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IfcOpenShell/src/ifcviewer/CameraMath.h
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/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef CAMERAMATH_H
#define CAMERAMATH_H
// Camera-matrix helpers. Eigen ships no lookAt/perspective/ortho out of
// the box (it's a math library, not a graphics one); QMatrix4x4 used to
// supply them. These functions reproduce QMatrix4x4's behaviour for the
// cases the viewport actually uses (right-handed lookAt, GL-clip
// perspective + ortho), expressed in column-major Eigen::Matrix4f so the
// result lands directly in u.view_proj for the GPU. Note both projection
// matrices target GL clip space [-1, 1] — callers pre-multiply by a
// z-remap matrix to land WebGPU's [0, 1].
#include <Eigen/Dense>
#include <cmath>
inline Eigen::Matrix4f lookAtRH(const Eigen::Vector3f& eye,
const Eigen::Vector3f& target,
const Eigen::Vector3f& up) {
const Eigen::Vector3f f = (target - eye).normalized();
const Eigen::Vector3f s = f.cross(up).normalized();
const Eigen::Vector3f u = s.cross(f);
Eigen::Matrix4f m = Eigen::Matrix4f::Identity();
m(0, 0) = s.x(); m(0, 1) = s.y(); m(0, 2) = s.z(); m(0, 3) = -s.dot(eye);
m(1, 0) = u.x(); m(1, 1) = u.y(); m(1, 2) = u.z(); m(1, 3) = -u.dot(eye);
m(2, 0) = -f.x(); m(2, 1) = -f.y(); m(2, 2) = -f.z(); m(2, 3) = f.dot(eye);
return m;
}
inline Eigen::Matrix4f perspectiveYFovGL(float fovy_deg, float aspect,
float near_plane, float far_plane) {
const float fovy_rad = fovy_deg * float(M_PI) / 180.0f;
const float t = std::tan(fovy_rad * 0.5f);
Eigen::Matrix4f m = Eigen::Matrix4f::Zero();
m(0, 0) = 1.0f / (aspect * t);
m(1, 1) = 1.0f / t;
m(2, 2) = -(far_plane + near_plane) / (far_plane - near_plane);
m(2, 3) = -(2.0f * far_plane * near_plane) / (far_plane - near_plane);
m(3, 2) = -1.0f;
return m;
}
inline Eigen::Matrix4f orthoGL(float left, float right,
float bottom, float top,
float near_plane, float far_plane) {
Eigen::Matrix4f m = Eigen::Matrix4f::Identity();
m(0, 0) = 2.0f / (right - left);
m(1, 1) = 2.0f / (top - bottom);
m(2, 2) = -2.0f / (far_plane - near_plane);
m(0, 3) = -(right + left) / (right - left);
m(1, 3) = -(top + bottom) / (top - bottom);
m(2, 3) = -(far_plane + near_plane) / (far_plane - near_plane);
return m;
}
// Inverse-with-invertibility-check. QMatrix4x4::inverted(bool*)
// returned identity (silently) on a singular matrix and flipped the
// `ok` out-parameter; Eigen's .inverse() always runs even on singular
// input. computeInverseWithCheck is the safe equivalent.
inline bool tryInvert4f(const Eigen::Matrix4f& M, Eigen::Matrix4f& out) {
bool invertible = false;
M.computeInverseWithCheck(out, invertible, /*absDetThreshold=*/0);
return invertible;
}
#endif // CAMERAMATH_H