// For help with how to use the camera example see the textbook // information located at: http://www.mcs.csueastbay.edu/~bhecker/CS-455/Textbook/c3/s3.html import com.jogamp.opengl.GL2; import com.jogamp.opengl.GLCapabilities; import com.jogamp.opengl.GLProfile; import com.jogamp.opengl.awt.GLCanvas; import com.jogamp.opengl.glu.GLU; import java.awt.Component; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import javax.swing.JFrame; /** * A Camera object encapsulates the information needed to define a * viewing transform and a projection for an OpenGL context. The * apply method can be called to applied this information to * a context. The default view is from the point (0,0,30), * looking at (0,0,0), with (0,1,0) pointing upwards on the screen. * The default projection is a perspective projection. The * x and y limits on the screen include at least -5 to 5. Limits * in either the x or y direction will be expanded if necessary * to match the aspect ratio of the screen. And the view volume * extends from -10 to 10 along the z-axis. Only the default * constructor exists. Non-default properties must be set by * calling methods. * The camera comes along with a simulated trackball that * lets the user rotate the view by dragging on the drawing * surface. See the installTrackball() method. */ public class Camera { private double eyex, eyey, eyez = 30; private double refx, refy, refz; private double upx, upy = 1, upz; private double xminRequested = -5, xmaxRequested = 5; private double yminRequested = -5, ymaxRequested = 5; private double zmin = -10, zmax = 10; private boolean orthographic; private boolean preserveAspect = true; private double xminActual, xmaxActual, yminActual, ymaxActual; private GLU glu = new GLU(); private TrackballMouser trackball; // handles the mouse for the simulated trackball private Component trackballComponent; // if non-null, component where trackball is installed public boolean getOrthographic() { return orthographic; } /** * Determine whether the projection is orthographic or perspective. * The default is perspective. * @param orthographic set to true for orthographic projection and * to false for perspective projection. */ public void setOrthographic(boolean orthographic) { this.orthographic = orthographic; } public boolean getPreserveAspect() { return preserveAspect; } /** * Determine whether the xy-limits should be adjusted to match the * aspect ratio of the display area. The default is true. */ public void setPreserveAspect(boolean preserveAspect) { this.preserveAspect = preserveAspect; } /** * Set the limits of the view volume. The limits are set with respect to the * viewing coordinates. That is, the view center is assumed to be at the point * (0,0) in the plane of the screen. The view up vector (more precisely, its projection * onto the screen) points upwards on the screen. The z-axis is perpendicular to the * screen, with the positive direction of the z-axis pointing out of the screen. * In this coordinate system, xmin and xmax give the horizontal limits on the screen, * ymin and ymax give the vertical limits on the screen, and zmin and zmax give * the limits of the view volume along the z-axis. (Note that this is NOT exactly * the same as the parameters in either glOrtho or glFrustum! Most important to * note is that zmin and zmax are given with reference to the view center, not the * eye.) Note that xmin/xmax or ymin/ymax might be adjusted to match the aspect * ratio of the display area. */ public void setLimits(double xmin, double xmax, double ymin, double ymax, double zmin, double zmax) { xminRequested = xminActual = xmin; xmaxRequested = xmaxActual = xmax; yminRequested = yminActual = ymin; ymaxRequested = ymaxActual = ymax; this.zmin = zmin; this.zmax = zmax; } /** * A convenience method for calling setLimits(-limit,limit,-limit,limit,-2*limit,2*limit) */ public void setScale(double limit) { setLimits(-limit,limit,-limit,limit,-2*limit,2*limit); } /** * Returns the view limits. The return value is an array that contains the same data as * the parameters to setLimits(). Note that the returned values included the * originally requested