hgeometry-0.9.0.0: src/Graphics/Camera.hs
{-# LANGUAGE TemplateHaskell #-}
--------------------------------------------------------------------------------
-- |
-- Module : Graphics.Camera
-- Copyright : (C) Frank Staals
-- License : see the LICENSE file
-- Maintainer : Frank Staals
-- Description : Data type to represent a camera and some functions for working with it.
--
--------------------------------------------------------------------------------
module Graphics.Camera( Camera(Camera)
, cameraPosition, rawCameraNormal, rawViewUp
, viewPlaneDepth, nearDist, farDist, screenDimensions
, cameraNormal, viewUp
, cameraTransform, worldToView
, toViewPort, perspectiveProjection, rotateCoordSystem
, flipAxes
) where
import Control.Lens
import Data.Geometry.Point
import Data.Geometry.Vector
import Data.Geometry.Transformation
--------------------------------------------------------------------------------
-- | A basic camera data type. The fields stored are:
--
-- * the camera position,
-- * the raw camera normal, i.e. a unit vecotr into the center of the screen,
-- * the raw view up vector indicating which side points "upwards" in the scene,
-- * the viewplane depth (i.e. the distance from the camera position to the plane on which we project),
-- * the near distance (everything closer than this is clipped),
-- * the far distance (everything further away than this is clipped), and
-- * the screen dimensions.
--
data Camera r = Camera { _cameraPosition :: !(Point 3 r)
, _rawCameraNormal :: !(Vector 3 r)
-- ^ unit vector from camera into center of the screen
, _rawViewUp :: !(Vector 3 r)
-- ^ viewUp; assumed to be unit vector
, _viewPlaneDepth :: !r
, _nearDist :: !r
, _farDist :: !r
, _screenDimensions :: !(Vector 2 r)
} deriving (Show,Eq,Ord)
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-- * Field Accessor Lenses
makeLenses ''Camera
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-- * Accessor Lenses
-- | Lens to get and set the Camera normal, makes sure that the vector remains
-- normalized.
cameraNormal :: Floating r => Lens' (Camera r) (Vector 3 r)
cameraNormal = lens _rawCameraNormal (\c n -> c { _rawCameraNormal = signorm n} )
-- | Lens to get and set the viewUp vector. Makes sure the vector remains
-- normalized.
viewUp :: Floating r => Lens' (Camera r) (Vector 3 r)
viewUp = lens _rawViewUp (\c n -> c { _rawViewUp = signorm n})
--------------------------------------------------------------------------------
-- * Camera Transformation functions
-- | Full transformation that renders the figure
cameraTransform :: Fractional r => Camera r -> Transformation 3 r
cameraTransform c = toViewPort c
|.| perspectiveProjection c
|.| worldToView c
-- | Translates world coordinates into view coordinates
worldToView :: Fractional r => Camera r -> Transformation 3 r
worldToView c = rotateCoordSystem c
|.| (translation $ (-1) *^ c^.cameraPosition.vector)
-- | Transformation into viewport coordinates
toViewPort :: Fractional r => Camera r -> Transformation 3 r
toViewPort c = Transformation . Matrix
$ Vector4 (Vector4 (w/2) 0 0 0)
(Vector4 0 (h/2) 0 0)
(Vector4 0 0 (1/2) (1/2))
(Vector4 0 0 0 1)
where
Vector2 w h = c^.screenDimensions
-- | constructs a perspective projection
perspectiveProjection :: Fractional r => Camera r -> Transformation 3 r
perspectiveProjection c = Transformation . Matrix $
Vector4 (Vector4 (-n/rx) 0 0 0)
(Vector4 0 (-n/ry) 0 0)
(Vector4 0 0 (-(n+f)/(n-f)) (-2*n*f/(n-f)))
(Vector4 0 0 1 0)
where
n = c^.nearDist
f = c^.farDist
Vector2 rx ry = (/2) <$> c^.screenDimensions
-- | Rotates coordinate system around the camera, such that we look in the negative z
-- direction
rotateCoordSystem :: Num r => Camera r -> Transformation 3 r
rotateCoordSystem c = rotateTo $ Vector3 u v n
where
u = (c^.rawViewUp) `cross` n
v = n `cross` u
n = (-1) *^ c^.rawCameraNormal -- we need the normal from the scene *into* the camera
-- transformBy' (Transformation m) (Vector3 x y z) = m `mult` (Vector4 x y z (-z))
-- | Flips the y and z axis.
flipAxes :: Num r => Transformation 3 r
flipAxes = Transformation . Matrix
$ Vector4 (Vector4 1 0 0 0)
(Vector4 0 0 1 0)
(Vector4 0 1 0 0)
(Vector4 0 0 0 1)