Source code for ipymd.visualise.opengl.camera

'''Module to provide a nice camera for 3d applications'''
import numpy as np
import numpy.linalg as LA

from ...shared.transformations import rotation_matrix, translation_matrix, clip_matrix

[docs]def fequal(a, b, tol): return (abs(a-b) / max(abs(a), abs(b))) < tol
[docs]class Camera: """Our viewpoint on the 3D world. The Camera class can be used to access and modify from which point we're seeing the scene. It also handle the projection matrix (the matrix we apply to project 3d points onto our 2d screen). .. py:attribute:: position :type: np.ndarray(3, float) :default: np.array([0.0, 0.0, 5.0]) The position of the camera. You can modify this attribute to move the camera in various directions using the absoule x, y and z coordinates. .. py:attribute:: a, b, c :type: np.ndarray(3), np.ndarray(3), np.ndarray(3) dtype=float :default: a: np.ndarray([1.0, 0.0, 0.0]) b: np.ndarray([0.0, 1.0, 0.0]) c: np.ndarray([0.0, 0.0, -1.0]) Those three vectors represent the camera orientation. The ``a`` vector points to our right, the ``b`` points upwards and ``c`` in front of us. By default the camera points in the negative z-axis direction. .. py:attribute:: pivot :type: np.ndarray(3, dtype=float) :default: np.array([0.0, 0.0, 0.0]) The point we will orbit around by using :py:meth:`Camera.orbit_x` and :py:meth:`Camera.orbit_y`. .. py:attribute:: matrix :type: np.ndarray((4,4), dtype=float) Camera matrix, it contains the rotations and translations needed to transform the world according to the camera position. It is generated from the ``a``,``b``,``c`` vectors. .. py:attribute:: projection :type: np.ndarray((4, 4),dtype=float) Projection matrix, generated from the projection parameters. .. py:attribute:: z_near, z_far :type: float, float Near and far clipping planes. For more info refer to: http://www.lighthouse3d.com/tutorials/view-frustum-culling/ .. py:attribute:: fov :type: float field of view in degrees used to generate the projection matrix. .. py:attribute:: aspectratio :type: float Aspect ratio for the projection matrix, this should be adapted when the application window is resized. """ def __init__(self): self.position = np.array([0.0, 0.0, 5.0]) # Position in real coordinates self.pivot = np.array([0.0, 0.0, 0.0]) # Perspective parameters self.fov = 45.0 self.aspectratio = 1.0 self.z_near = 0.5 self.z_far = 500.0 # Those are the direction fo the three axis of the camera in # world coordinates, used to compute the rotations necessary self.a = np.array([1.0, 0.0, 0.0]) self.b = np.array([0.0, 1.0, 0.0]) self.c = np.array([0.0, 0.0, -1.0])
[docs] def orbit_y(self, angle): '''Orbit around the point ``Camera.pivot`` by the angle *angle* expressed in radians. The axis of rotation is the camera "right" vector, ``Camera.a``. In practice, we move around a point like if we were on a Ferris wheel. ''' # Subtract pivot point self.position -= self.pivot # Rotate rot = rotation_matrix(-angle, self.b)[:3,:3] self.position = np.dot(rot, self.position) # Add again the pivot point self.position += self.pivot self.a = np.dot(rot, self.a) self.b = np.dot(rot, self.b) self.c = np.dot(rot, self.c)
[docs] def orbit_x(self, angle): '''Same as :py:meth:`~chemlab.graphics.camera.Camera.orbit_y` but the axis of rotation is the :py:attr:`Camera.b` vector. We rotate around the point like if we sit on the side of a salad spinner. ''' # Subtract pivot point self.position -= self.pivot # Rotate rot = rotation_matrix(-angle, self.a)[:3,:3] self.position = np.dot(rot, self.position) # Add again the pivot point self.position += self.pivot self.a = np.dot(rot, self.a) self.b = np.dot(rot, self.b) self.c = np.dot(rot, self.c)
[docs] def orbit_z(self, angle): # Subtract pivot point self.position -= self.pivot # Rotate rot = rotation_matrix(-angle, self.c)[:3,:3] self.position = np.dot(rot, self.position) # Add again the pivot point self.position += self.pivot self.a = np.dot(rot, self.a) self.b = np.dot(rot, self.b) self.c = np.dot(rot, self.c)
[docs] def mouse_rotate(self, dx, dy): '''Convenience function to implement the mouse rotation by giving two displacements in the x and y directions. ''' fact = 1.5 self.orbit_y(-dx*fact) self.orbit_x(dy*fact)
