예제 #1
0
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

}
예제 #2
0
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

}