Perspective View to Parallel View - java
in the example which is given in the book "Computer Graphics for Java Programmers, Second Edition"
there is transformation with view vector
private void shiftToOrigin()
{ float xwC = 0.5F * (xMin + xMax),
ywC = 0.5F * (yMin + yMax),
zwC = 0.5F * (zMin + zMax);
int n = w.size();
for (int i=1; i<n; i++)
if (w.elementAt(i) != null)
{ ((Point3D)w.elementAt(i)).x -= xwC;
((Point3D)w.elementAt(i)).y -= ywC;
((Point3D)w.elementAt(i)).z -= zwC;
}
float dx = xMax - xMin, dy = yMax - yMin, dz = zMax - zMin;
rhoMin = 0.6F * (float) Math.sqrt(dx * dx + dy * dy + dz * dz);
rhoMax = 1000 * rhoMin;
rho = 3 * rhoMin;
}
private void initPersp()
{
float costh = (float)Math.cos(theta),
sinth = (float)Math.sin(theta),
cosph = (float)Math.cos(phi),
sinph = (float)Math.sin(phi);
v11 = -sinth; v12 = -cosph * costh; v13 = sinph * costh;
v21 = costh; v22 = -cosph * sinth; v23 = sinph * sinth;
v32 = sinph; v33 = cosph;
v43 = -rho;
}
float eyeAndScreen(Dimension dim)
// Called in paint method of Canvas class
{ initPersp();
int n = w.size();
e = new Point3D[n];
vScr = new Point2D[n];
float xScrMin=1e30F, xScrMax=-1e30F,
yScrMin=1e30F, yScrMax=-1e30F;
for (int i=1; i<n; i++)
{
Point3D P = (Point3D)(w.elementAt(i));
if (P == null)
{ e[i] = null; vScr[i] = null;
}
else
{ float x = v11 * P.x + v21 * P.y;
float y = v12 * P.x + v22 * P.y + v32 * P.z;
float z = v13 * P.x + v23 * P.y + v33 * P.z + v43;
Point3D Pe = e[i] = new Point3D(x, y, z);
float xScr = -Pe.x/Pe.z, yScr = -Pe.y/Pe.z;
vScr[i] = new Point2D(xScr, yScr);
if (xScr < xScrMin) xScrMin = xScr;
if (xScr > xScrMax) xScrMax = xScr;
if (yScr < yScrMin) yScrMin = yScr;
if (yScr > yScrMax) yScrMax = yScr;
}
}
float rangeX = xScrMax - xScrMin, rangeY = yScrMax - yScrMin;
d = 0.95F * Math.min(dim.width/rangeX, dim.height/rangeY); //d burada
imgCenter = new Point2D(d * (xScrMin + xScrMax)/2,
d * (yScrMin + yScrMax)/2);
for (int i=1; i<n; i++)
{
if (vScr[i] != null){vScr[i].x *= d; vScr[i].y *= d;}
}
return d * Math.max(rangeX, rangeY);
// Maximum screen-coordinate range used in CvHLines for HP-GL
}
here float xScr = -Pe.x/Pe.z, yScr = -Pe.y/Pe.z; when we divide x and y with z that give as a perspective view if we don't divide it with z the view will be parallel(orthogonal)
this is OK but if we want to this parallel view coordinates with hidden line algorithm in same book it calculates lines wrongly. I couldn't find where problem is. What can cause this problem?
here hidden line algorithm:
private void lineSegment(Graphics g, Point3D Pe, Point3D Qe,
Point2D PScr, Point2D QScr, int iP, int iQ, int iStart)
{
double u1 = QScr.x - PScr.x; //t
double u2 = QScr.y - PScr.y; //t
double minPQx = Math.min(PScr.x, QScr.x);//t
double maxPQx = Math.max(PScr.x, QScr.x);//t
double minPQy = Math.min(PScr.y, QScr.y);//t
double maxPQy = Math.max(PScr.y, QScr.y);//t
double zP = Pe.z; //t
double zQ = Qe.z; //t
double minPQz = Math.min(zP, zQ);//t
Point3D[] e = obj.getE();//e eye
Point2D[] vScr = obj.getVScr(); //vscr screen
for (int i=iStart; i<nTria; i++)//t
{
Tria t = tr[i];
int iA = t.iA, iB = t.iB, iC = t.iC;
Point2D AScr = vScr[iA], BScr = vScr[iB], CScr = vScr[iC];
// 1. Minimax test for x and y screen coordinates: //t
if (maxPQx <= AScr.x && maxPQx <= BScr.x && maxPQx <= CScr.x
|| minPQx >= AScr.x && minPQx >= BScr.x && minPQx >= CScr.x
|| maxPQy <= AScr.y && maxPQy <= BScr.y && maxPQy <= CScr.y
|| minPQy >= AScr.y && minPQy >= BScr.y && minPQy >= CScr.y)
continue;
// 2. Test if PQ is an edge of ABC: //t
if ((iP == iA || iP == iB || iP == iC) &&
(iQ == iA || iQ == iB || iQ == iC))
continue;
// 3. Test if PQ is clearly nearer than ABC://t
Point3D Ae = e[iA], Be = e[iB], Ce = e[iC];
double zA = Ae.z, zB = Be.z, zC = Ce.z;
if (minPQz >= zA && minPQz >= zB && minPQz >= zC)
continue;
// 4. Do P and Q (in 2D) lie in a half plane defined
// by line AB, on the side other than that of C?
