Esempio n. 1
0
    public void checkThirtyDegreeRule(
        ArrayList<Cam> cameras, ArrayList<Character> characters, int selectedIdx) {
      if (cameras == null || cameras.isEmpty()) {
        println("No cameras in the scene!");
      }

      if (characters.size() != 2) {
        println("Only two characters supported for now");
        // TODO (sanjeet): Hack! Fix this once more characters are allowed
      }

      Cam selectedCamera = cameras.get(selectedIdx);

      // TODO The characters.get results in a runtime error because there aren't currently any
      // characters allocated in the input file.
      Character ch1 = characters.get(0);
      Character ch2 = characters.get(1);

      // Obtaining (x,y,z) for characters and selected camera
      PVector ch1Location = ch1.getTranslation();
      PVector ch2Location = ch2.getTranslation();
      PVector selectedCameraLocation = selectedCamera.getTranslation();

      PVector cameraPoint = new PVector();
      cameraPoint.add(selectedCameraLocation);
      for (int i = 0; i < 100; i++) {
        cameraPoint.add(selectedCamera.getZAxis());
      }
      PVector intersection =
          getTwoLinesIntersection(
              new PVector(ch1Location.x, ch1Location.z),
              new PVector(ch2Location.x, ch2Location.z),
              new PVector(selectedCameraLocation.x, selectedCameraLocation.z),
              new PVector(cameraPoint.x, cameraPoint.z));

      PVector diff = PVector.sub(selectedCameraLocation, intersection);
      diff.normalize();
      FloatBuffer fb = selectedCamera.modelViewMatrix;
      float[] mat = fb.array();
      float[] fbMatrix = new float[mat.length];
      for (int i = 0; i < fbMatrix.length; i++) {
        fbMatrix[i] = mat[i];
      }
      fbMatrix[0] = -diff.x;
      fbMatrix[1] = diff.y;
      fbMatrix[2] = -diff.z;
      fbMatrix[9] = diff.x;
      fbMatrix[10] = diff.y;
      fbMatrix[11] = diff.z;
      fbMatrix[13] = intersection.x;
      fbMatrix[14] = intersection.y;
      fbMatrix[15] = intersection.z;
      PMatrix3D matrix = new PMatrix3D();
      matrix.set(fbMatrix);
      matrix.transpose();
      pushMatrix();
      applyMatrix(matrix);
      rotateY(radians(30));
      line(0, 0, 0, 0, 0, 1000);
      rotateY(radians(-2 * 30));
      line(0, 0, 0, 0, 0, 1000);
      popMatrix();

      for (int i = 0; i < cameras.size(); i++) {
        if (i == selectedIdx) {
          continue;
        }

        if (!cameras.get(i).isInView(ch1Location) && !cameras.get(i).isInView(ch2Location)) {
          continue;
        }
        PVector currCamLocation = cameras.get(i).getTranslation();
        PVector vect1 = PVector.sub(currCamLocation, intersection);
        PVector vect2 = PVector.sub(selectedCameraLocation, intersection);
        float dotP = vect1.dot(vect2) / (vect1.mag() * vect2.mag());
        if (acos(dotP) <= PI / 6) {
          cameras.get(i).setColor(255, 0, 0);
        } else {
          cameras.get(i).setColor(0, 0, 255);
        }
      }
    }
Esempio n. 2
0
    public void display() {

      pushMatrix();

      //    println("Yo! Camera!");
      //    printCamera();
      //
      //    println("BAH! Modelview!");
      //    printMatrix();

      stroke(0);
      //    lights();
      //    translate(160, 160, 0);
      float[] matrix = modelViewMatrix.array();

      // translate(matrix[12], matrix[13], matrix[14]);
      // rotateY(acos(matrix[0]));
      // rotateX(asin(matrix[1]));
      PMatrix3D myMatrix;
      myMatrix = new PMatrix3D();
      myMatrix.set(matrix);
      /*
      println("GAA! Transform Matrix");
       for (int i=0;i<16;i++){
       print(matrix[i]);
       print (" ");
       if ((i+1)%4==0)
       println("");
       }
       println("");
       */
      myMatrix.transpose();
      applyMatrix(myMatrix);
      /* a and d stuff
      println("HRMPF! DrawPosition");
      printMatrix();
      //rotAngle should be 0 and grow by pressing a and shrink by pressing d
      rotateY(rotAngle);

      PMatrix3D anotherMatrix=new PMatrix3D();
      getMatrix(anotherMatrix);

      //actually new global transformation for your camera:
      globalTransform = anotherMatrix * foRealCameraMatrix.invert();
      */
      line(0, 0, 0, 0, 0, 100);
      fill(col);
      box(boxScale);

      if (isSelected) {
        rotateY(radians(fov));
        line(0, 0, 0, 0, 0, 1000);
        rotateY(radians(-2 * fov));
        line(0, 0, 0, 0, 0, 1000);
      }
      if (false) {
        //      float[] matrix1 = modelViewMatrix.array();
        fill(color(255, 0, 255));
        ellipse(matrix[12], -matrix[14], 20, 20);
      }
      popMatrix();
    }