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Camera.py
336 lines (254 loc) · 10.9 KB
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Camera.py
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import numpy, math
class Camera():
def __init__(self):
self.rotX = 0
self.rotY = 0
self.rotZ = 0
self.transX = 0
self.transY = 0
self.transZ = 0
self.camPos = (0, 0, -1)
self.targetPos = (0, 0, 0)
self.fovH = 115
self.fovV = 60
self.near = 0.00001
self.far = 1000
self.ortho = False
self.mvp = None
self.invmvp = None
self.changed = True
def setRotX(self, rotX):
if self.rotX != rotX:
self.rotX = rotX
self.changed = True
def setRotY(self, rotY):
if self.rotY != rotY:
self.rotY = rotY
self.changed = True
def setRotZ(self, rotZ):
if self.rotZ != rotZ:
self.rotZ = rotZ
self.changed = True
def setTransX(self, transX):
if self.transX != transX:
self.transX = transX
self.changed = True
def setTransY(self, transY):
if self.transY != transY:
self.transY = transY
self.changed = True
def setTransZ(self, transZ):
if self.transZ != transZ:
self.transZ = transZ
self.changed = True
def setCamPos(self, camPos):
if self.camPos != camPos:
self.camPos = camPos
self.changed = True
def setTargetPos(self, targetPos):
if self.targetPos != targetPos:
self.targetPos = targetPos
self.changed = True
def setFovH(self, fovH):
if self.fovH != fovH:
self.fovH = fovH
self.changed = True
def setFovV(self, fovV):
if self.fovV != fovV:
self.fovV = fovV
self.changed = True
def setNear(self, near):
if self.near != near:
self.near = near
self.changed = True
def setFar(self, far):
if self.far != far:
self.far = far
self.changed = True
def setOrtho(self, ortho):
if self.ortho != ortho:
self.ortho = ortho
self.changed = True
def getMVP(self):
if self.changed:
# Rotation quaternion for rotY and rotZ
qY = self.quaternion((1, 0, 0), self.rotY)
qZ = self.quaternion((0, 0, 1), self.rotZ)
qRot = self.normalize(self.multiplyQuat(qY, qZ))
# Transform quaternion to rotation matrix
rotMat = self.matrixFromQuat(qRot)
# change base for lookat direction
vec = self.normalizeVec((self.camPos[0] - self.targetPos[0], self.camPos[1] - self.targetPos[1], self.camPos[2] - self.targetPos[2]))
viewMat = self.lookat(vec, (0, 0, 1))
# Translation matrices for model and view, equivalent to :
# modelTransMat = self.matrixFromTrans((-self.transX, -self.transY, -self.transZ))
# viewTransMat = self.matrixFromTrans((-self.camPos[0], -self.camPos[1], -self.camPos[2]))
# transMat = self.multiplyMatrix(viewTransMat, modelTransMat)
transMat = self.matrixFromTrans((-self.camPos[0] + self.transX, -self.camPos[1] + self.transY, -self.camPos[2] + self.transZ))
# Calculate model-view matrix
# Transformation order : viewMat -> transMat(viewTransMat -> modelTransMat) -> rotMat -> vertex
# Rotation should be applied before translation for model matrix
# Rotation should be applied after translation for view matrix
# In normal camera mode, 'viewMat' is an identity matrix and in first person camera mode, 'rotMat' is an identity matrix
modelViewMat = self.multiplyMatrix(viewMat, self.multiplyMatrix(transMat, rotMat))
# Multiply projection matrix to the left
if self.ortho:
self.mvp = self.multiplyMatrix(self.orthographic(self.fovH, self.fovV, self.near, self.far), modelViewMat)
else:
self.mvp = self.multiplyMatrix(self.perspective(self.fovH, self.fovV, self.near, self.far), modelViewMat)
# MVP updated
self.changed = False
# self.mvp will be kept as python float inside class Camera instead of numpy float32
# this avoid lose too much precision during calculation (for mouse picking for example)
return numpy.array(self.mvp, numpy.float32)
# Converts angle from degree to radian
def toRadian(self, angle):
return angle / 180.0 * math.pi
# Reimplement of gluLookAt
def lookat(self, vec, up):
z = self.normalizeVec(vec)
y = up
x = self.cross(y, z)
y = self.cross(z, x)
x = self.normalizeVec(x)
y = self.normalizeVec(y)
return (x[0], x[1], x[2], 0,
y[0], y[1], y[2], 0,
z[0], z[1], z[2], 0,
0, 0, 0, 1)
# Constructs a quaternion from a rotation of degree 'angle' around vector 'axis'
def quaternion(self, axis, angle):
angle *= 0.5
sinAngle = math.sin(self.toRadian(angle))
return self.normalize((axis[0] * sinAngle, axis[1] * sinAngle, axis[2] * sinAngle, math.cos(self.toRadian(angle))))
# Normalizes quaternion 'q'
def normalize(self, q):
length = math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3])
return (q[0] / length, q[1] / length, q[2] / length, q[3] / length)
# Multiplies 2 quaternions : 'q1' * 'q2'
def multiplyQuat(self, q1, q2):
return (q1[3] * q2[0] + q1[0] * q2[3] + q1[1] * q2[2] - q1[2] * q2[1],
q1[3] * q2[1] + q1[1] * q2[3] + q1[2] * q2[0] - q1[0] * q2[2],