// Similar for the edges BC and CA.
double eps = 0.1; // Relative to numbers of pixels //t
if (Tools2D.area2(AScr, BScr, PScr) < eps &&
Tools2D.area2(AScr, BScr, QScr) < eps ||
Tools2D.area2(BScr, CScr, PScr) < eps &&
Tools2D.area2(BScr, CScr, QScr) < eps ||
Tools2D.area2(CScr, AScr, PScr) < eps &&
Tools2D.area2(CScr, AScr, QScr) < eps)
continue;
// 5. Test (2D) if A, B and C lie on the same side
// of the infinite line through P and Q://t
double PQA = Tools2D.area2(PScr, QScr, AScr);
double PQB = Tools2D.area2(PScr, QScr, BScr);
double PQC = Tools2D.area2(PScr, QScr, CScr);
if (PQA < +eps && PQB < +eps && PQC < +eps ||
PQA > -eps && PQB > -eps && PQC > -eps)
continue;
// 6. Test if neither P nor Q lies behind the
// infinite plane through A, B and C://t
int iPol = refPol[i];
Polygon3D pol = (Polygon3D)polyList.elementAt(iPol);
double a = pol.getA(), b = pol.getB(), c = pol.getC(),
h = pol.getH(), eps1 = 1e-5 * Math.abs(h),
hP = a * Pe.x + b * Pe.y + c * Pe.z,
hQ = a * Qe.x + b * Qe.y + c * Qe.z;
if (hP > h - eps1 && hQ > h - eps1)
continue;
// 7. Test if both P and Q behind triangle ABC://t
boolean PInside =
Tools2D.insideTriangle(AScr, BScr, CScr, PScr);
boolean QInside =
Tools2D.insideTriangle(AScr, BScr, CScr, QScr);
if (PInside && QInside)
return;
// 8. If P nearer than ABC and inside, PQ visible;//t
// the same for Q:
double h1 = h + eps1;
boolean PNear = hP > h1, QNear = hQ > h1;
if (PNear && PInside || QNear && QInside)
continue;
// 9. Compute the intersections I and J of PQ
// with ABC in 2D.
// If, in 3D, such an intersection lies in front of
// ABC, this triangle does not obscure PQ.
// Otherwise, the intersections lie behind ABC and
// this triangle obscures part of PQ:
double lambdaMin = 1.0, lambdaMax = 0.0;
for (int ii=0; ii<3; ii++)
{ double v1 = BScr.x - AScr.x, v2 = BScr.y - AScr.y,
w1 = AScr.x - PScr.x, w2 = AScr.y - PScr.y,
denom = u2 * v1 - u1 * v2;
if (denom != 0)
{ double mu = (u1 * w2 - u2 * w1)/denom;
// mu = 0 gives A and mu = 1 gives B.
if (mu > -0.0001 && mu < 1.0001)
{ double lambda = (v1 * w2 - v2 * w1)/denom;
// lambda = PI/PQ
// (I is point of intersection)
if (lambda > -0.0001 && lambda < 1.0001)
{ if (PInside != QInside &&
lambda > 0.0001 && lambda < 0.9999)
{ lambdaMin = lambdaMax = lambda;
break;
// Only one point of intersection
}
if (lambda < lambdaMin) lambdaMin = lambda;
if (lambda > lambdaMax) lambdaMax = lambda;
}
}
}
Point2D temp = AScr; AScr = BScr;
BScr = CScr; CScr = temp;
}
float d = obj.getD();
if (!PInside && lambdaMin > 0.001)
{ double IScrx = PScr.x + lambdaMin * u1,
IScry = PScr.y + lambdaMin * u2;
// Back from screen to eye coordinates:
double zI = 1/(lambdaMin/zQ + (1 - lambdaMin)/zP),
xI = -zI * IScrx / d, yI = -zI * IScry / d;
if (a * xI + b * yI + c * zI > h1) continue;
Point2D IScr = new Point2D((float)IScrx, (float)IScry);
if (Tools2D.distance2(IScr, PScr) >= 1.0)
lineSegment(g, Pe, new Point3D(xI, yI, zI), PScr,
IScr, iP, -1, i + 1);
}
if (!QInside && lambdaMax < 0.999)
{ double JScrx = PScr.x + lambdaMax * u1,
JScry = PScr.y + lambdaMax * u2;
double zJ =
1/(lambdaMax/zQ + (1 - lambdaMax)/zP),
xJ = -zJ * JScrx / d, yJ = -zJ * JScry / d;
if (a * xJ + b * yJ + c * zJ > h1) continue;
Point2D JScr = new Point2D((float)JScrx, (float)JScry);
if (Tools2D.distance2(JScr, QScr) >= 1.0)
lineSegment(g, Qe, new Point3D(xJ, yJ, zJ),
QScr, JScr, iQ, -1, i + 1);
}
return;
// if no continue-statement has been executed
}
drawLine(g, PScr.x, PScr.y, QScr.x, QScr.y);
}
}
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