xmin/xmax and ymin/ymax, and NOT values that have been * adjusted to reflect the aspect ratio of the display area. */ public double[] getLimits() { return new double[] { xminRequested, xmaxRequested, yminRequested, ymaxRequested, zmin, zmax }; } /** * Returns the actual xmin, xmax, ymin, ymax limits that were used when the apply * method was most recently called. These are the limits after they were, possibly, * adjusted to match the aspect ratio of the display. If apply has not been called * since the limits were set, then the return value contains the unadjusted, requested * limits. */ public double[] getActualXYLimits() { return new double[] { xminActual, xmaxActual, yminActual, ymaxActual }; } /** * Set the information for the viewing transformation. The view will be set * in the apply method with a call to * gluLookAt(eyeX,eyeY,eyeZ,viewCenterX,viewCenterY,viewCenterZ,viewUpX,viewUpY,viewUpZ) */ public void lookAt(double eyeX, double eyeY, double eyeZ, double viewCenterX, double viewCenterY, double viewCenterZ, double viewUpX, double viewUpY, double viewUpZ) { eyex = eyeX; eyey = eyeY; eyez = eyeZ; refx = viewCenterX; refy = viewCenterY; refz = viewCenterZ; upx = viewUpX; upy = viewUpY; upz = viewUpZ; } /** * Returns the view information -- the 9 parameters of lookAt(), in an array. */ public double[] getViewParameters() { return new double[] { eyex, eyey, eyez, refx, refy, refz, upx, upy, upz }; } /** * Apply the camera to an OpenGL context. This method completely replaces the * projection and the modelview transformation in the context. It sets these * transformations to the identity and then applies the view and projection * represented by the camera. This method is meant to be called at the begining * of the display method and should replace any other means of setting the * projection and view. */ public void apply(GL2 gl) { int[] viewport = new int[4]; gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport, 0); xminActual = xminRequested; xmaxActual = xmaxRequested; yminActual = yminRequested; ymaxActual = ymaxRequested; if (preserveAspect) { double viewWidth = viewport[2]; double viewHeight = viewport[3]; double windowWidth = xmaxActual - xminActual; double windowHeight = ymaxActual - yminActual; double aspect = viewHeight / viewWidth; double desired = windowHeight / windowWidth; if (desired > aspect) { //expand width double extra = (desired / aspect - 1.0) * (xmaxActual - xminActual) / 2.0; xminActual -= extra; xmaxActual += extra; } else if (aspect > desired) { double extra = (aspect / desired - 1.0) * (ymaxActual - yminActual) / 2.0; yminActual -= extra; ymaxActual += extra; } } gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); double viewDistance = norm(new double[] {refx-eyex, refy-eyey, refz-eyez}); if (orthographic) { gl.glOrtho(xminActual, xmaxActual, yminActual, ymaxActual, viewDistance-zmax, viewDistance-zmin); } else { double near = viewDistance-zmax; if (near < 0.1) near = 0.1; double centerx = (xminActual + xmaxActual) / 2; double centery = (yminActual + ymaxActual) / 2; double newwidth = (near / viewDistance) * (xmaxActual - xminActual); double newheight = (near / viewDistance) * (ymaxActual - yminActual); double x1 = centerx - newwidth / 2; double x2 = centerx + newwidth / 2; double y1 = centery - newheight / 2; double y2 = centery + newheight / 2; gl.glFrustum(x1, x2, y1, y2, near, viewDistance-zmin); } gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt(eyex, eyey, eyez, refx, refy, refz, upx, upy, upz); } /** * Installs a simulated trackball for an OpenGL component, which must be the * same component on which this camera is used. The user can rotate the * view by dragging on the component. This will only work if the camera's * apply() method is called at the start of the component's display function * to set up the viewing and projection transformations. The camera words * by modifying the camera's viewing parameters. * @param c The OpenGL drawing surface where the trackball will be installed. * This is probably a GLJPanel or GLCanvas. Passing a null as the parameter * will remove the trackball from the component (if it has been