q1[3] * q2[2] + q1[2] * q2[3] + q1[0] * q2[1] - q1[1] * q2[0],
q1[3] * q2[3] - q1[0] * q2[0] - q1[1] * q2[1] - q1[2] * q2[2])
# Multiplies matrix 'm' by vector 'v'
def multiplyMatByVec(self, m, v):
w = 1.0
if len(v) == 4:
w = v[3]
return (m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3] * w,
m[4] * v[0] + m[5] * v[1] + m[6] * v[2] + m[7] * w,
m[8] * v[0] + m[9] * v[1] + m[10] * v[2] + m[11] * w,
m[12] * v[0] + m[13] * v[1] + m[14] * v[2] + m[15] * w)
# Multiplies 2 Mat4 : 'm1' * 'm2'
def multiplyMatrix(self, m1, m2):
res = []
for i in range(0, 4):
for j in range(0, 4):
res.append(m1[i * 4] * m2[j] + m1[i * 4 + 1] * m2[j + 4] + m1[i * 4 + 2] * m2[j + 8] + m1[i * 4 + 3] * m2[j + 12])
return res
# Converts quaternion 'q' to a rotation matrix
def matrixFromQuat(self, q):
x2 = q[0] * q[0]
y2 = q[1] * q[1]
z2 = q[2] * q[2]
xy = q[0] * q[1]
xz = q[0] * q[2]
yz = q[1] * q[2]
wx = q[3] * q[0]
wy = q[3] * q[1]
wz = q[3] * q[2]
return (1.0 - 2.0 * (y2 + z2), 2.0 * (xy - wz), 2.0 * (xz + wy), 0.0,
2.0 * (xy + wz), 1.0 - 2.0 * (x2 + z2), 2.0 * (yz - wx), 0.0,
2.0 * (xz - wy), 2.0 * (yz + wx), 1.0 - 2.0 * (x2 + y2), 0.0,
0.0, 0.0, 0.0, 1.0)
# Constructs a translation matrix
def matrixFromTrans(self, trans):
return (1, 0, 0, trans[0],
0, 1, 0, trans[1],
0, 0, 1, trans[2],
0, 0, 0, 1)
# Constructs a perspective projection matrix
def perspective(self, fovH, fovV, near, far):
r = math.tan(self.toRadian(fovH * 0.5))
t = math.tan(self.toRadian(fovV * 0.5))
return (1 / r, 0, 0, 0,
0, 1 / t, 0, 0,
0, 0, -(far + near) / (far - near), -(2 * far * near) / (far - near),
0, 0, -1, 0)
# def invPerspective(self, fovH, fovV, near, far):
# r = math.tan(self.toRadian(fovH * 0.5))
# t = math.tan(self.toRadian(fovV * 0.5))
# return (r, 0, 0, 0,
# 0, t, 0, 0,
# 0, 0, 0, -1,
# 0, 0, -(far - near) / (2 * far * near), (far + near) / (2 * far * near))
# Constructs an orthographic projection matrix
def orthographic(self, fovH, fovV, near, far):
r = math.tan(self.toRadian(fovH * 0.5))
t = math.tan(self.toRadian(fovV * 0.5))
return (1 / r, 0, 0, 0,
0, 1 / t, 0, 0,
0, 0, -2 / (far - near), -(far + near) / (far - near),
0, 0, 0, 1)
# Inverse project 2D mouse position to model space (not world space)
# Mouse position should be normalized to [-1, 1]
# Return vector unchanged if transformation matrix is not invertible
def inverseProj(self, mouseX, mouseY, z):
unprojMat = self.invertMatrix(self.mvp)
if unprojMat != None:
unproj = self.multiplyMatByVec(unprojMat, (mouseX, mouseY, z, 1.0))
if unproj[3] != 0:
scale = 1.0 / unproj[3]
return (unproj[0] * scale, unproj[1] * scale, unproj[2] * scale)
return [mouseX, mouseY, z]
# Transposes matrix 'm'
def transpose(self, m):
return (m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15])
# Calculates inverse of matrix m
# Reimplement of gluInvertMatrix
def invertMatrix(self, m):
inv = []
inv.append(m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10])
inv.append(-m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10])
inv.append(m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6])
inv.append(-m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6])
inv.append(-m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10])
inv.append(m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10])
inv.append(-m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6])
inv.append(m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6])
inv.append(m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9])
inv.append(-m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9])
inv.append(m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5])
inv.append(-m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5])
inv.append(-m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9])
inv.append(m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9])
inv.append(-m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5])
inv.append(m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5])
det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]
if det == 0:
return None
det = 1.0 / det
mOut = []
for i in range(16):
mOut.append(inv[i] * det)
return mOut
# Calculates length^2 of vector 'v'
def length2(self, v):
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]
# Calculates vector dot product : 'v1' * 'v2'
def dot(self, v1, v2):
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]
# Calculates vector cross product : 'v1' x 'v2'
def cross(self, v1, v2):
return (v1[1] * v2[2] - v1[2] * v2[1], v1[2] * v2[0] - v1[0] * v2[2], v1[0] * v2[1] - v1[1] * v2[0])
# Normalizes vector 'v'
def normalizeVec(self, v):
l2 = self.length2(v)
if l2 == 0:
return (0, 0, 0)
l = math.sqrt(l2)
return (v[0] / l, v[1] / l, v[2] / l)