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#include "geometry/screenbase.hpp"
#include "geometry/transformations.hpp"
#include "geometry/angles.hpp"
#include "base/assert.hpp"
#include "base/logging.hpp"
#include "std/cmath.hpp"
double constexpr kPerspectiveAngleFOV = math::pi / 3.0;
double constexpr kMaxPerspectiveAngle1 = math::pi4;
double constexpr kMaxPerspectiveAngle2 = math::pi * 55.0 / 180.0;
double constexpr kStartPerspectiveScale1 = 1.7e-5;
double constexpr kEndPerspectiveScale1 = 0.3e-5;
double constexpr kEndPerspectiveScale2 = 0.13e-5;
ScreenBase::ScreenBase() :
m_PixelRect(0, 0, 640, 480),
m_Scale(0.1),
m_Angle(0.0),
m_Org(320, 240),
m_3dFOV(0.0),
m_3dNearZ(0.001),
m_3dFarZ(0.0),
m_3dAngleX(0.0),
m_3dMaxAngleX(0.0),
m_3dScaleX(1.0),
m_3dScaleY(1.0),
m_isPerspective(false),
m_GlobalRect(m_Org, ang::AngleD(0), m2::RectD(-320, -240, 320, 240)),
m_ClipRect(m2::RectD(0, 0, 640, 480))
{
m_GtoP = math::Identity<double, 3>();
m_PtoG = math::Identity<double, 3>();
}
ScreenBase::ScreenBase(m2::RectI const & pxRect, m2::AnyRectD const & glbRect)
{
OnSize(pxRect);
SetFromRect(glbRect);
}
ScreenBase::ScreenBase(ScreenBase const & s,
m2::PointD const & org, double scale, double angle)
: m_PixelRect(s.m_PixelRect),
m_Scale(scale), m_Angle(angle), m_Org(org)
{
UpdateDependentParameters();
}
void ScreenBase::UpdateDependentParameters()
{
m_PtoG = math::Shift( /// 5. shifting on (E0, N0)
math::Rotate( /// 4. rotating on the screen angle
math::Scale( /// 3. scaling to translate pixel sizes to global
math::Scale( /// 2. swapping the Y axis??? why??? supposed to be a rotation on -pi / 2 here.
math::Shift( /// 1. shifting for the pixel center to become (0, 0)
math::Identity<double, 3>(),
- m_PixelRect.Center()
),
1,
-1
),
m_Scale,
m_Scale
),
m_Angle.cos(),
m_Angle.sin()
),
m_Org
);
m_GtoP = math::Inverse(m_PtoG);
m2::PointD const pxC = m_PixelRect.Center();
double const szX = PtoG(m2::PointD(m_PixelRect.maxX(), pxC.y)).Length(PtoG(m2::PointD(pxC)));
double const szY = PtoG(m2::PointD(pxC.x, m_PixelRect.minY())).Length(PtoG(m2::PointD(pxC)));
m_GlobalRect = m2::AnyRectD(m_Org, m_Angle, m2::RectD(-szX, -szY, szX, szY));
m_ClipRect = m_GlobalRect.GetGlobalRect();
}
double ScreenBase::CalculatePerspectiveAngle(double scale)
{
if (scale > kStartPerspectiveScale1)
return 0.0;
else if (scale > kEndPerspectiveScale1)
{
double const k = (kStartPerspectiveScale1 - scale) / (kStartPerspectiveScale1 - kEndPerspectiveScale1);
return kMaxPerspectiveAngle1 * k;
}
else if (scale > kEndPerspectiveScale2)
{
double const k = (kEndPerspectiveScale1 - scale) / (kEndPerspectiveScale1 - kEndPerspectiveScale2);
return kMaxPerspectiveAngle1 + (kMaxPerspectiveAngle2 - kMaxPerspectiveAngle1) * k;
}
else
return kMaxPerspectiveAngle2 * 0.99;
}
void ScreenBase::UpdatePerspectiveParameters()
{
double const angle = CalculatePerspectiveAngle(m_Scale);
if (angle > 0.0)
{
