OpenSceneGraph/src/osgGA/TerrainManipulator.cpp

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#include <osgGA/TerrainManipulator>
#include <osg/Quat>
#include <osg/Notify>
#include <osgUtil/IntersectVisitor>
using namespace osg;
using namespace osgGA;
TerrainManipulator::TerrainManipulator()
{
_modelScale = 0.01f;
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_minimumZoomScale = 0.0005f;
_thrown = false;
_distance = 1.0f;
}
TerrainManipulator::~TerrainManipulator()
{
}
void TerrainManipulator::setNode(osg::Node* node)
{
_node = node;
if (_node.get())
{
const osg::BoundingSphere& boundingSphere=_node->getBound();
_modelScale = boundingSphere._radius;
}
}
const osg::Node* TerrainManipulator::getNode() const
{
return _node.get();
}
osg::Node* TerrainManipulator::getNode()
{
return _node.get();
}
void TerrainManipulator::home(const GUIEventAdapter& ,GUIActionAdapter& us)
{
if(_node.get())
{
const osg::BoundingSphere& boundingSphere=_node->getBound();
computePosition(boundingSphere._center+osg::Vec3( 0.0,-3.5f * boundingSphere._radius,0.0f),
boundingSphere._center,
osg::Vec3(0.0f,0.0f,1.0f));
us.requestRedraw();
}
}
void TerrainManipulator::init(const GUIEventAdapter& ,GUIActionAdapter& )
{
flushMouseEventStack();
}
void TerrainManipulator::getUsage(osg::ApplicationUsage& usage) const
{
usage.addKeyboardMouseBinding("Trackball: Space","Reset the viewing position to home");
usage.addKeyboardMouseBinding("Trackball: +","When in stereo, increase the fusion distance");
usage.addKeyboardMouseBinding("Trackball: -","When in stereo, reduse the fusion distance");
}
bool TerrainManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
switch(ea.getEventType())
{
case(GUIEventAdapter::PUSH):
{
flushMouseEventStack();
addMouseEvent(ea);
if (calcMovement()) us.requestRedraw();
us.requestContinuousUpdate(false);
_thrown = false;
return true;
}
case(GUIEventAdapter::RELEASE):
{
if (ea.getButtonMask()==0)
{
if (isMouseMoving())
{
if (calcMovement())
{
us.requestRedraw();
us.requestContinuousUpdate(true);
_thrown = true;
}
}
else
{
flushMouseEventStack();
addMouseEvent(ea);
if (calcMovement()) us.requestRedraw();
us.requestContinuousUpdate(false);
_thrown = false;
}
}
else
{
flushMouseEventStack();
addMouseEvent(ea);
if (calcMovement()) us.requestRedraw();
us.requestContinuousUpdate(false);
_thrown = false;
}
return true;
}
case(GUIEventAdapter::DRAG):
{
addMouseEvent(ea);
if (calcMovement()) us.requestRedraw();
us.requestContinuousUpdate(false);
_thrown = false;
return true;
}
case(GUIEventAdapter::MOVE):
{
return false;
}
case(GUIEventAdapter::KEYDOWN):
if (ea.getKey()==' ')
{
flushMouseEventStack();
_thrown = false;
home(ea,us);
us.requestRedraw();
us.requestContinuousUpdate(false);
return true;
}
return false;
case(GUIEventAdapter::FRAME):
if (_thrown)
{
if (calcMovement()) us.requestRedraw();
}
return false;
default:
return false;
}
}
bool TerrainManipulator::isMouseMoving()
{
if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
static const float velocity = 0.1f;
float dx = _ga_t0->getXnormalized()-_ga_t1->getXnormalized();
float dy = _ga_t0->getYnormalized()-_ga_t1->getYnormalized();
float len = sqrtf(dx*dx+dy*dy);
float dt = _ga_t0->time()-_ga_t1->time();
return (len>dt*velocity);
}
void TerrainManipulator::flushMouseEventStack()
{
_ga_t1 = NULL;
_ga_t0 = NULL;
}
void TerrainManipulator::addMouseEvent(const GUIEventAdapter& ea)
{
_ga_t1 = _ga_t0;
_ga_t0 = &ea;
}
void TerrainManipulator::setByMatrix(const osg::Matrixd& matrix)
{
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osg::Vec3 lookVector(- matrix(2,0),-matrix(2,1),-matrix(2,2));
osg::Vec3 eye(matrix(3,0),matrix(3,1),matrix(3,2));
osg::notify(INFO)<<"eye point "<<eye<<std::endl;
osg::notify(INFO)<<"lookVector "<<lookVector<<std::endl;
// need to reintersect with the terrain
osgUtil::IntersectVisitor iv;
const osg::BoundingSphere& bs = _node->getBound();
float distance = (eye-bs.center()).length() + _node->getBound().radius();
osg::Vec3 start_segment = eye;
osg::Vec3 end_segment = eye + lookVector*distance;
