mirror of https://github.com/KLayout/klayout.git
WIP.
This commit is contained in:
parent
7077bac647
commit
d37608dac1
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@ -37,6 +37,9 @@ D25View::D25View (QWidget *parent)
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mp_ui = new Ui::D25View ();
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mp_ui->setupUi (this);
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// @@@ should be an event filter?
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mp_ui->d25_view->setFocusPolicy (Qt::StrongFocus);
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mp_ui->d25_view->setFocus ();
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// @@@
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}
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@ -161,4 +161,65 @@ camera_normal (const QMatrix4x4 &camera_trans, double x, double y)
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return (std::make_pair (p, u.normalized ()));
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}
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void
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normalize_scene_trans (const QMatrix4x4 &cam_trans, QVector3D &displacement, double &scale, double ztarget)
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{
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QMatrix4x4 m;
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// Here is the theory:
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// Let:
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// cam = ( M t ) M = 3x3 matrix, t = 3x1 translation vector, z = scalar, p = 1x3 perspective
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// ( p z )
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// and:
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// scene = ( S d ) S = s*U1 (s = scale factor, U1 = 3x3 unit matrix), d = 3x1 displacement vector
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// ( 0 1 )
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// then:
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// cam * scene = ( M*s M*d+t )
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// ( p*s p*d+z ) (p*d = dot product)
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//
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// this is image invariant (only x,y results are considered) against changes of s (s->s') if
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//
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// 1.) (p*d+z)/s = (p*d'+z)/s'
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// 2.) (M*d+t)/s = (M*d'+t)/s' for [x] and [y]
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//
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// Ff we seek a solution with d'[z] == b (b = ztarget), we get these equations (f:=s'/s)
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//
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// 2.) M[xx] * d'[x] + M[xy] * d'[y] - ((M*d)[x] + t[x]) * f = -t[x] - M[xz] * b
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// M[yx] * d'[x] + M[yy] * d'[y] - ((M*d)[y] + t[y]) * f = -t[y] - M[yz] * b
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// 1.) p[x] * d'[x] + p[y] * d'[y] - (p*d+z) * f = -z - p[z] * b
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//
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// we can solve these equations for d'[x], d'[y] and f.
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// With p[x]=M[wx], p[y]=M[wy] and z=t[w], the above equation system can be written as
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//
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// M[ix] * d'[x] + M[iy] * d'[y] - ((M*d)[i] + t[i]) * f = -t[i] - M[iz]*b i = x,y,w
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//
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// and with M,t->M (4x4 matrix) and d->(d,1) (4d vector)
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//
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// M[ix] * d'[x] + M[iy] * d'[y] - (M*d)[i] * f = -t[i] - M[iz]*b i = x,y,w
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//
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QVector4D d4 (displacement);
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d4.setW (1.0);
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for (int i = 0; i < 4; ++i) {
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if (i != 2) {
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m (i, 0) = cam_trans (i, 0);
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m (i, 1) = cam_trans (i, 1);
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m (i, 3) = -QVector4D::dotProduct (cam_trans.row (i), d4);
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}
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}
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bool invertable = false;
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m = m.inverted (&invertable);
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if (! invertable) {
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return;
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}
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QVector4D sol = m.map (-cam_trans.column (3) - cam_trans.column (2) * ztarget);
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if (sol.w () > 0.01 /*skip weird solutions*/) {
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scale *= sol.w ();
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displacement = QVector3D (sol.x (), sol.y (), ztarget);
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}
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}
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}
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@ -74,6 +74,18 @@ hit_point_with_cuboid (const QVector3D &line, const QVector3D &line_dir, const Q
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LAY_PLUGIN_PUBLIC std::pair<QVector3D, QVector3D>
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camera_normal (const QMatrix4x4 &camera_trans, double x, double y);
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/**
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* @brief Normalizes a scene transformation
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*
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* Scene transformations consist of a scaling and displacement. Both are
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* interchangeable to some extent under the presence of a perspective
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* transformation (further away makes the scene smaller). This normalization
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* tries to find a displacement which has "ztarget" target value for z. Without normalization
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* the scene tends to "move away" with respect to z.