if (!m_isPerspective || (angle < kMaxPerspectiveAngle1 && m_3dMaxAngleX > kMaxPerspectiveAngle1))
ApplyPerspective(angle, kMaxPerspectiveAngle1, kPerspectiveAngleFOV);
else if (angle > m_3dMaxAngleX)
ApplyPerspective(angle, kMaxPerspectiveAngle2, kPerspectiveAngleFOV);
else
SetRotationAngle(angle);
}
else if (m_isPerspective)
ResetPerspective();
}
void ScreenBase::SetFromRects(m2::AnyRectD const & glbRect, m2::RectD const & pxRect)
{
double hScale = glbRect.GetLocalRect().SizeX() / pxRect.SizeX();
double vScale = glbRect.GetLocalRect().SizeY() / pxRect.SizeY();
m_Scale = max(hScale, vScale);
m_Angle = glbRect.Angle();
m_Org = glbRect.GlobalCenter();
UpdateDependentParameters();
}
void ScreenBase::SetFromRect(m2::AnyRectD const & glbRect)
{
SetFromRects(glbRect, m_PixelRect);
}
void ScreenBase::SetOrg(m2::PointD const & p)
{
m_Org = p;
UpdateDependentParameters();
}
void ScreenBase::Move(double dx, double dy)
{
m_Org = PtoG(GtoP(m_Org) - m2::PointD(dx, dy));
UpdateDependentParameters();
}
void ScreenBase::MoveG(m2::PointD const & p)
{
m_Org -= p;
UpdateDependentParameters();
}
void ScreenBase::Scale(double scale)
{
m_Scale /= scale;
UpdateDependentParameters();
}
void ScreenBase::Rotate(double angle)
{
m_Angle = ang::AngleD(m_Angle.val() + angle);
UpdateDependentParameters();
}
void ScreenBase::OnSize(m2::RectI const & r)
{
m_PixelRect = m2::RectD(r);
UpdateDependentParameters();
}
void ScreenBase::OnSize(int x0, int y0, int w, int h)
{
OnSize(m2::RectI(x0, y0, x0 + w, y0 + h));
}
double ScreenBase::GetMinPixelRectSize() const
{
return min(m_PixelRect.SizeX(), m_PixelRect.SizeY());
}
void ScreenBase::SetScale(double scale)
{
m_Scale = scale;
UpdateDependentParameters();
}
void ScreenBase::SetAngle(double angle)
{
m_Angle = ang::AngleD(angle);
UpdateDependentParameters();
}
int ScreenBase::GetWidth() const
{
return my::rounds(m_PixelRect.SizeX());
}
int ScreenBase::GetHeight() const
{
return my::rounds(m_PixelRect.SizeY());
}
ScreenBase::MatrixT const
ScreenBase::CalcTransform(m2::PointD const & oldPt1, m2::PointD const & oldPt2,
m2::PointD const & newPt1, m2::PointD const & newPt2,
bool allowRotate)
{
double const s = newPt1.Length(newPt2) / oldPt1.Length(oldPt2);
double const a = allowRotate ? ang::AngleTo(newPt1, newPt2) - ang::AngleTo(oldPt1, oldPt2) : 0.0;
MatrixT m =
math::Shift(
math::Scale(
math::Rotate(
math::Shift(
math::Identity<double, 3>(),
-oldPt1.x, -oldPt1.y
),
a
),
s, s
),
newPt1.x, newPt1.y
);
return m;
}
void ScreenBase::SetGtoPMatrix(MatrixT const & m)
{
m_GtoP = m;
m_PtoG = math::Inverse(m_GtoP);
/// Extracting transformation params, assuming that the matrix
/// somehow represent a valid screen transformation
/// into m_PixelRectangle
double dx, dy, a, s;
ExtractGtoPParams(m, a, s, dx, dy);
m_Angle = ang::AngleD(-a);
m_Scale = 1 / s;
m_Org = PtoG(m_PixelRect.Center());
UpdateDependentParameters();
}
void ScreenBase::GtoP(m2::RectD const & glbRect, m2::RectD & pxRect) const
{