[docs] def mouse_zoom(self, inc): '''Convenience function to implement a zoom function. This is achieved by moving ``Camera.position`` in the direction of the ``Camera.c`` vector. ''' # Square Distance from pivot dsq = np.linalg.norm(self.position - self.pivot) minsq = 1.0**2 # How near can we be to the pivot maxsq = 7.0**2 # How far can we go scalefac = 0.25 if dsq > maxsq and inc < 0: # We're going too far pass elif dsq < minsq and inc > 0: # We're going too close pass else: # We're golden self.position += self.c*inc*scalefac
def _get_projection_matrix(self): # Convert from homogeneous 3d coordinates to # 2D coordinates fov = self.fov*np.pi/180.0 top = np.tan(fov * 0.5)*self.z_near bottom = -top left = self.aspectratio * bottom right = self.aspectratio * top return clip_matrix(left, right, bottom, top, self.z_near, self.z_far, perspective=True) projection = property(_get_projection_matrix) def _get_matrix(self): rot = self._get_rotation_matrix() tra = self._get_translation_matrix() res = np.dot(rot, tra) return res matrix = property(_get_matrix) def _get_translation_matrix(self): return translation_matrix(-self.position) def _get_rotation_matrix(self): # Rotate the system to bring it to # coincide with 0, 0, -1 a, b, c = self.a, self.b, self.c a0 = np.array([1.0, 0.0, 0.0]) b0 = np.array([0.0, 1.0, 0.0]) c0 = np.array([0.0, 0.0, -1.0]) mfinal = np.array([a0, b0, c0]).T morig = np.array([a, b, c]).T mrot = np.dot(mfinal, morig.T) ret = np.eye(4) ret[:3,:3] = mrot return ret
[docs] def unproject(self, x, y, z=-1.0): """Receive x and y as screen coordinates and returns a point in world coordinates. This function comes in handy each time we have to convert a 2d mouse click to a 3d point in our space. **Parameters** x: float in the interval [-1.0, 1.0] Horizontal coordinate, -1.0 is leftmost, 1.0 is rightmost. y: float in the interval [1.0, -1.0] Vertical coordinate, -1.0 is down, 1.0 is up. z: float in the interval [1.0, -1.0] Depth, -1.0 is the near plane, that is exactly behind our screen, 1.0 is the far clipping plane. :rtype: np.ndarray(3,dtype=float) :return: The point in 3d coordinates (world coordinates). """ source = np.array([x,y,z,1.0]) # Invert the combined matrix matrix = self.projection.dot(self.matrix) IM = LA.inv(matrix) res = np.dot(IM, source) return res[0:3]/res[3]
[docs] def autozoom(self, points): '''Fit the current view to the correct zoom level to display all *points*. The camera viewing direction and rotation pivot match the geometric center of the points and the distance from that point is calculated in order for all points to be in the field of view. This is currently used to provide optimal visualization for molecules and systems **Parameters** points: np.ndarray((N, 3)) Array of points. ''' extraoff = 0.01 # Project points on the plane defined by camera up and right # vector. This is achieved by using dot product on camera a # and b vectors abc = np.array([self.a, self.b, self.c]) old_geom_center = points.sum(axis=0)/len(points) # Translate points points = points.copy() + self.position # Translate position to geometric_center along directions # a and b geom_center = points.sum(axis=0)/len(points) self.position += self.a * np.dot(geom_center, self.a) self.position += self.b * np.dot(geom_center, self.b) # Translate pivot to the geometric center self.pivot = old_geom_center # Get the bounding sphere radius by searching for the most # distant point bound_radius = np.sqrt(((points-geom_center) * (points-geom_center)).sum(axis=1).max()) # Calculate the distance in order to have the most distant # point in our field of view (top/bottom) fov_topbottom = self.fov*np.pi/180.0 dist = (bound_radius + self.z_near)/np.tan(fov_topbottom * 0.5) # Set the c-component of the position at the calculated distance # 1) translate the position on the pivot self.position = self.pivot.copy() # 2) add the distance plus a little extra room self.position -= self.c * (dist*(1 + extraoff))
[docs] def state(self): '''Return the current camera state as a dictionary, it can be restored with `Camera.restore`. ''' return dict(a=self.a.tolist(), b=self.b.tolist(), c=self.c.tolist(), pivot=self.pivot.tolist(), position=self.position.tolist())
[docs] def restore(self, state): '''Restore the camera state, passed as a *state* dictionary. You can obtain a previous state from the method `Camera.state`. ''' self.a = np.array(state['a']).copy() self.b = np.array(state['b']).copy() self.c = np.array(state['c']).copy() self.pivot = np.array(state['pivot']).copy() self.position = np.array(state['position']).copy()