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*/
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LAY_PLUGIN_PUBLIC void
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normalize_scene_trans (const QMatrix4x4 &cam_trans, QVector3D &displacement, double &scale, double ztarget = 0.0);
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}
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#endif
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@ -34,6 +34,7 @@
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#include <QWheelEvent>
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#include <QMouseEvent>
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#include <QKeyEvent>
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#include "math.h"
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@ -44,14 +45,13 @@ namespace lay
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D25ViewWidget::D25ViewWidget (QWidget *parent)
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: QOpenGLWidget (parent),
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m_shapes_program (0), m_dragging (false), m_rotating (false), m_cam_azimuth (0.0), m_cam_elevation (0.0)
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m_shapes_program (0), m_dragging (false), m_rotating (false), m_cam_azimuth (0.0), m_cam_elevation (0.0), m_top_view (false)
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{
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QSurfaceFormat format;
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format.setDepthBufferSize (24);
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format.setSamples (4); // more -> widget extends beyond boundary!
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setFormat (format);
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m_cam_position = QVector3D (0.0, 0.0, 4.0); // @@@
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m_scale_factor = 1.0;
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m_focus_dist = 0.0;
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}
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@ -183,48 +183,87 @@ D25ViewWidget::initializeGL ()
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}
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}
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static QVector3D cam_direction (double azimuth, double elevation)
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{
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// positive azimuth: camera looks left
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// positive elevation: camera looks up
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double y = sin (elevation * M_PI / 180.0);
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double r = cos (elevation * M_PI / 180.0);
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double x = r * sin (azimuth * M_PI / 180.0);
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double z = r * cos (azimuth * M_PI / 180.0);
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return QVector3D (x, y, -z);
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}
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void
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D25ViewWidget::wheelEvent (QWheelEvent *event)
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{
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double px = (event->pos ().x () - width () / 2) * 2.0 / width ();
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double py = -(event->pos ().y () - height () / 2) * 2.0 / height ();
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double f = exp (event->angleDelta ().y () * (1.0 / (90 * 8)));
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// compute vector of line of sight
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std::pair<QVector3D, QVector3D> ray = camera_normal (m_cam_trans, px, py);
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// by definition the ray goes through the camera position
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std::pair<bool, QVector3D> hp = hit_point_with_scene (m_cam_position, ray.second);
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float focal_length = 2.0;
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QVector3D hp = hit_point_with_scene (cam_position () + focal_length * ray.second, ray.second);
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QVector3D pm = m_cam_trans.map(hp.second);
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printf("@@@ mouse=%g,%g back=%g,%g\n", px, py, pm.x(), pm.y());
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printf("@@@ before: hp=%g,%g,%g d=%g,%g,%g s=%g\n", hp.second.x(), hp.second.y(), hp.second.z(), m_displacement.x(), m_displacement.y(), m_displacement.z(), m_scale_factor); fflush(stdout);
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if (false /*@@@*/ && (event->modifiers () & Qt::ShiftModifier)) {
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m_displacement = hp.second * (1.0 - f) + m_displacement * f;
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m_scale_factor *= f;
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// "Shift" is closeup
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double f = event->angleDelta ().y () * (1.0 / (90 * 8));
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m_displacement += -f * cam_position ().length () * ray.second;
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} else {
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// No shift is zoom
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double f = exp (event->angleDelta ().y () * (1.0 / (90 * 8)));
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QVector3D initial_displacement = m_displacement;
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QVector3D displacement = m_displacement;
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displacement = hp * (1.0 - f) + displacement * f;
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m_scale_factor *= f;
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// normalize the scene translation so the scene does not "flee"
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QMatrix4x4 ct;
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ct.rotate (-cam_elevation (), 1.0, 0.0, 0.0);
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ct.rotate (cam_azimuth (), 0.0, 1.0, 0.0);
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ct.translate (-cam_position ());
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initial_displacement = ct.map (initial_displacement);