pxRect = m2::RectD(GtoP(glbRect.LeftTop()), GtoP(glbRect.RightBottom()));
}
void ScreenBase::PtoG(m2::RectD const & pxRect, m2::RectD & glbRect) const
{
glbRect = m2::RectD(PtoG(pxRect.LeftTop()), PtoG(pxRect.RightBottom()));
}
void ScreenBase::GetTouchRect(m2::PointD const & pixPoint, double pixRadius,
m2::AnyRectD & glbRect) const
{
double const r = pixRadius * m_Scale;
glbRect = m2::AnyRectD(PtoG(pixPoint), m_Angle, m2::RectD(-r, -r, r, r));
}
void ScreenBase::GetTouchRect(m2::PointD const & pixPoint, double const pxWidth,
double const pxHeight, m2::AnyRectD & glbRect) const
{
double const width = pxWidth * m_Scale;
double const height = pxHeight * m_Scale;
glbRect = m2::AnyRectD(PtoG(pixPoint), m_Angle, m2::RectD(-width, -height, width, height));
}
bool IsPanningAndRotate(ScreenBase const & s1, ScreenBase const & s2)
{
m2::RectD const & r1 = s1.GlobalRect().GetLocalRect();
m2::RectD const & r2 = s2.GlobalRect().GetLocalRect();
m2::PointD c1 = r1.Center();
m2::PointD c2 = r2.Center();
m2::PointD globPt(c1.x - r1.minX(),
c1.y - r1.minY());
m2::PointD p1 = s1.GtoP(s1.GlobalRect().ConvertFrom(c1)) - s1.GtoP(s1.GlobalRect().ConvertFrom(c1 + globPt));
m2::PointD p2 = s2.GtoP(s2.GlobalRect().ConvertFrom(c2)) - s2.GtoP(s2.GlobalRect().ConvertFrom(c2 + globPt));
return p1.EqualDxDy(p2, 0.00001);
}
void ScreenBase::ExtractGtoPParams(MatrixT const & m,
double & a, double & s, double & dx, double & dy)
{
s = sqrt(m(0, 0) * m(0, 0) + m(0, 1) * m(0, 1));
a = ang::AngleIn2PI(atan2(-m(0, 1), m(0, 0)));
dx = m(2, 0);
dy = m(2, 1);
}
// Place the camera at the distance, where it gives the same view of plane as the
// orthogonal projection does. Calculate what part of the map would be visible,
// when it is rotated through maxRotationAngle around its near horizontal side.
void ScreenBase::ApplyPerspective(double currentRotationAngle, double maxRotationAngle, double angleFOV)
{
ASSERT_GREATER(angleFOV, 0.0, ());
ASSERT_LESS(angleFOV, math::pi2, ());
ASSERT_GREATER_OR_EQUAL(maxRotationAngle, 0.0, ());
ASSERT_LESS(maxRotationAngle, math::pi2, ());
if (m_isPerspective)
ResetPerspective();
m_isPerspective = true;
m_3dMaxAngleX = maxRotationAngle;
m_3dFOV = angleFOV;
double const halfFOV = m_3dFOV / 2.0;
double const cameraZ = 1.0 / tan(halfFOV);
// Ratio of the expanded plane's size to the original size.
m_3dScaleY = cos(m_3dMaxAngleX) + sin(m_3dMaxAngleX) * tan(halfFOV + m_3dMaxAngleX);
m_3dScaleX = 1.0 + 2 * sin(m_3dMaxAngleX) * cos(halfFOV) / (cameraZ * cos(halfFOV + m_3dMaxAngleX));
m_3dScaleX = m_3dScaleY = max(m_3dScaleX, m_3dScaleY);
double const dy = m_PixelRect.SizeY() * (m_3dScaleX - 1.0);
m_PixelRect.setMaxX(m_PixelRect.maxX() * m_3dScaleX);
m_PixelRect.setMaxY(m_PixelRect.maxY() * m_3dScaleY);
Move(0.0, dy / 2.0);
SetRotationAngle(currentRotationAngle);
}
// Place the camera at the distance, where it gives the same view of plane as the
// orthogonal projection does and rotate the map plane around its near horizontal side.
