pushing camera eigen update, and other fixes
This commit is contained in:
@@ -1,60 +1,106 @@
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#ifndef camera_hpp
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#define camera_hpp
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#include <unordered_map>
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#include <fstream>
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#include <cstring>
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#include <memory>
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#include <array>
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#include "../vectorlogic/vec2.hpp"
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#include "../vectorlogic/vec3.hpp"
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#include "../vectorlogic/vec4.hpp"
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#include "../timing_decorator.hpp"
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#include "../output/frame.hpp"
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#include "../noise/pnoise2.hpp"
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#include "../vecmat/mat4.hpp"
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#include "../vecmat/mat3.hpp"
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#include <vector>
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#include <algorithm>
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#include "../../eigen/Eigen/Dense"
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#include <cmath>
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#include "../basicdefines.hpp"
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#include <cfloat>
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using Eigen::Vector3f;
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using Eigen::Matrix3f;
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struct Camera {
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Ray3f posfor;
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Vec3f up;
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Vector3f origin;
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Vector3f direction;
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Vector3f up;
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float fov;
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Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {}
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Camera(const Vector3f& pos, const Vector3f& viewdir, const Vector3f& up, float fov = 80)
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: origin(pos), direction(viewdir), up(up.normalized()), fov(fov) {}
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void rotateYaw(float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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Vec3f right = posfor.direction.cross(up).normalized();
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posfor.direction = posfor.direction * cosA + right * sinA;
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posfor.direction = posfor.direction.normalized();
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Vector3f right = direction.cross(up).normalized();
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// Rotate around up vector (yaw)
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Matrix3f rotation;
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rotation = Eigen::AngleAxisf(angle, up);
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direction = rotation * direction;
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}
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void rotatePitch(float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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// Clamp pitch to avoid gimbal lock
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Vector3f right = direction.cross(up).normalized();
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Vec3f right = posfor.direction.cross(up).normalized();
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posfor.direction = posfor.direction * cosA + up * sinA;
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posfor.direction = posfor.direction.normalized();
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// Rotate around right vector (pitch)
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Matrix3f rotation;
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rotation = Eigen::AngleAxisf(angle, right);
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direction = rotation * direction;
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direction.normalize();
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up = right.cross(posfor.direction).normalized();
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// Recalculate up vector to maintain orthogonality
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up = right.cross(direction).normalized();
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}
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Vec3f forward() const {
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return (posfor.direction - posfor.origin).normalized();
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Vector3f forward() const {
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return direction.normalized();
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}
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Vec3f right() const {
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Vector3f right() const {
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return forward().cross(up).normalized();
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}
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float fovRad() const {
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return fov * (M_PI / 180);
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return fov * (M_PI / 180.0f);
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}
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// Additional useful methods
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void moveForward(float distance) {
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origin += forward() * distance;
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}
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void moveRight(float distance) {
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origin += right() * distance;
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}
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void moveUp(float distance) {
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origin += up * distance;
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}
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// Get view matrix (lookAt matrix)
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Eigen::Matrix4f getViewMatrix() const {
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Vector3f f = forward();
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Vector3f r = right();
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Vector3f u = up;
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Eigen::Matrix4f view = Eigen::Matrix4f::Identity();
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view(0, 0) = r.x(); view(0, 1) = r.y(); view(0, 2) = r.z();
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view(1, 0) = u.x(); view(1, 1) = u.y(); view(1, 2) = u.z();
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view(2, 0) = -f.x(); view(2, 1) = -f.y(); view(2, 2) = -f.z();
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view(0, 3) = -r.dot(origin);
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view(1, 3) = -u.dot(origin);
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view(2, 3) = f.dot(origin);
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return view;
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}
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// Get projection matrix (perspective)
