void CameraController::focusOnBounds(const Imath::Box3f& bounds) { using namespace Imath; V3f fwd = m_parameters->forwardUnitVector(); V3f center = bounds.center(); float distance = bounds.size().length() / (2.0f * tan(m_parameters->fovY() / 2)); m_parameters->setEyeTarget(center - fwd * distance, center); }
void DotNodeGadget::updateLabel() { const Dot *dot = dotNode(); const Dot::LabelType labelType = (Dot::LabelType)dot->labelTypePlug()->getValue(); if( labelType == Dot::None ) { m_label.clear(); } else if( labelType == Dot::NodeName ) { m_label = dot->getName(); } else if( labelType == Dot::UpstreamNodeName ) { const Node *n = upstreamNode(); m_label = n ? n->getName() : ""; } else { m_label = dot->labelPlug()->getValue(); } Edge labelEdge = RightEdge; if( const Plug *p = dot->inPlug<Plug>() ) { if( noduleTangent( nodule( p ) ).x != 0 ) { labelEdge = TopEdge; } } const Imath::Box3f thisBound = bound(); if( labelEdge == TopEdge ) { const Imath::Box3f labelBound = style()->textBound( Style::LabelText, m_label ); m_labelPosition = V2f( -labelBound.size().x / 2.0, thisBound.max.y + 1.0 ); } else { const Imath::Box3f characterBound = style()->characterBound( Style::LabelText ); m_labelPosition = V2f( thisBound.max.x, thisBound.center().y - characterBound.size().y / 2.0 ); } requestRender(); }
bool rayPassesNearOrThrough(const V3d& rayOrigin, const V3d& rayDir) const { const double diagRadius = 1.2*bbox.size().length()/2; // Sphere diameter is length of box diagonal const V3d o2c = bbox.center() - rayOrigin; // vector from rayOrigin to box center const double l = o2c.length(); if(l < diagRadius) return true; // rayOrigin lies within bounding sphere // rayOrigin lies outside of bounding sphere const double cosA = o2c.dot(rayDir)/l; // cosine of angle between rayDir and vector from origin to center if(cosA < DBL_MIN) return false; // rayDir points to side or behind with respect to direction from origin to center of box const double sinA = sqrt(1 - cosA*cosA); // sine of angle between rayDir and vector from origin to center return sinA/cosA < diagRadius/l; }
void CameraController::frame( const Imath::Box3f &box, const Imath::V3f &viewDirection, const Imath::V3f &upVector ) { // make a matrix to centre the camera on the box, with the appropriate view direction M44f cameraMatrix = rotationMatrixWithUpDir( V3f( 0, 0, -1 ), viewDirection, upVector ); M44f translationMatrix; translationMatrix.translate( box.center() ); cameraMatrix *= translationMatrix; // translate the camera back until the box is completely visible M44f inverseCameraMatrix = cameraMatrix.inverse(); Box3f cBox = transform( box, inverseCameraMatrix ); Box2f screenWindow = m_data->screenWindow->readable(); if( m_data->projection->readable()=="perspective" ) { // perspective. leave the field of view and screen window as is and translate // back till the box is wholly visible. this currently assumes the screen window // is centred about the camera axis. float z0 = cBox.size().x / screenWindow.size().x; float z1 = cBox.size().y / screenWindow.size().y; m_data->centreOfInterest = std::max( z0, z1 ) / tan( M_PI * m_data->fov->readable() / 360.0 ) + cBox.max.z + m_data->clippingPlanes->readable()[0]; cameraMatrix.translate( V3f( 0.0f, 0.0f, m_data->centreOfInterest ) ); } else { // orthographic. translate to front of box and set screen window // to frame the box, maintaining the aspect ratio of the screen window. m_data->centreOfInterest = cBox.max.z + m_data->clippingPlanes->readable()[0] + 0.1; // 0.1 is a fudge factor cameraMatrix.translate( V3f( 0.0f, 0.0f, m_data->centreOfInterest ) ); float xScale = cBox.size().x / screenWindow.size().x; float yScale = cBox.size().y / screenWindow.size().y; float scale = std::max( xScale, yScale ); V2f newSize = screenWindow.size() * scale; screenWindow.min.x = cBox.center().x - newSize.x / 2.0f; screenWindow.min.y = cBox.center().y - newSize.y / 2.0f; screenWindow.max.x = cBox.center().x + newSize.x / 2.0f; screenWindow.max.y = cBox.center().y + newSize.y / 2.0f; } m_data->transform->matrix = cameraMatrix; m_data->screenWindow->writable() = screenWindow; }