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/*
* 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.*;
/** <P> 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. </P>
<P> The "normalized" screen coordinates must have the following
properties: </P>
<P>
upper left corner = (-1, 1) <BR>
lower left corner = (-1, -1) <BR>
lower right corner = (1, -1) <BR>
upper right corner = (1, 1) <BR>
center = (0, 0)
</P>
<P> The application is responsible for specifying the window size
to allow the ManipManager to compute these coordinates. </P>
*/
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);
}
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