void ScreenBase::SetRotationAngle(double rotationAngle)
{
ASSERT(m_isPerspective, ());
ASSERT_GREATER_OR_EQUAL(rotationAngle, 0.0, ());
ASSERT_LESS_OR_EQUAL(rotationAngle, m_3dMaxAngleX, ());
if (rotationAngle > m_3dMaxAngleX)
rotationAngle = m_3dMaxAngleX;
m_3dAngleX = rotationAngle;
double const halfFOV = m_3dFOV / 2.0;
double const cameraZ = 1.0 / tan(halfFOV);
double const offsetZ = cameraZ + sin(m_3dAngleX) * m_3dScaleY;
double const offsetY = cos(m_3dAngleX) * m_3dScaleX - 1.0;
Matrix3dT scaleM = math::Identity<double, 4>();
scaleM(0, 0) = m_3dScaleX;
scaleM(1, 1) = m_3dScaleY;
Matrix3dT rotateM = math::Identity<double, 4>();
rotateM(1, 1) = cos(m_3dAngleX);
rotateM(1, 2) = sin(m_3dAngleX);
rotateM(2, 1) = -sin(m_3dAngleX);
rotateM(2, 2) = cos(m_3dAngleX);
Matrix3dT translateM = math::Identity<double, 4>();
translateM(3, 1) = offsetY;
translateM(3, 2) = offsetZ;
Matrix3dT projectionM = math::Zero<double, 4>();
m_3dFarZ = cameraZ + 2.0 * sin(m_3dAngleX) * m_3dScaleY;
projectionM(0, 0) = projectionM(1, 1) = cameraZ;
projectionM(2, 2) = m_3dAngleX != 0.0 ? (m_3dFarZ + m_3dNearZ) / (m_3dFarZ - m_3dNearZ)
: 0.0;
projectionM(2, 3) = 1.0;
projectionM(3, 2) = m_3dAngleX != 0.0 ? -2.0 * m_3dFarZ * m_3dNearZ / (m_3dFarZ - m_3dNearZ)
: 0.0;
m_Pto3d = scaleM * rotateM * translateM * projectionM;
m_3dtoP = math::Inverse(m_Pto3d);
}
void ScreenBase::ResetPerspective()
{
m_isPerspective = false;
double const dy = m_PixelRect.SizeY() * (1.0 - 1.0 / m_3dScaleX);
m_PixelRect.setMaxX(m_PixelRect.maxX() / m_3dScaleX);
m_PixelRect.setMaxY(m_PixelRect.maxY() / m_3dScaleY);
Move(0, -dy / 2.0);
m_3dScaleX = m_3dScaleY = 1.0;
m_3dAngleX = 0.0;
m_3dMaxAngleX = 0.0;
m_3dFOV = 0.0;
}
m2::PointD ScreenBase::PtoP3d(m2::PointD const & pt) const
{
return PtoP3d(pt, 0.0);
}
m2::PointD ScreenBase::PtoP3d(m2::PointD const & pt, double ptZ) const
{
if (!m_isPerspective)
return pt;
Vector3dT const normalizedPoint{float(2.0 * pt.x / m_PixelRect.SizeX() - 1.0),
-float(2.0 * pt.y / m_PixelRect.SizeY() - 1.0),
float(2.0 * ptZ / m_PixelRect.SizeY()), 1.0};
Vector3dT const perspectivePoint = normalizedPoint * m_Pto3d;
m2::RectD const viewport = PixelRectIn3d();
m2::PointD const pixelPointPerspective(
(perspectivePoint(0, 0) / perspectivePoint(0, 3) + 1.0) * viewport.SizeX() / 2.0,
(-perspectivePoint(0, 1) / perspectivePoint(0, 3) + 1.0) * viewport.SizeY() / 2.0);
return pixelPointPerspective;
}
m2::PointD ScreenBase::P3dtoP(m2::PointD const & pt) const
{
if (!m_isPerspective)
return pt;
double const normalizedX = 2.0 * pt.x / PixelRectIn3d().SizeX() - 1.0;
double const normalizedY = -2.0 * pt.y / PixelRectIn3d().SizeY() + 1.0;
double normalizedZ = 0.0;
if (m_3dAngleX != 0.0)
{
double const halfFOV = m_3dFOV / 2.0;
double const cameraZ = 1.0 / tan(halfFOV);
double const tanX = tan(m_3dAngleX);
double const cameraDistanceZ =
cameraZ * (1.0 + (normalizedY + 1.0) * tanX / (cameraZ - normalizedY * tanX));
double const a = (m_3dFarZ + m_3dNearZ) / (m_3dFarZ - m_3dNearZ);
double const b = -2.0 * m_3dFarZ * m_3dNearZ / (m_3dFarZ - m_3dNearZ);
normalizedZ = a + b / cameraDistanceZ;
}
Vector3dT const normalizedPoint{normalizedX, normalizedY, normalizedZ, 1.0};
Vector3dT const originalPoint = normalizedPoint * m_3dtoP;
m2::PointD const pixelPointOriginal =
m2::PointD((originalPoint(0, 0) / originalPoint(0, 3) + 1.0) * PixelRect().SizeX() / 2.0,
(-originalPoint(0, 1) / originalPoint(0, 3) + 1.0) * PixelRect().SizeY() / 2.0);
return pixelPointOriginal;
}
bool ScreenBase::IsReverseProjection3d(m2::PointD const & pt) const
{
if (!m_isPerspective)
return false;
Vector3dT const normalizedPoint{float(2.0 * pt.x / m_PixelRect.SizeX() - 1.0),
-float(2.0 * pt.y / m_PixelRect.SizeY() - 1.0), 0.0, 1.0};
Vector3dT const perspectivePoint = normalizedPoint * m_Pto3d;
return perspectivePoint(0, 3) < 0.0;
}
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