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displacement = ct.map (displacement);
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lay::normalize_scene_trans (m_cam_trans, displacement, m_scale_factor, initial_displacement.z ());
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m_displacement = ct.inverted ().map (displacement);
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}
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update_cam_trans ();
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}
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std::pair<bool, QVector3D>
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void
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D25ViewWidget::keyPressEvent (QKeyEvent *event)
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{
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if (event->key () == Qt::Key_Shift) {
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m_top_view = true;
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update_cam_trans ();
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}
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}
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void
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D25ViewWidget::keyReleaseEvent (QKeyEvent *event)
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{
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if (event->key () == Qt::Key_Shift) {
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m_top_view = false;
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update_cam_trans ();
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}
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}
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QVector3D
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D25ViewWidget::hit_point_with_scene (const QVector3D &line, const QVector3D &line_dir)
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{
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QVector3D corner = QVector3D (m_bbox.left (), m_zmin, -(m_bbox.bottom () + m_bbox.height ())) * m_scale_factor + m_displacement;
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QVector3D dim = QVector3D (m_bbox.width (), m_zmax - m_zmin, m_bbox.height ()) * m_scale_factor;
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return lay::hit_point_with_cuboid (line, line_dir, corner, dim);
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std::pair<bool, QVector3D> hp = lay::hit_point_with_cuboid (line, line_dir, corner, dim);
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if (! hp.first) {
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return line;
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} else {
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return hp.second;
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}
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}
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void
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@ -238,20 +277,19 @@ D25ViewWidget::mousePressEvent (QMouseEvent *event)
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}
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m_start_pos = event->pos ();
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m_start_cam_position = m_cam_position;
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m_start_cam_azimuth = m_cam_azimuth;
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m_start_cam_elevation = m_cam_elevation;
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m_start_cam_position = cam_position ();
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m_start_cam_azimuth = cam_azimuth ();
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m_start_cam_elevation = cam_elevation ();
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m_start_displacement = m_displacement;
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m_focus_dist = 2.0;
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if (m_dragging || m_rotating) {
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QVector3D cd = cam_direction (m_start_cam_azimuth, m_start_cam_elevation);
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std::pair<bool, QVector3D> hp = hit_point_with_scene (m_cam_position, cd);
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if (hp.first) {
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m_focus_dist = std::max (m_focus_dist, double ((m_cam_position - hp.second).length ()));
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}
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QVector3D cd = cam_direction ();
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QVector3D cp = cam_position ();
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QVector3D hp = hit_point_with_scene (cp + m_focus_dist * cd, cd);
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m_focus_dist = std::max (m_focus_dist, double ((cp - hp).length ()));
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}
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}
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@ -275,9 +313,9 @@ D25ViewWidget::mouseMoveEvent (QMouseEvent *event)
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double dx = d.x () * f;
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double dy = -d.y () * f;
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QVector3D xv (cos (m_start_cam_azimuth * M_PI / 180.0), 0.0, -sin (m_start_cam_azimuth * M_PI / 180.0));
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double re = sin (m_start_cam_elevation * M_PI / 180.0);
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QVector3D yv (-re * xv.z (), cos (m_start_cam_elevation * M_PI / 180.0), re * xv.x ());
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QVector3D xv (cos (cam_azimuth () * M_PI / 180.0), 0.0, -sin (cam_azimuth () * M_PI / 180.0));
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double re = sin (cam_elevation () * M_PI / 180.0);
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QVector3D yv (-re * xv.z (), cos (cam_elevation () * M_PI / 180.0), re * xv.x ());
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QVector3D drag = xv * dx + yv * dy;
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m_displacement = m_start_displacement + drag;
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@ -286,6 +324,8 @@ D25ViewWidget::mouseMoveEvent (QMouseEvent *event)
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} else if (m_rotating) {
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// @@@ needs redo ...