osg::notify(INFO)<<"start="<<start_segment<<"\tend="<<end_segment<<"\tupVector="<<getUpVector(_coordinateFrame)<<std::endl;
osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
segLookVector->set(start_segment,end_segment);
iv.addLineSegment(segLookVector.get());
_node->accept(iv);
bool hitFound = false;
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
if (!hitList.empty())
{
notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
_coordinateFrame = getCoordinateFrame( ip.x(), ip.y(), ip.z());
_distance = (eye-ip).length();
osg::Matrix rotation_matrix = osg::Matrixd::translate(0.0,0.0,-_distance)*
matrix*
osg::Matrixd::inverse(_coordinateFrame);
rotation_matrix.get(_rotation);
hitFound = true;
}
}
if (!hitFound)
{
CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye.x(), eye.y(), eye.z());
// clear the intersect visitor ready for a new test
iv.reset();
osg::ref_ptr<osg::LineSegment> segDowVector = new osg::LineSegment;
segLookVector->set(eye+getUpVector(eyePointCoordFrame)*distance,
eye-getUpVector(eyePointCoordFrame)*distance);
iv.addLineSegment(segLookVector.get());
_node->accept(iv);
hitFound = false;
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
if (!hitList.empty())
{
notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
_coordinateFrame = getCoordinateFrame( ip.x(), ip.y(), ip.z());
_distance = (eye-ip).length();
_rotation.set(0,0,0,1);
hitFound = true;
}
}
}
}
osg::Matrixd TerrainManipulator::getMatrix() const
{
return osg::Matrixd::translate(0.0,0.0,_distance)*osg::Matrixd::rotate(_rotation)*_coordinateFrame;
}
osg::Matrixd TerrainManipulator::getInverseMatrix() const
{
return osg::Matrixd::inverse(_coordinateFrame)*osg::Matrixd::rotate(_rotation.inverse())*osg::Matrixd::translate(0.0,0.0,-_distance);
}
void TerrainManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up)
{
// compute rotation matrix
osg::Vec3 lv(center-eye);
_distance = lv.length();
// compute the itersection with the scene.
osgUtil::IntersectVisitor iv;
osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
segLookVector->set(eye,center);
iv.addLineSegment(segLookVector.get());
_node->accept(iv);
bool hitFound = false;
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
if (!hitList.empty())
{
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osg::notify(osg::INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
_coordinateFrame = getCoordinateFrame( ip.x(), ip.y(), ip.z());
_distance = (ip-eye).length();
hitFound = true;
}
}
if (!hitFound)
{
// ??
_coordinateFrame = getCoordinateFrame( center.x(), center.y(), center.z());
}
// note LookAt = inv(CF)*inv(RM)*inv(T) which is equivilant to:
// inv(R) = CF*LookAt.
osg::Matrixd rotation_matrix = _coordinateFrame*osg::Matrixd::lookAt(eye,center,up);
rotation_matrix.get(_rotation);
_rotation = _rotation.inverse();
}
bool TerrainManipulator::calcMovement()
{
// return if less then two events have been added.
if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
float dx = _ga_t0->getXnormalized()-_ga_t1->getXnormalized();
float dy = _ga_t0->getYnormalized()-_ga_t1->getYnormalized();
// return if there is no movement.
if (dx==0 && dy==0) return false;
unsigned int buttonMask = _ga_t1->getButtonMask();
if (buttonMask==GUIEventAdapter::LEFT_MOUSE_BUTTON)
{
// rotate camera.
osg::Vec3 axis;
float angle;
float px0 = _ga_t0->getXnormalized();
float py0 = _ga_t0->getYnormalized();
float px1 = _ga_t1->getXnormalized();
float py1 = _ga_t1->getYnormalized();
trackball(axis,angle,px1,py1,px0,py0);
osg::Quat new_rotate;
new_rotate.makeRotate(angle,axis);
_rotation = _rotation*new_rotate;
return true;
}
else if (buttonMask==GUIEventAdapter::MIDDLE_MOUSE_BUTTON ||
buttonMask==(GUIEventAdapter::LEFT_MOUSE_BUTTON|GUIEventAdapter::RIGHT_MOUSE_BUTTON))
{
// pan model.
float scale = -0.5f*_distance;
osg::Matrix rotation_matrix;
rotation_matrix.set(_rotation);
osg::Vec3 dv(dx*scale,dy*scale,0.0f);
// _center += dv*rotation_matrix;
// need to recompute the itersection point along the look vector.
