping plane to 1 at the far clipping plane.
NOTE: This is a convenience function that calls the getMatrix() method, then transforms the point. The getMatrix() call is somewhat expensive, so if you need to project a large number of points you should call the getMatrix() method just once and apply the matrix to each point using SbMatrix::multVecMatrix().
However be aware that this matrix transforms world coordinates into normalized clip space, -1 to 1, not directly to normalized screen coordinates, 0 to 1. To convert the result to normalized screen coordinates: dst = dst * 0.5f + SbVec3f(0.5f,0.5f,0.5f);
void SbViewVolume::rotateCamera | ( | const SbRotation & | q | ) |
Rotate the camera view direction.
Note that this accomplishes the reverse of doing an OpenGL glRotate() command after defining a camera, which rotates the scene viewed by the camera.
void SbViewVolume::scale | ( | float | factor | ) |
Scales width and height of view volume by given factor.
void SbViewVolume::scaleHeight | ( | float | ratio | ) |
Scales view volume to be the given ratio of its current height, leaving the resulting view volume centered about the same point (in the near plane) as the current one.
void SbViewVolume::scaleWidth | ( | float | ratio | ) |
Scales view volume to be the given ratio of its current width, leaving the resulting view volume centered about the same point (in the near plane) as the current one.
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Sets the stereo balance (the position of the zero parallax plane) and specifies whether the balance value is defined as a fraction of the camera near distance.
Note: Since the projection matrix always depends on the camera's near plane, in some cases it may be necessary to detect changes to the camera near plane and adjust by setting a new stereo balance value. Open Inventor will make these adjustments automatically if the nearFrac parameter is set to TRUE. In this case the stereo balance value is defined as a fraction of the camera near distance.
Default balance is 1.0. The default can be set using the OIV_STEREO_BALANCE environment variable. Default nearFrac is FALSE. The default can be set using the OIV_STEREO_BALANCE_NEAR_FRAC environment variable.
Definition at line 636 of file SbViewVolume.h.
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Specifies if stereo adjustments are absolute.
FALSE by default.
The default non-absolute mode allows the stereo settings to be valid over a range of different view volume settings. If you chose absolute mode, you are responsible for modifying the stereo settings (if necessary) when the view volume changes.
When absolute mode is TRUE, stereo offset and balance for the right eye view are used as in the following pseudo-code:
The left eye view is symmetric.
When absolute mode is FALSE, stereo offset and balance for the right eye view are used as in the following pseudo-code:
Xrange is right minus left (i.e., first two arguments of glFrustum) and multiply that difference by the ratio of the distance to the desired plane of zero parallax to the near clipping plane distance.
The left eye view is symmetric.
Definition at line 655 of file SbViewVolume.h.
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Sets the stereo offset (the distance of each eye from the camera position).
The right eye is moved plus offset and the left eye is moved minus offset. Default is 0.7. The default can be set using OIV_STEREO_OFFSET environment variable.
Definition at line 624 of file SbViewVolume.h.
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Sets the stereo mode.
Definition at line 454 of file SbViewVolume.h.
void SbViewVolume::translateCamera | ( | const SbVec3f & | v | ) |
Translate the camera viewpoint.
Note that this accomplishes the reverse of doing an OpenGL glTranslate() command after defining a camera, which translates the scene viewed by the camera.
SbViewVolume SbViewVolume::zNarrow | ( | float | nearPlane, |
float | farPlane | ||
) | const |
Returns a narrowed view volume which contains as tightly as possible the given interval on the z axis (in eye space).
The returned view volume will never be larger than the current volume, however. near and far are given in terms of zVector(): this means that near > far must hold.
SbVec3f SbViewVolume::zVector | ( | ) | const |
Returns the positive z axis in eye space.
In this coordinate system, the z value of the near plane should be greater than the z value of the far plane.