/******************************************************************************** * * * 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 . * * * ********************************************************************************/ #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 #include 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