_coordinateFrame = osg::Matrixd::rotate(_rotation.inverse())*
osg::Matrixd::translate(dx*scale,dy*scale,0.0f)*
osg::Matrixd::rotate(_rotation)*
_coordinateFrame;
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// osg::notify(osg::INDFO)<<"\tafter "<<_coordinateFrame.getTrans()<<std::endl;
// now reorientate the coordinate frame to the frame coords.
_coordinateFrame = getCoordinateFrame( _coordinateFrame(3,0), _coordinateFrame(3,1), _coordinateFrame(3,2));
// need to reintersect with the terrain
osgUtil::IntersectVisitor iv;
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float distance = _node->getBound().radius();
osg::Vec3 start_segment = _coordinateFrame.getTrans() + getUpVector(_coordinateFrame) * distance;
osg::Vec3 end_segment = start_segment - getUpVector(_coordinateFrame) * (2.0f*distance);
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//end_segment.set(0.0f,0.0f,0.0f);
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osg::notify(INFO)<<"start="<<start_segment<<"\tend="<<end_segment<<"\tupVector="<<getUpVector(_coordinateFrame)<<std::endl;
osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
segLookVector->set(start_segment,end_segment);
iv.addLineSegment(segLookVector.get());
_node->accept(iv);
bool hitFound = false;
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
if (!hitList.empty())
{
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notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
_coordinateFrame = getCoordinateFrame( ip.x(), ip.y(), ip.z());
hitFound = true;
}
}
if (!hitFound)
{
// ??
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osg::notify(INFO)<<"TerrainManipulator unable to intersect with terrain."<<std::endl;
}
return true;
}
else if (buttonMask==GUIEventAdapter::RIGHT_MOUSE_BUTTON)
{
// zoom model.
float fd = _distance;
float scale = 1.0f+dy;
if (fd*scale>_modelScale*_minimumZoomScale)
{
_distance *= scale;
}
return true;
}
return false;
}
/*
* This size should really be based on the distance from the center of
* rotation to the point on the object underneath the mouse. That
* point would then track the mouse as closely as possible. This is a
* simple example, though, so that is left as an Exercise for the
* Programmer.
*/
const float TRACKBALLSIZE = 0.8f;
/*
* Ok, simulate a track-ball. Project the points onto the virtual
* trackball, then figure out the axis of rotation, which is the cross
* product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
* Note: This is a deformed trackball-- is a trackball in the center,
* but is deformed into a hyperbolic sheet of rotation away from the
* center. This particular function was chosen after trying out
* several variations.
*
* It is assumed that the arguments to this routine are in the range
* (-1.0 ... 1.0)
*/
void TerrainManipulator::trackball(osg::Vec3& axis,float& angle, float p1x, float p1y, float p2x, float p2y)
{
/*
* First, figure out z-coordinates for projection of P1 and P2 to
* deformed sphere
*/
osg::Matrix rotation_matrix(_rotation);
osg::Vec3 uv = osg::Vec3(0.0f,1.0f,0.0f)*rotation_matrix;
osg::Vec3 sv = osg::Vec3(1.0f,0.0f,0.0f)*rotation_matrix;
osg::Vec3 lv = osg::Vec3(0.0f,0.0f,-1.0f)*rotation_matrix;
osg::Vec3 p1 = sv*p1x+uv*p1y-lv*tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y);
osg::Vec3 p2 = sv*p2x+uv*p2y-lv*tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y);
/*
* Now, we want the cross product of P1 and P2
*/
// Robert,
//
// This was the quick 'n' dirty fix to get the trackball doing the right
// thing after fixing the Quat rotations to be right-handed. You may want
// to do something more elegant.
// axis = p1^p2;
axis = p2^p1;
axis.normalize();
/*
* Figure out how much to rotate around that axis.
*/
float t = (p2-p1).length() / (2.0*TRACKBALLSIZE);
/*
* Avoid problems with out-of-control values...
*/
if (t > 1.0) t = 1.0;
if (t < -1.0) t = -1.0;
angle = inRadians(asin(t));
}
/*
* Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
* if we are away from the center of the sphere.
*/
float TerrainManipulator::tb_project_to_sphere(float r, float x, float y)
{
float d, t, z;
d = sqrt(x*x + y*y);
/* Inside sphere */
if (d < r * 0.70710678118654752440)
{
z = sqrt(r*r - d*d);
} /* On hyperbola */
else
{
t = r / 1.41421356237309504880;
z = t*t / d;
}
return z;
}