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gl_camera.py
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503 lines (364 loc) · 12.6 KB
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#!/usr/bin/env python
### OpenGL Imports ###
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import rospy
import math
from .gl_utils import *
class Camera(object):
""" @author Preetham Chalasani
@brief Setup a camera to view a scene and display on the viewport.
A camera can be placed at any point on the screen by giving it a positon of the eye,i.e camera, position of the reference point
and direction of up vector.
"""
def __init__(self, projectionType = None):
""" Create a Camera with a specific projection.
@param projectionType : 'ORTHOGRAPHIC', 'ORTHO2D' or 'PERSPECTIVE'
"""
super(Camera, self).__init__()
# Projection Type
self.__viewType = projectionType
# Camera Number
self.__camNumber = 0
# Camera Active or Not
self.__enabled = False
# Default Projection Information
self.__nearl = 0.1
self.__farl = 100
self.__left = -1
self.__right = 1
self.__top = -1
self.__bottom = 1
self.__aspect = 1
self.__fov = 60
# Normal to the eye Location
self.__normalX = 0
self.__normalY = 0
self.__normalZ = 0
# View to scene center vector
self.__viewX = 0
self.__viewY = 0
self.__viewZ = 0
# Cumulative eye rotation
self.__rotationEyeX = 0
self.__rotationEyeY = 0
# Eye Position
self.__eyeX = 0
self.__eyeY = 0
self.__eyeZ = 5
# Scene Center
self.__centerX = 0
self.__centerY = 0
self.__centerZ = 0
# Up Orientation Vector
self.__upX = 0
self.__upY = 1
self.__upZ = 0
self.calculateNormal()
def moveLeft(self, dist):
"""Move the camera to the camera's left
@param dist : Distance
"""
self.__eyeX = self.__eyeX + (self.__normalX * -dist)
self.__eyeY = self.__eyeY + (self.__normalY * -dist)
self.__eyeZ = self.__eyeZ + (self.__normalZ * -dist)
self.__centerX = self.__centerX + (self.__normalX * -dist)
self.__centerY = self.__centerY + (self.__normalY * -dist)
self.__centerZ = self.__centerZ + (self.__normalZ * -dist)
pass
def moveRight(self, dist):
"""Move the camera to the camera's right
@param dist : Distance
"""
self.__eyeX = self.__eyeX + (self.__normalX * dist)
self.__eyeY = self.__eyeY + (self.__normalY * dist)
self.__eyeZ = self.__eyeZ + (self.__normalZ * dist)
self.__centerX = self.__centerX + (self.__normalX * dist)
self.__centerY = self.__centerY + (self.__normalY * dist)
self.__centerZ = self.__centerZ + (self.__normalZ * dist)
pass
def moveUp(self, dist):
"""Move the camera up by some value
@param dist : Distance
"""
self.__eyeX = self.__eyeX + (self.__upX * dist)
self.__eyeY = self.__eyeY + (self.__upY * dist)
self.__eyeZ = self.__eyeZ + (self.__upZ * dist)
self.__centerX = self.__centerX + (self.__upX * dist)
self.__centerY = self.__centerY + (self.__upY * dist)
self.__centerZ = self.__centerZ + (self.__upZ * dist)
pass
def moveDown(self, dist):
"""Move the camera down by some value
@param dist : Distance
"""
self.__eyeX = self.__eyeX + (self.__upX * -dist)
self.__eyeY = self.__eyeY + (self.__upY * -dist)
self.__eyeZ = self.__eyeZ + (self.__upZ * -dist)
self.__centerX = self.__centerX + (self.__upX * -dist)
self.__centerY = self.__centerY + (self.__upY * -dist)
self.__centerZ = self.__centerZ + (self.__upZ * -dist)
pass
def moveForward(self, dist):
"""Move the camera forward by some value
@param dist : Distance
"""
self.__eyeX = self.__eyeX + (self.__viewX * dist)
self.__eyeY = self.__eyeY + (self.__viewY * dist)
self.__eyeZ = self.__eyeZ + (self.__viewZ * dist)
self.__centerX = self.__centerX + (self.__viewX * dist)
self.__centerY = self.__centerY + (self.__viewY * dist)
self.__centerZ = self.__centerZ + (self.__viewZ * dist)
pass
def moveBackward(self, dist):
"""Move the camera backward by some value
@param dist : Distance
"""
self.__eyeX = self.__eyeX + (self.__viewX * -dist)
self.__eyeY = self.__eyeY + (self.__viewY * -dist)
self.__eyeZ = self.__eyeZ + (self.__viewZ * -dist)
self.__centerX = self.__centerX + (self.__viewX * -dist)
self.__centerY = self.__centerY + (self.__viewY * -dist)