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// @@@ consider m_top_view
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double focus_dist = 4.0; // @@@
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QPoint d = event->pos () - m_start_pos;
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@ -296,30 +336,64 @@ D25ViewWidget::mouseMoveEvent (QMouseEvent *event)
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m_cam_elevation = m_start_cam_elevation + ay;
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m_cam_azimuth = m_start_cam_azimuth + ax;
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m_cam_position = (cam_direction (m_cam_azimuth, m_cam_elevation) * -focus_dist) + cam_direction (m_start_cam_azimuth, m_start_cam_elevation) * focus_dist + m_start_cam_position;
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update_cam_trans ();
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}
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}
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QVector3D
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D25ViewWidget::cam_direction () const
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{
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double azimuth = cam_azimuth ();
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double elevation = cam_elevation ();
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// positive azimuth: camera looks left
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// positive elevation: camera looks up
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double y = sin (elevation * M_PI / 180.0);
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double r = cos (elevation * M_PI / 180.0);
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double x = r * sin (azimuth * M_PI / 180.0);
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double z = r * cos (azimuth * M_PI / 180.0);
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return QVector3D (x, y, -z);
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}
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QVector3D
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D25ViewWidget::cam_position () const
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{
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double focus_dist = 4.0;
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return cam_direction () * -focus_dist;
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}
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double
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D25ViewWidget::cam_azimuth () const
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{
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return m_cam_azimuth;
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}
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double
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D25ViewWidget::cam_elevation () const
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{
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return m_top_view ? -90.0 : m_cam_elevation;
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}
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void
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D25ViewWidget::update_cam_trans ()
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{
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printf("@@@ e=%g a=%g x,y,z=%g,%g,%g d=%g,%g,%g s=%g f=%g\n", m_cam_elevation, m_cam_azimuth, m_cam_position.x(), m_cam_position.y(), m_cam_position.z(), m_displacement.x(), m_displacement.y(), m_displacement.z(), m_scale_factor, m_focus_dist); fflush(stdout);
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QVector3D cp = cam_position ();
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printf("@@@ e=%g a=%g x,y,z=%g,%g,%g d=%g,%g,%g s=%g f=%g\n", cam_elevation (), cam_azimuth (), cp.x(), cp.y(), cp.z(), m_displacement.x(), m_displacement.y(), m_displacement.z(), m_scale_factor, m_focus_dist); fflush(stdout);
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QMatrix4x4 t;
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// finally add perspective
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t.perspective (60.0f, float (width ()) / float (height ()), 0.1f, 100.0f);
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// third: elevation
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t.rotate (-m_cam_elevation, 1.0, 0.0, 0.0);
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t.rotate (-cam_elevation (), 1.0, 0.0, 0.0);
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// second: azimuth
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t.rotate (m_cam_azimuth, 0.0, 1.0, 0.0);
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t.rotate (cam_azimuth (), 0.0, 1.0, 0.0);
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// first: translate the origin into the cam's position
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t.translate (-m_cam_position);
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t.translate (-cam_position ());
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m_cam_trans = t;
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@ -57,6 +57,8 @@ public:
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D25ViewWidget (QWidget *parent);
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~D25ViewWidget ();
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void keyPressEvent (QKeyEvent *event);