installed * there). */ public void installTrackball(Component c) { if ( trackballComponent != null && trackballComponent != c ) { trackballComponent.removeMouseListener(trackball); } if (trackballComponent == c) { return; } trackballComponent = c; if ( trackballComponent == null ) { return; } if (trackball == null ) { trackball = new TrackballMouser(); } trackballComponent.addMouseListener(trackball); } private double norm(double[] v) { double norm2 = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; if (Double.isNaN(norm2) || Double.isInfinite(norm2) || norm2 == 0) throw new NumberFormatException("Vector length zero, undefined, or infinite."); return Math.sqrt(norm2); } private void normalize(double[] v) { double norm = norm(v); v[0] /= norm; v[1] /= norm; v[2] /= norm; } private void applyTransvection(double[] e1, double[] e2) { // rotate vector e1 onto e2; must be 3D *UNIT* vectors. double[] zDirection = new double[] {eyex - refx, eyey - refy, eyez - refz}; double viewDistance = norm(zDirection); normalize(zDirection); double[] yDirection = new double[] {upx, upy, upz}; double upLength = norm(yDirection); double proj = yDirection[0]*zDirection[0] + yDirection[1]*zDirection[1] + yDirection[2]*zDirection[2]; yDirection[0] = yDirection[0] - proj*zDirection[0]; yDirection[1] = yDirection[1] - proj*zDirection[1]; yDirection[2] = yDirection[2] - proj*zDirection[2]; normalize(yDirection); double[] xDirection = new double[] {yDirection[1]*zDirection[2] - yDirection[2]*zDirection[1], yDirection[2]*zDirection[0] - yDirection[0]*zDirection[2], yDirection[0]*zDirection[1] - yDirection[1]*zDirection[0] }; e1 = transformToViewCoords(e1, xDirection, yDirection, zDirection); e2 = transformToViewCoords(e2, xDirection, yDirection, zDirection); double[] e = new double[]{e1[0] + e2[0], e1[1] + e2[1], e1[2] + e2[2]}; normalize(e); double[] temp = new double[3]; reflectInAxis(e, zDirection, temp); reflectInAxis(e1, temp, zDirection); reflectInAxis(e, xDirection, temp); reflectInAxis(e1, temp, xDirection); reflectInAxis(e, yDirection, temp); reflectInAxis(e1, temp, yDirection); eyex = refx + viewDistance * zDirection[0]; eyey = refy + viewDistance * zDirection[1]; eyez = refz + viewDistance * zDirection[2]; upx = upLength * yDirection[0]; upy = upLength * yDirection[1]; upz = upLength * yDirection[2]; } private void reflectInAxis(double[] axis, double[] source, double[] destination) { double s = 2 * (axis[0] * source[0] + axis[1] * source[1] + axis[2] * source[2]); destination[0] = s * axis[0] - source[0]; destination[1] = s * axis[1] - source[1]; destination[2] = s * axis[2] - source[2]; } private double[] transformToViewCoords(double[] v, double[] x, double[] y, double[] z) { double[] w = new double[3]; w[0] = v[0]*x[0] + v[1]*y[0] + v[2]*z[0]; w[1] = v[0]*x[1] + v[1]*y[1] + v[2]*z[1]; w[2] = v[0]*x[2] + v[1]*y[2] + v[2]*z[2]; return w; } private class TrackballMouser implements MouseListener, MouseMotionListener { private boolean dragging; private double[] prevRay; public void mousePressed(MouseEvent e) { if (dragging) return; dragging = true; prevRay = mousePointToRay(e.getX(), e.getY()); trackballComponent.addMouseMotionListener(this); } public void mouseReleased(MouseEvent e) { if (!dragging) return; dragging = false; trackballComponent.removeMouseMotionListener(this); } public void mouseDragged(MouseEvent e) { if (!dragging) return; double[] thisRay = mousePointToRay(e.getX(), e.getY()); applyTransvection(prevRay, thisRay); prevRay = thisRay; trackballComponent.repaint(); } private double[] mousePointToRay(int x, int y) { double dx, dy, dz, norm; int centerX = trackballComponent.getWidth()/2; int centerY = trackballComponent.getHeight()/2; double scale = 0.8*Math.min(centerX, centerY); dx = (x - centerX); dy = (centerY - y); norm = Math.sqrt(dx*dx + dy*dy); if (norm >= scale) dz = 0; else dz = Math.sqrt( scale*scale - dx*dx -dy*dy ); double length = Math.sqrt(dx*dx + dy*dy + dz*dz); return new double[] { dx/length, dy/length, dz/length }; } public void mouseClicked(MouseEvent e) { } public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } public void mouseMoved(MouseEvent e) { } } }