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vtkOpenVRFollower.cxx
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vtkOpenVRFollower.cxx
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/*=========================================================================
Program: Visualization Toolkit
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.
=========================================================================*/
#include "vtkOpenVRFollower.h"
#include "vtkCamera.h"
#include "vtkObjectFactory.h"
#include "vtkOpenVRRenderWindow.h"
#include "vtkRenderer.h"
#include "vtkTransform.h"
vtkStandardNewMacro(vtkOpenVRFollower);
vtkOpenVRFollower::vtkOpenVRFollower()
{
}
vtkOpenVRFollower::~vtkOpenVRFollower()
{
}
//-----------------------------------------------------------------------------
// This causes the actor to be rendered. It, in turn, will render the actor's
// property and then mapper.
void vtkOpenVRFollower::Render(vtkRenderer *ren)
{
vtkOpenVRRenderWindow *renWin =
static_cast<vtkOpenVRRenderWindow *>(ren->GetVTKWindow());
renWin->GetPhysicalViewUp(this->LastViewUp);
this->Superclass::Render(ren);
}
//----------------------------------------------------------------------------
void vtkOpenVRFollower::ComputeMatrix()
{
// check whether or not need to rebuild the matrix
// only rebuild on left eye otherwise we get two different
// poses for two eyes
if ( this->Camera->GetLeftEye() &&
(this->GetMTime() > this->MatrixMTime ||
(this->Camera && this->Camera->GetMTime() > this->MatrixMTime) ))
{
this->GetOrientation();
this->Transform->Push();
this->Transform->Identity();
this->Transform->PostMultiply();
this->Transform->Translate(-this->Origin[0],
-this->Origin[1],
-this->Origin[2]);
// scale
this->Transform->Scale(this->Scale[0],
this->Scale[1],
this->Scale[2]);
// rotate
this->Transform->RotateY(this->Orientation[1]);
this->Transform->RotateX(this->Orientation[0]);
this->Transform->RotateZ(this->Orientation[2]);
if (this->Camera)
{
double *pos, *cvup, *vup, distance;
double Rx[3], Ry[3], Rz[3];
vtkMatrix4x4 *matrix = this->InternalMatrix;
matrix->Identity();
// do the rotation
// first rotate y
pos = this->Camera->GetPosition();
cvup = this->Camera->GetViewUp();
vup = this->LastViewUp;
if (this->Camera->GetParallelProjection())
{
this->Camera->GetDirectionOfProjection(Rz);
Rz[0] = -Rz[0];
Rz[1] = -Rz[1];
Rz[2] = -Rz[2];
}
else
{
distance = sqrt(
(pos[0] - this->Position[0])*(pos[0] - this->Position[0]) +
(pos[1] - this->Position[1])*(pos[1] - this->Position[1]) +
(pos[2] - this->Position[2])*(pos[2] - this->Position[2]));
for (int i = 0; i < 3; i++)
{
Rz[i] = (pos[i] - this->Position[i])/distance;
}
}
// We cannot directly use the vup angle since it can be aligned with Rz:
//instead use the view right angle:
double dop[3], vur[3];
this->Camera->GetDirectionOfProjection(dop);
// if vup is close to Rz then use cvup instead
// aka if we are looking mostly up or down
// then use the headsets view up
// if (fabs(vtkMath::Dot(vup,Rz)) > 0.9)
// {
// vup = cvup;
// }
vtkMath::Cross(vup,Rz,vur);
vtkMath::Normalize(vur);
// vtkMath::Cross(vup,Rz,Rx);
// vtkMath::Normalize(Rx);
// vtkMath::Cross(vup,Rx,Rz);
vtkMath::Cross(Rz, vur, Ry);
vtkMath::Normalize(Ry);
vtkMath::Cross(Ry,Rz,Rx);
matrix->Element[0][0] = Rx[0];
matrix->Element[1][0] = Rx[1];
matrix->Element[2][0] = Rx[2];
matrix->Element[0][1] = Ry[0];
matrix->Element[1][1] = Ry[1];
matrix->Element[2][1] = Ry[2];
matrix->Element[0][2] = Rz[0];
matrix->Element[1][2] = Rz[1];
matrix->Element[2][2] = Rz[2];
this->Transform->Concatenate(matrix);
}
// translate to projection reference point PRP
// this is the camera's position blasted through
// the current matrix
this->Transform->Translate(this->Origin[0] + this->Position[0],
this->Origin[1] + this->Position[1],
this->Origin[2] + this->Position[2]);
// apply user defined matrix last if there is one
if (this->UserMatrix)
{
this->Transform->Concatenate(this->UserMatrix);
}
this->Transform->PreMultiply();
this->Transform->GetMatrix(this->Matrix);
this->MatrixMTime.Modified();
this->Transform->Pop();
}
}
void vtkOpenVRFollower::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}