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void keyReleaseEvent (QKeyEvent *event);
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void wheelEvent (QWheelEvent *event);
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void mousePressEvent (QMouseEvent *event);
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void mouseReleaseEvent (QMouseEvent *event);
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@ -70,9 +72,9 @@ private:
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QOpenGLShaderProgram *m_shapes_program, *m_gridplane_program;
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QMatrix4x4 m_cam_trans;
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bool m_dragging, m_rotating;
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QVector3D m_cam_position;
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double m_scale_factor;
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double m_cam_azimuth, m_cam_elevation;
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bool m_top_view;
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QVector3D m_displacement;
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double m_focus_dist;
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QPoint m_start_pos;
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@ -101,7 +103,11 @@ private:
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void render_layout (D25ViewWidget::chunks_type &chunks, const db::Layout &layout, const db::Cell &cell, unsigned int layer, double zstart, double zstop);
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void render_polygon (D25ViewWidget::chunks_type &chunks, const db::Polygon &poly, double dbu, double zstart, double zstop);
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void render_wall (D25ViewWidget::chunks_type &chunks, const db::Edge &poly, double dbu, double zstart, double zstop);
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std::pair<bool, QVector3D> hit_point_with_scene (const QVector3D &line, const QVector3D &line_dir);
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QVector3D hit_point_with_scene(const QVector3D &line, const QVector3D &line_dir);
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double cam_elevation () const;
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double cam_azimuth () const;
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QVector3D cam_position () const;
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QVector3D cam_direction () const;
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};
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}
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@ -166,3 +166,65 @@ TEST(5_CameraNormal)
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p = matrix.map (ray.first + ray.second * 1000.0);
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EXPECT_EQ (v2s_2d (p), "0,1");
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}
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TEST(6_NormalizeSceneTrans)
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{
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QMatrix4x4 cam;
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cam.perspective (60.0f, 1.5, 0.1f, 100.0f);
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cam.rotate (22.0, 1.0, 0.0, 0.0);
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cam.rotate (-15.0, 0.0, 1.0, 0.0);
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cam.translate (QVector3D (0.0, 0.0, 4.0));
|
||||
|
||||
double scale = 0.1;
|
||||
QVector3D displacement (-0.5, 0.2, 2.0);
|
||||
|
||||
QMatrix4x4 scene1;
|
||||
scene1.translate (displacement);
|
||||
scene1.scale (scale);
|
||||
|
||||
QVector3D v1 = (cam * scene1).map (QVector3D (1.0, -1.0, 2.0));
|
||||
v1.setZ (0);
|
||||
QVector3D v2 = (cam * scene1).map (QVector3D (0.0, 0.0, 5.0));
|
||||
v2.setZ (0);
|
||||
QVector3D v3 = (cam * scene1).map (QVector3D (-1.0, 0.0, 1.0));
|
||||
v3.setZ (0);
|
||||
|
||||
lay::normalize_scene_trans (cam, displacement, scale);
|
||||
|
||||
QMatrix4x4 scene2;
|
||||
scene2.translate (displacement);
|
||||
scene2.scale (scale);
|
||||
|
||||
EXPECT_EQ (tl::sprintf ("%.4f", scale), "0.0667");
|
||||
|
||||
QVector3D u1 = (cam * scene2).map (QVector3D (1.0, -1.0, 2.0));
|
||||
u1.setZ (0);
|
||||
QVector3D u2 = (cam * scene2).map (QVector3D (0.0, 0.0, 5.0));
|
||||
u2.setZ (0);
|
||||
QVector3D u3 = (cam * scene2).map (QVector3D (-1.0, 0.0, 1.0));
|
||||
u3.setZ (0);
|
||||
|
||||
EXPECT_EQ ((u1 - v1).length () < 1e-4, true);
|
||||
EXPECT_EQ ((u2 - v2).length () < 1e-4, true);
|
||||
EXPECT_EQ ((u3 - v3).length () < 1e-4, true);
|
||||
|
||||
lay::normalize_scene_trans (cam, displacement, scale, 1.0);
|
||||
|
||||
QMatrix4x4 scene3;
|
||||
scene3.translate (displacement);
|
||||
scene3.scale (scale);
|
||||
|
||||
EXPECT_EQ (tl::sprintf ("%.4f", scale), "0.0833");
|
||||
EXPECT_EQ (tl::to_string (displacement.z ()), "1");
|
||||
|
||||
QVector3D uu1 = (cam * scene2).map (QVector3D (1.0, -1.0, 2.0));
|
||||
uu1.setZ (0);
|
||||
QVector3D uu2 = (cam * scene2).map (QVector3D (0.0, 0.0, 5.0));
|
||||
uu2.setZ (0);
|
||||
QVector3D uu3 = (cam * scene2).map (QVector3D (-1.0, 0.0, 1.0));
|
||||
uu3.setZ (0);
|
||||
|
||||
EXPECT_EQ ((uu1 - v1).length () < 1e-4, true);
|
||||
EXPECT_EQ ((uu2 - v2).length () < 1e-4, true);
|
||||
EXPECT_EQ ((uu3 - v3).length () < 1e-4, true);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue