Files
create/src/Gui/Camera.cpp
2023-12-19 14:26:05 +01:00

202 lines
5.5 KiB
C++

// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2023 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of FreeCAD. *
* *
* FreeCAD is free software: you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as *
* published by the Free Software Foundation, either version 2.1 of the *
* License, or (at your option) any later version. *
* *
* FreeCAD is distributed in the hope that it will be useful, but *
* WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with FreeCAD. If not, see *
* <https://www.gnu.org/licenses/>. *
* *
**************************************************************************/
#include "PreCompiled.h"
#include "Camera.h"
#include "Utilities.h"
using namespace Gui;
/**
Formulas to get quaternion for axonometric views:
\code
from math import sqrt, degrees, asin, atan
p1=App.Rotation(App.Vector(1,0,0),90)
p2=App.Rotation(App.Vector(0,0,1),alpha)
p3=App.Rotation(p2.multVec(App.Vector(1,0,0)),beta)
p4=p3.multiply(p2).multiply(p1)
from pivy import coin
c=Gui.ActiveDocument.ActiveView.getCameraNode()
c.orientation.setValue(*p4.Q)
\endcode
The angles alpha and beta depend on the type of axonometry
Isometric:
\code
alpha=45
beta=degrees(asin(-sqrt(1.0/3.0)))
\endcode
Dimetric:
\code
alpha=degrees(asin(sqrt(1.0/8.0)))
beta=degrees(-asin(1.0/3.0))
\endcode
Trimetric:
\code
alpha=30.0
beta=-35.0
\endcode
Verification code that the axonomtries are correct:
\code
from pivy import coin
c=Gui.ActiveDocument.ActiveView.getCameraNode()
vo=App.Vector(c.getViewVolume().getMatrix().multVecMatrix(coin.SbVec3f(0,0,0)).getValue())
vx=App.Vector(c.getViewVolume().getMatrix().multVecMatrix(coin.SbVec3f(10,0,0)).getValue())
vy=App.Vector(c.getViewVolume().getMatrix().multVecMatrix(coin.SbVec3f(0,10,0)).getValue())
vz=App.Vector(c.getViewVolume().getMatrix().multVecMatrix(coin.SbVec3f(0,0,10)).getValue())
(vx-vo).Length
(vy-vo).Length
(vz-vo).Length
# Projection
vo.z=0
vx.z=0
vy.z=0
vz.z=0
(vx-vo).Length
(vy-vo).Length
(vz-vo).Length
\endcode
See also:
http://www.mathematik.uni-marburg.de/~thormae/lectures/graphics1/graphics_6_2_ger_web.html#1
http://www.mathematik.uni-marburg.de/~thormae/lectures/graphics1/code_v2/Axonometric/qt/Axonometric.cpp
https://de.wikipedia.org/wiki/Arkussinus_und_Arkuskosinus
*/
SbRotation Camera::top()
{
return {0, 0, 0, 1};
}
SbRotation Camera::bottom()
{
return {1, 0, 0, 0};
}
SbRotation Camera::front()
{
auto root = sqrtf(2.0)/2.0f;
return {root, 0, 0, root};
}
SbRotation Camera::rear()
{
auto root = sqrtf(2.0)/2.0f;
return {0, root, root, 0};
}
SbRotation Camera::right()
{
return {0.5, 0.5, 0.5, 0.5};
}
SbRotation Camera::left()
{
return {-0.5, 0.5, 0.5, -0.5};
}
SbRotation Camera::isometric()
{
//from math import sqrt, degrees, asin
//p1=App.Rotation(App.Vector(1,0,0),45)
//p2=App.Rotation(App.Vector(0,0,1),-45)
//p3=p2.multiply(p1)
//return SbRotation(0.353553f, -0.146447f, -0.353553f, 0.853553f);
//from math import sqrt, degrees, asin
//p1=App.Rotation(App.Vector(1,0,0),90)
//p2=App.Rotation(App.Vector(0,0,1),135)
//p3=App.Rotation(App.Vector(-1,1,0),degrees(asin(-sqrt(1.0/3.0))))
//p4=p3.multiply(p2).multiply(p1)
//return SbRotation(0.17592, 0.424708, 0.820473, 0.339851);
//from math import sqrt, degrees, asin
//p1=App.Rotation(App.Vector(1,0,0),90)
//p2=App.Rotation(App.Vector(0,0,1),45)
//#p3=App.Rotation(App.Vector(1,1,0),45)
//p3=App.Rotation(App.Vector(1,1,0),degrees(asin(-sqrt(1.0/3.0))))
//p4=p3.multiply(p2).multiply(p1)
return {0.424708F, 0.17592F, 0.339851F, 0.820473F};
}
SbRotation Camera::dimetric()
{
return {0.567952F, 0.103751F, 0.146726F, 0.803205F};
}
SbRotation Camera::trimetric()
{
return {0.446015F, 0.119509F, 0.229575F, 0.856787F};
}
SbRotation Camera::rotation(Camera::Orientation view)
{
switch (view) {
case Top:
return top();
case Bottom:
return bottom();
case Front:
return front();
case Rear:
return rear();
case Right:
return right();
case Left:
return left();
case Isometric:
return isometric();
case Dimetric:
return dimetric();
case Trimetric:
return trimetric();
default:
return top();
}
}
Base::Rotation Camera::convert(Camera::Orientation view)
{
return convert(Camera::rotation(view));
}
Base::Rotation Camera::convert(const SbRotation& rot)
{
return Base::convertTo<Base::Rotation>(rot);
}
SbRotation Camera::convert(const Base::Rotation& rot)
{
return Base::convertTo<SbRotation>(rot);
}