self.__centerZ = self.__centerZ + (self.__viewZ * -dist)
pass
def moveEye(self, dx, dy, dz):
"""Move the camera's eye
@param dx,dy,dz : Eye displacement
"""
self.__eyeX = self.__eyeX + dx
self.__eyeY = self.__eyeY + dy
self.__eyeZ = self.__eyeZ + dz
pass
def moveCenter(self, dx, dy, dz):
"""Move the camera's center
@param dx,dy,dz : Center displacement
"""
self.__centerX = self.__centerX + dx
self.__centerY = self.__centerY + dy
self.__centerZ = self.__centerZ + dz
pass
def rotateEye(self, dx, dy):
"""Rotate the camera's eye
@param dx,dy : Rotation about X and Y axis rrespectively
"""
self.__rotationEyeX = self.__rotationEyeX + dx
self.__rotationEyeY = self.__rotationEyeY + dy
# Rotate about the Up/Down Plane
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glRotatef(-dx, self.__normalX, self.__normalY, self.__normalZ)
rotate = glGetFloatv(GL_MODELVIEW_MATRIX)
# Calculate a new up direction
newUpX = (rotate[0][0] * self.__upX + rotate[0][1] * self.__upY + rotate[0][2] * self.__upZ + rotate[0][3])
newUpY = (rotate[1][0] * self.__upX + rotate[1][1] * self.__upY + rotate[1][2] * self.__upZ + rotate[1][3])
newUpZ = (rotate[2][0] * self.__upX + rotate[2][1] * self.__upY + rotate[2][2] * self.__upZ + rotate[2][3])
self.__upX = newUpX
self.__upY = newUpY
self.__upZ = newUpZ
newSceneX = (rotate[0][0] * self.__viewX + rotate[0][1] * self.__viewY + rotate[0][2] * self.__viewZ + rotate[0][3])
newSceneY = (rotate[1][0] * self.__viewX + rotate[1][1] * self.__viewY + rotate[1][2] * self.__viewZ + rotate[1][3])
newSceneZ = (rotate[2][0] * self.__viewX + rotate[2][1] * self.__viewY + rotate[2][2] * self.__viewZ + rotate[2][3])
glLoadIdentity()
glRotatef(-dy, self.__upX, self.__upY, self.__upZ)
rotate = glGetFloatv(GL_MODELVIEW_MATRIX)
glPopMatrix()
newSceneX1 = (rotate[0][0] * newSceneX + rotate[0][1] * newSceneY + rotate[0][2] * newSceneZ + rotate[0][3])
newSceneY1 = (rotate[1][0] * newSceneX + rotate[1][1] * newSceneY + rotate[1][2] * newSceneZ + rotate[1][3])
newSceneZ1 = (rotate[2][0] * newSceneX + rotate[2][1] * newSceneY + rotate[2][2] * newSceneZ + rotate[2][3])
self.__centerX = self.__eyeX + newSceneX1
self.__centerY = self.__eyeY + newSceneY1
self.__centerZ = self.__eyeZ + newSceneZ1
# Update Vectors
self.calculateNormal()
pass
def rotatePoint(self, dx, dy):
# calculate vector from the current view to the point
self.setCenter(0,0,0)
self.calculateNormal()
self.__rotationEyeX = self.__rotationEyeX + dx
self.__rotationEyeY = self.__rotationEyeY + dy
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glRotatef(dx, self.__normalX, self.__normalY, self.__normalZ)
rotate = glGetDoublev(GL_MODELVIEW_MATRIX)
# Calculate new up direction
newUpX = (rotate[0][0] * self.__upX + rotate[0][1] * self.__upY + rotate[0][2] * self.__upZ + rotate[0][3])
newUpY = (rotate[1][0] * self.__upX + rotate[1][1] * self.__upY + rotate[1][2] * self.__upZ + rotate[1][3])
newUpZ = (rotate[2][0] * self.__upX + rotate[2][1] * self.__upY + rotate[2][2] * self.__upZ + rotate[2][3])
self.__upX = newUpX
self.__upY = newUpY
self.__upZ = newUpZ
newSceneX = (rotate[0][0] * -self.__viewX + rotate[0][1] * -self.__viewY + rotate[0][2] * -self.__viewZ + rotate[0][3])
newSceneY = (rotate[1][0] * -self.__viewX + rotate[1][1] * -self.__viewY + rotate[1][2] * -self.__viewZ + rotate[1][3])
newSceneZ = (rotate[2][0] * -self.__viewX + rotate[2][1] * -self.__viewY + rotate[2][2] * -self.__viewZ + rotate[2][3])
glLoadIdentity()
glRotated(dy, self.__upX, self.__upY, self.__upZ)
rotate = glGetDoublev(GL_MODELVIEW_MATRIX)
glPopMatrix()
newSceneX1 = (rotate[0][0] * newSceneX + rotate[0][1] * newSceneY + rotate[0][2] * newSceneZ + rotate[0][3]);
newSceneY1 = (rotate[1][0] * newSceneX + rotate[1][1] * newSceneY + rotate[1][2] * newSceneZ + rotate[1][3]);
newSceneZ1 = (rotate[2][0] * newSceneX + rotate[2][1] * newSceneY + rotate[2][2] * newSceneZ + rotate[2][3]);
self.__eyeX = newSceneX1
self.__eyeY = newSceneY1
self.__eyeZ = newSceneZ1
# Update Vectors
self.calculateNormal()
pass
def rotateAxis(self, deg, x, y, z):
glRotatef(deg, x, y, z)