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Eigen::Matrix4f getProjectionMatrix(float aspectRatio, float nearPlane = 0.1f, float farPlane = 100.0f) const {
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float fovrad = fovRad();
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float tanHalfFov = tan(fovrad / 2.0f);
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Eigen::Matrix4f projection = Eigen::Matrix4f::Zero();
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projection(0, 0) = 1.0f / (aspectRatio * tanHalfFov);
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projection(1, 1) = 1.0f / tanHalfFov;
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projection(2, 2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
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projection(3, 2) = -1.0f;
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projection(2, 3) = -(2.0f * farPlane * nearPlane) / (farPlane - nearPlane);
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return projection;
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}
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};
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@@ -4,12 +4,14 @@
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#include "../../eigen/Eigen/Dense"
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#include "../timing_decorator.hpp"
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#include "../output/frame.hpp"
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#include "camera.hpp"
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#include <vector>
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#include <array>
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#include <memory>
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#include <algorithm>
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#include <limits>
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#include <cmath>
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#include <functional>
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#ifdef SSE
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#include <immintrin.h>
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@@ -35,8 +37,8 @@ public:
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float refraction;
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float reflection;
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NodeData(const T& data, const PointType& pos, Eigen::Vector3f color, float size = 0.01f, bool active = true) :
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data(data), position(pos), active(active), color(color), size(size) {}
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NodeData(const T& data, const PointType& pos, bool visible, Eigen::Vector3f color, float size = 0.01f, bool active = true) :
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data(data), position(pos), active(active), visible(visible), color(color), size(size) {}
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};
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struct OctreeNode {
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@@ -120,7 +122,7 @@ private:
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if (node->isLeaf) {
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node->points.emplace_back(pointData);
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if (node->points.size() > maxPointsPerNode && depth < maxDepth) {
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splitNode(node,depth);
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splitNode(node, depth);
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}
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return true;
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} else {
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@@ -254,8 +256,8 @@ public:
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root_(std::make_unique<OctreeNode>(minBound, maxBound)), maxPointsPerNode(maxPointsPerNode),
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maxDepth(maxDepth), size(0) {}
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bool set(const T& data, const PointType& pos, Eigen::Vector3f color, float size, bool active) {
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auto pointData = std::make_shared<NodeData>(data, pos, color, size, active);
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bool set(const T& data, const PointType& pos, bool visible, Eigen::Vector3f color, float size, bool active) {
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auto pointData = std::make_shared<NodeData>(data, pos, visible, color, size, active);
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if (insertRecursive(root_.get(), pointData, 0)) {
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size++;
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return true;
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@@ -324,9 +326,12 @@ public:
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}
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return hits;
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}
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frame renderFrame(const PointType& origin, PointType& dir, PointType& up, PointType& right, int height,
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int width, frame::colormap colorformat = frame::colormap::RGB) {
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frame renderFrame(const Camera& cam, int height, int width, frame::colormap colorformat = frame::colormap::RGB) {
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PointType origin = cam.origin;
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PointType dir = cam.direction.normalized();
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PointType up = cam.up.normalized();
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PointType right = cam.right();
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frame outFrame(width, height, colorformat);
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std::vector<uint8_t> colorBuffer;
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@@ -340,12 +345,11 @@ public:
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}
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colorBuffer.resize(width * height * channels);
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PointType viewDir = dir.normalized();
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PointType upn = up.normalized();
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PointType rightn = right.normalized();
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float aspect = static_cast<float>(width) / height;
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float tanfovy = 1.f;
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float tanfovx = tanfovy * aspect;
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float fovRad = cam.fovRad();
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float tanHalfFov = tan(fovRad * 0.5f);
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float tanfovy = tanHalfFov;
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float tanfovx = tanHalfFov * aspect;
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const Eigen::Vector3f defaultColor(0.1f, 0.2f, 0.4f);
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@@ -355,7 +359,7 @@ public:
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float px = (2.0f * (x + 0.5f) / width - 1.0f) * tanfovx;
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float py = (1.0f - 2.0f * (y + 0.5f) / height) * tanfovy;
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PointType rayDir = viewDir + (rightn * px) + (upn * py);
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PointType rayDir = dir + (right * px) + (up * py);
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rayDir.normalize();
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std::vector<std::shared_ptr<NodeData>> hits = voxelTraverse(
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