/* * gleem -- OpenGL Extremely Easy-To-Use Manipulators. * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu) * * Copying, distribution and use of this software in source and binary * forms, with or without modification, is permitted provided that the * following conditions are met: * * Distributions of source code must reproduce the copyright notice, * this list of conditions and the following disclaimer in the source * code header files; and Distributions of binary code must reproduce * the copyright notice, this list of conditions and the following * disclaimer in the documentation, Read me file, license file and/or * other materials provided with the software distribution. * * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright * holder may not be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION, * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED * WARRANTY OF FITNESS FOR SUCH USES. */ package gleem; import gleem.linalg.*; /**

This interface defines the mapping from normalized screen coordinates to a 3D ray based on the given camera parameters. You could subclass it to allow for more types of camera frusta, but would also have to modify the CameraParameters structure.

The "normalized" screen coordinates must have the following properties:

upper left corner = (-1, 1)
lower left corner = (-1, -1)
lower right corner = (1, -1)
upper right corner = (1, 1)
center = (0, 0)

The application is responsible for specifying the window size to allow the ManipManager to compute these coordinates.

*/ public interface ScreenToRayMapping { /** Maps screen (x, y) to 3D point source and direction based on given CameraParameters. screenCoords and params are incoming arguments; raySource and rayDirection are mutated to contain the result. */ public void mapScreenToRay(Vec2f screenCoords, CameraParameters params, Vec3f raySource, Vec3f rayDirection); }