pass
def on(self):
"""Swithch on the camera
"""
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
if self.__viewType == 'ORTHO2D':
gluOrtho2D(self.__left, self.__right, self.__top, self.__bottom)
pass
elif self.__viewType == 'ORTHOGRAPHIC':
glOrtho(self.__left, self.__right, self.__top, self.__bottom, self.__nearl, self.__farl)
pass
else:
gluPerspective(self.__fov, self.__aspect, self.__nearl, self.__farl)
pass
self.lookAtScene()
pass
def lookAtScene(self):
"""Force the camera to look at the scene
"""
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(self.__eyeX, self.__eyeY, self.__eyeZ,
self.__centerX, self.__centerY, self.__centerZ,
self.__upX, self.__upY, self.__upZ)
pass
def off(self):
"""Turns off the camera and resets any effects on opengl
"""
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
pass
def modelViewMatrix(self):
"""Return Model view matrix
@return matrix : list of 16
"""
return glGetFloatv(GL_MODELVIEW_MATRIX)
def projMatrix(self):
"""Return Projection matrix
@return matrix : List of 16
"""
return glGetFloatv(GL_PROJECTION_MATRIX)
pass
def clear(self, r, g, b, clearDepth = True):
"""Clear the color and depth buffer
@param r,g,b : RGB value of the color
@param clearDepth : False, not to clear the depth buffer, else True
"""
glClearColor(r, g, b, 0)
glClearColor(GL_COLOR_BUFFER_BIT)
if clearDepth:
glClear(GL_DEPTH_BUFFER_BIT)
pass
def setProjection(self, *args):
"""Set the Projection Type
"""
if len(args) == 5 and args[4] == 'ORTHO2D':
self.__left = args[0]
self.__right = args[1]
self.__top = args[2]
self.__bottom = args[3]
self.__viewType = ars[4]
pass
elif len(args) == 5 and args[4] == 'PERSPECTIVE':
self.__fov = args[0]
self.__aspect = args[1]
self.__nearl = args[2]
self.__farl = args[3]
self.__viewType = ars[4]
pass
elif len(args) == 7 and args[6] == 'ORTHOGRAPHIC':
self.__left = args[0]
self.__right = args[1]
self.__top = args[2]
self.__bottom = args[3]
self.__nearl = args[4]
self.__farl = args[5]
self.__viewType = ars[6]
pass
else:
print("Error : Number of arguments not correct")
pass
def setEye(self, ex, ey, ez):
"""Set the camera's eye vector
@param ex,ey,ez : Vector
"""
self.__eyeX = ex
self.__eyeY = ey
self.__eyeZ = ez
pass
def setUp(self, ux, uy, uz):
"""Set the camera's up vector
@param ux,uy,uz : Vector
"""
self.__upX = ux
self.__upY = uy
self.__upZ = uz
self.calculateNormal()
pass
def setCenter(self, cx, cy, cz):
"""Set the camera's center
@param cx,cy,cz : Position
"""
self.__centerX = cx
self.__centerY = cy
self.__centerZ = cz
pass
def setCameraNumber(self, val):
"""Set the camera number
@param val : 'long' , 'float' or 'int'
"""
self.__camNumber = val
pass
def getProjection(self): # 3
"""Return the Projection Type
@return : 'ORTHOGRAPHIC', 'ORTHO2D' or 'PERSPECTIVE'
"""
return self.__viewType
def getEye(self):
"""Return the eye position of the camera
@return x,y,z : Position
"""
return [self.__eyeX, self.__eyeY, self.__eyeZ]
def getUp(self):
"""Return the up vector of the camera
@return x,y,z : Vector
"""
return [self.__upX, self.__upY, self.__upZ]
def getCenter(self):
"""Return the center position of the camera
@return x,y,z : Position
"""
return [self.__centerX, self.__centerY, self.__centerZ]
def calculateNormal(self):
"""Calculates the normal of up vector and eye to center vector
@return x,y,z : Position
"""
# Determine view Vector
self.__viewX = self.__centerX - self.__eyeX
self.__viewY = self.__centerY - self.__eyeY
self.__viewZ = self.__centerZ - self.__eyeZ
# Calculate cross product of the view and up vectors
self.__normalX = (self.__viewY * self.__upZ) - (self.__upY * self.__viewZ)
self.__normalY = (self.__viewZ * self.__upX) - (self.__upZ * self.__viewX)
self.__normalZ = (self.__viewX * self.__upY) - (self.__upX * self.__viewY)
# Set to be a unit normal
magnitude = float(math.sqrt(pow(self.__normalX,2) + pow(self.__normalY,2) + pow(self.__normalZ,2)))
self.__normalX = float(float(self.__normalX)/magnitude)
self.__normalY = float(float(self.__normalY)/magnitude)
self.__normalZ = float(float(self.__normalZ)/magnitude)
pass