OpenSceneGraph/include/osgGA/StandardManipulator

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*
* StandardManipulator code Copyright (C) 2010 PCJohn (Jan Peciva)
* while some pieces of code were taken from OSG.
* Thanks to company Cadwork (www.cadwork.ch) and
* Brno University of Technology (www.fit.vutbr.cz) for open-sourcing this work.
*/
#ifndef OSGGA_CAMERA_MANIPULATOR
#define OSGGA_CAMERA_MANIPULATOR 1
#include <osgGA/CameraManipulator>
namespace osgGA {
/** StandardManipulator class provides basic functionality
for user controlled manipulation.*/
class OSGGA_EXPORT StandardManipulator : public CameraManipulator
{
typedef CameraManipulator inherited;
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public:
// flags
enum UserInteractionFlags
{
UPDATE_MODEL_SIZE = 0x01,
COMPUTE_HOME_USING_BBOX = 0x02,
PROCESS_MOUSE_WHEEL = 0x04,
SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT = 0x08,
DEFAULT_SETTINGS = UPDATE_MODEL_SIZE /*| COMPUTE_HOME_USING_BBOX*/ | PROCESS_MOUSE_WHEEL
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};
StandardManipulator( int flags = DEFAULT_SETTINGS );
StandardManipulator( const StandardManipulator& m,
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const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY );
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// We are not using META_Object as this is abstract class.
// Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes.
virtual const char* className() const { return "StandardManipulator"; }
/** Sets manipulator by eye position and eye orientation.*/
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virtual void setTransformation( const osg::Vec3d& eye, const osg::Quat& rotation ) = 0;
/** Sets manipulator by eye position, center of rotation, and up vector.*/
virtual void setTransformation( const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up ) = 0;
/** Gets manipulator's eye position and eye orientation.*/
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virtual void getTransformation( osg::Vec3d& eye, osg::Quat& rotation ) const = 0;
/** Gets manipulator's focal center, eye position, and up vector.*/
virtual void getTransformation( osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up ) const = 0;
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virtual void setNode( osg::Node* );
virtual const osg::Node* getNode() const;
virtual osg::Node* getNode();
virtual void setVerticalAxisFixed( bool value );
inline bool getVerticalAxisFixed() const;
inline bool getAllowThrow() const;
virtual void setAllowThrow( bool allowThrow );
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virtual void setAnimationTime( const double t );
double getAnimationTime() const;
bool isAnimating() const;
virtual void finishAnimation();
virtual void home( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual void home( double );
virtual void init( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual void getUsage( osg::ApplicationUsage& usage ) const;
protected:
virtual bool handleFrame( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleResize( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleMouseMove( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleMouseDrag( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleMousePush( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleMouseRelease( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleKeyDown( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleKeyUp( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleMouseWheel( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool handleMouseDeltaMovement( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool performMovement();
virtual bool performMovementLeftMouseButton( const double eventTimeDelta, const double dx, const double dy );
virtual bool performMovementMiddleMouseButton( const double eventTimeDelta, const double dx, const double dy );
virtual bool performMovementRightMouseButton( const double eventTimeDelta, const double dx, const double dy );
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virtual bool performMouseDeltaMovement( const float dx, const float dy );
virtual bool performAnimationMovement( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual void applyAnimationStep( const double currentProgress, const double prevProgress );
void addMouseEvent( const osgGA::GUIEventAdapter& ea );
void flushMouseEventStack();
virtual bool isMouseMoving() const;
float getThrowScale( const double eventTimeDelta ) const;
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virtual void centerMousePointer( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
static void rotateYawPitch( osg::Quat& rotation, const double yaw, const double pitch,
const osg::Vec3d& localUp = osg::Vec3d( 0.,0.,0.) );
static void fixVerticalAxis( osg::Quat& rotation, const osg::Vec3d& localUp, bool disallowFlipOver );
void fixVerticalAxis( osg::Vec3d& eye, osg::Quat& rotation, bool disallowFlipOver );
static void fixVerticalAxis( const osg::Vec3d& forward, const osg::Vec3d& up, osg::Vec3d& newUp,
const osg::Vec3d& localUp, bool disallowFlipOver );
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virtual bool setCenterByMousePointerIntersection( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
virtual bool startAnimationByMousePointerIntersection( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
// mouse state
bool _thrown;
bool _allowThrow;
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float _mouseCenterX, _mouseCenterY;
// internal event stack comprising last two mouse events.
osg::ref_ptr< const osgGA::GUIEventAdapter > _ga_t1;
osg::ref_ptr< const osgGA::GUIEventAdapter > _ga_t0;
/** The approximate amount of time it is currently taking to draw a frame.
* This is used to compute the delta in translation/rotation during a thrown display update.
* It allows us to match an delta in position/rotation independent of the rendering frame rate.
*/
double _delta_frame_time;
/** The time the last frame started.
* Used when _rate_sensitive is true so that we can match display update rate to rotation/translation rate.
*/
double _last_frame_time;
// scene data
osg::ref_ptr< osg::Node > _node;
double _modelSize;
bool _verticalAxisFixed;
// animation stuff
class OSGGA_EXPORT AnimationData : public osg::Referenced {
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public:
double _animationTime;
bool _isAnimating;
double _startTime;
double _phase;
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AnimationData();
void start( const double startTime );
};
osg::ref_ptr< AnimationData > _animationData;
virtual void allocAnimationData() { _animationData = new AnimationData(); }
// flags
int _flags;
// flags indicating that a value is relative to model size
int _relativeFlags;
inline bool getRelativeFlag( int index ) const;
inline void setRelativeFlag( int index, bool value );
static int numRelativeFlagsAllocated;
static int allocateRelativeFlag();
};
//
// inline methods
//
inline bool StandardManipulator::getRelativeFlag( int index ) const
{
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return ( _relativeFlags & (0x01 << index) ) != 0;
}
inline void StandardManipulator::setRelativeFlag( int index, bool value )
{
if( value ) _relativeFlags |= (0x01 << index);
else _relativeFlags &= (~0x01 << index);
}
/// Returns whether manipulator preserves camera's "UP" vector.
inline bool StandardManipulator::getVerticalAxisFixed() const
{
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return _verticalAxisFixed;
}
/// Returns true if the camera can be thrown, false otherwise. It defaults to true.
inline bool StandardManipulator::getAllowThrow() const
{
return _allowThrow;
}
}
#endif /* OSGGA_CAMERA_MANIPULATOR */