void drawRedDotsPlane() { // Draw the stimulus ( red-dots plane ) glDisable(GL_COLOR_MATERIAL); glDisable(GL_BLEND); glDisable(GL_LIGHTING); // IMPORTANT Reset the previous status of transformation objectActiveTransformation.setIdentity(); objectActiveTransformation.translation() = projPointEyeRight + translationFactor; if ((int)factors["Translation"]==-1 || (int)factors["Translation"]==-2 ) objectActiveTransformation.linear().setIdentity(); else objectActiveTransformation.linear() = (AngleAxis<double>(eulerAngles.getYaw(), Vector3d::UnitY())*AngleAxis<double>(eulerAngles.getPitch(), Vector3d::UnitX())).toRotationMatrix(); glPushMatrix(); // PUSH MATRIX glLoadIdentity(); glMultMatrixd(objectActiveTransformation.data()); Vector3d posAlongLineOfSight = (headEyeCoords.getRigidStart().getFullTransformation().rotation())*(eyeRight-eyeCalibration); double argslant = acos( cos(toRadians(factors["Slant"]))*(focalDistance-posAlongLineOfSight.z() )/((focalDistance ))); instantPlaneSlant = toDegrees(argslant); switch ( (int) factors["Tilt"] ) { case 0: glRotated( instantPlaneSlant ,0,1,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitY() ); glScaled(1/sin(toRadians( -90-factors["Slant"])),1,1); //backprojection phase break; case 90: glRotated( -instantPlaneSlant ,1,0,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitX() ); glScaled(1,1/sin(toRadians( -90-factors["Slant"] )),1); //backprojection phase break; case 180: glRotated( -instantPlaneSlant ,0,1,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitY() ); glScaled(1/sin(toRadians( -90-factors["Slant"] )),1,1); //backprojection phase break; case 270: glRotated( instantPlaneSlant ,1,0,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitX() ); glScaled(1,1/sin(toRadians( -90-factors["Slant"] )),1); //backprojection phase break; } glGetDoublev(GL_MODELVIEW_MATRIX,objectActiveTransformation.data()); BoundChecker stimBoundariesActive(&cam, &redDotsPlane); BoundChecker stimBoundariesPassive(&camPassive, &redDotsPlane); stimOutside = ( stimBoundariesActive.checkOutside(objectActiveTransformation) || stimBoundariesPassive.checkOutside(objectActiveTransformation)); stimDrawer.draw(); glPopMatrix(); // POP MATRIX }
void drawRedDotsPlane() { // questo serve per disegnare lo stimolo solo se l'occhio ha passato da destra verso sinistra, facendo così appare nel centro glPushAttrib(GL_ALL_ATTRIB_BITS); glPointSize(1); // Draw the stimulus ( red-dots plane ) double angle = factors.at("Slant") + deltaT/1000.0*factors.at("OmegaY"); //angle = mathcommon::toDegrees(headEyeCoords.getYaw()); glPushMatrix(); glLoadIdentity(); glTranslated(0,0,focalDistance); switch ( (int)factors.at("Tilt") ) { case 0: { glRotated( angle ,0,1,0); } break; case 90: { glRotated( angle,1,0,0); } break; case 180: { glRotated( angle,0,-1,0); } break; case 270: { glRotated( angle,-1,0,0); } break; } glGetDoublev(GL_MODELVIEW_MATRIX,objectActiveTransformation.data()); if ( (eyeRight.x()) < centerTolerance ) stimDrawer.draw(); glPopMatrix(); glPopAttrib(); }
void drawRedDotsPlane() { // Draw the stimulus ( red-dots plane ) glDisable(GL_COLOR_MATERIAL); glDisable(GL_BLEND); glDisable(GL_LIGHTING); Matrix3d objrotation ; Vector3d stimulusCenter; double instantPlaneSlant=0; // IMPORTANT Reset the previous status of transformation objectActiveTransformation.setIdentity(); switch ( (int) factors["Rotation"] ) { case 2: { objrotation = (AngleAxis<double>(eulerAngles.getYaw()*factors["FollowingSpeed"], Vector3d::UnitY()) *AngleAxis<double>(eulerAngles.getPitch(), Vector3d::UnitX())).toRotationMatrix(); instantPlaneSlant = toDegrees(eulerAngles.getYaw())*factors["RotationSpeed"]+factors["Slant"]; stimulusCenter = objrotation*Vector3d(0,0,focalDistance)+headEyeCoords.getRigidStart().getFullTransformation().translation(); objectActiveTransformation.linear()=objrotation; } break; case 1: { objrotation = (AngleAxis<double>(eulerAngles.getYaw(), Vector3d::UnitY()) *AngleAxis<double>(eulerAngles.getPitch()*factors["FollowingSpeed"], Vector3d::UnitX())).toRotationMatrix(); instantPlaneSlant = toDegrees(eulerAngles.getPitch())*factors["RotationSpeed"]+factors["Slant"]; stimulusCenter = objrotation*Vector3d(0,0,focalDistance)+headEyeCoords.getRigidStart().getFullTransformation().translation(); objectActiveTransformation.linear()=objrotation; } break; case 0: { objrotation = (AngleAxis<double>(eulerAngles.getYaw(), Vector3d::UnitY()) *AngleAxis<double>(eulerAngles.getPitch(), Vector3d::UnitX())).toRotationMatrix(); //instantPlaneSlant = eyeRight.x()*factors["RotationSpeed"]/10+factors["Slant"]; instantPlaneSlant = toDegrees( atan(eyeRight.x()/abs(focalDistance+eyeRight.z()) ) )+factors["Slant"]; stimulusCenter = headEyeCoords.getRigidStart().getFullTransformation().linear()*Vector3d(eyeRight.x()*factors["FollowingSpeed"],eyeRight.y(),eyeRight.z()+focalDistance); objectActiveTransformation.linear() = objrotation; } break; } objectActiveTransformation.translation() = stimulusCenter; //cerr << instantPlaneSlant << endl; glPushMatrix(); // PUSH MATRIX glLoadIdentity(); glMultMatrixd(objectActiveTransformation.data()); switch ( (int) factors["Tilt"] ) { case 0: glRotated( instantPlaneSlant ,0,1,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitY() ); glScaled(1/sin(toRadians( -90-factors["Slant"])),1,1); //backprojection phase break; case 90: glRotated( -instantPlaneSlant ,1,0,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitX() ); glScaled(1,1/sin(toRadians( -90-factors["Slant"] )),1); //backprojection phase break; case 180: glRotated( -instantPlaneSlant ,0,1,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitY() ); glScaled(1/sin(toRadians( -90-factors["Slant"] )),1,1); //backprojection phase break; case 270: glRotated( instantPlaneSlant ,1,0,0); //objectActiveTransformation*=AngleAxisd( toRadians(-instantPlaneSlant), Vector3d::UnitX() ); glScaled(1,1/sin(toRadians( -90-factors["Slant"] )),1); //backprojection phase break; } stimDrawer.draw(); glPopMatrix(); // POP MATRIX }