OpenSceneGraph/include/osgManipulator/Command

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*/
//osgManipulator - Copyright (C) 2007 Fugro-Jason B.V.
#ifndef OSGMANIPULATOR_COMMAND
#define OSGMANIPULATOR_COMMAND 1
#include <osgManipulator/Export>
#include <osgManipulator/Selection>
#include <osg/LineSegment>
#include <osg/Plane>
#include <osg/Vec2>
#include <vector>
namespace osgManipulator {
class Constraint;
/** Base class for motion commands that are generated by draggers. */
class OSGMANIPULATOR_EXPORT MotionCommand : public osg::Referenced
{
public:
/**
* Motion command are based on click-drag-release actions. So each
* command needs to indicate which stage of the motion the command
* represents.
*/
enum Stage
{
NONE,
/** Click or pick start. */
START,
/** Drag or pick move. */
MOVE,
/** Release or pick finish. */
FINISH
};
MotionCommand();
/** Execute the command. */
virtual bool execute() = 0;
/** Undo the command. The inverse of this command is executed. */
virtual bool unexecute() = 0;
/** Apply a constraint to the command. */
virtual void applyConstraint(const Constraint*) = 0;
/**
* Add Selection (receiver) to the command. The command will be
* executed on all the selections.
*/
void addSelection(Selection*);
/** Remove Selection (receiver) from the command. */
void removeSelection(Selection*);
/**
* Gets the matrix for transforming the Selection. This matrix is in the
* command's coordinate systems.
*/
virtual osg::Matrix getMotionMatrix() const = 0;
/**
* Sets the matrix for transforming the command's local coordinate
* system to the world/object coordinate system.
*/
void setLocalToWorldAndWorldToLocal(const osg::Matrix& localToWorld, const osg::Matrix& worldToLocal)
{
_localToWorld = localToWorld;
_worldToLocal = worldToLocal;
}
/**
* Gets the matrix for transforming the command's local coordinate
* system to the world/object coordinate system.
*/
inline const osg::Matrix& getLocalToWorld() const { return _localToWorld; }
/**
* Gets the matrix for transforming the command's world/object
* coordinate system to the command's local coordinate system.
*/
inline const osg::Matrix& getWorldToLocal() const { return _worldToLocal; }
void setStage(const Stage s) { _stage = s; }
Stage getStage() const { return _stage; }
protected:
virtual ~MotionCommand();
typedef std::vector< osg::ref_ptr<Selection> > SelectionList;
SelectionList& getSelectionList() { return _selectionList; }
const SelectionList& getSelectionList() const { return _selectionList; }
private:
osg::Matrix _localToWorld;
osg::Matrix _worldToLocal;
Stage _stage;
SelectionList _selectionList;
};
/**
* Command for translating in a line.
*/
class OSGMANIPULATOR_EXPORT TranslateInLineCommand : public MotionCommand
{
public:
TranslateInLineCommand();
TranslateInLineCommand(const osg::Vec3& s, const osg::Vec3& e);
virtual bool execute();
virtual bool unexecute();
virtual void applyConstraint(const Constraint*);
inline void setLine(const osg::Vec3& s, const osg::Vec3& e) { _line->start() = s; _line->end() = e; }
inline const osg::Vec3& getLineStart() const { return _line->start(); }
inline const osg::Vec3& getLineEnd() const { return _line->end(); }
inline void setTranslation(const osg::Vec3& t) { _translation = t; }
inline const osg::Vec3& getTranslation() const { return _translation; }
virtual osg::Matrix getMotionMatrix() const
{
return osg::Matrix::translate(_translation);
}
protected:
virtual ~TranslateInLineCommand();
private:
osg::ref_ptr<osg::LineSegment> _line;
osg::Vec3 _translation;
};
/**
* Command for translating in a plane.
*/
class OSGMANIPULATOR_EXPORT TranslateInPlaneCommand : public MotionCommand
{
public:
TranslateInPlaneCommand();
TranslateInPlaneCommand(const osg::Plane& plane);
virtual bool execute();
virtual bool unexecute();
virtual void applyConstraint(const Constraint*);
inline void setPlane(const osg::Plane& plane) { _plane = plane; }
inline const osg::Plane& getPlane() const { return _plane; }
inline void setTranslation(const osg::Vec3& t) { _translation = t; }
inline const osg::Vec3& getTranslation() const { return _translation; }
/** ReferencePoint is used only for snapping. */
inline void setReferencePoint(const osg::Vec3& rp) { _referencePoint = rp; }
inline const osg::Vec3& getReferencePoint() const { return _referencePoint; }
virtual osg::Matrix getMotionMatrix() const
{
return osg::Matrix::translate(_translation);
}
protected:
virtual ~TranslateInPlaneCommand();
private:
osg::Plane _plane;
osg::Vec3 _translation;
osg::Vec3 _referencePoint;
};
/**
* Command for 1D scaling.
*/
class OSGMANIPULATOR_EXPORT Scale1DCommand : public MotionCommand
{
public:
Scale1DCommand();
virtual bool execute();
virtual bool unexecute();
virtual void applyConstraint(const Constraint*);
inline void setScale(float s) { _scale = s; }
inline float getScale() const { return _scale; }
inline void setScaleCenter(float center) { _scaleCenter = center; }
inline float getScaleCenter() const { return _scaleCenter; }
/** ReferencePoint is used only for snapping. */
inline void setReferencePoint(float rp) { _referencePoint = rp; }
inline float getReferencePoint() const { return _referencePoint; }
inline void setMinScale(float min) { _minScale = min; }
inline float getMinScale() const { return _minScale; }
virtual osg::Matrix getMotionMatrix() const
{
return (osg::Matrix::translate(-_scaleCenter,0.0,0.0)
* osg::Matrix::scale(_scale,1.0,1.0)
* osg::Matrix::translate(_scaleCenter,0.0,0.0));
}
protected:
virtual ~Scale1DCommand();
private:
float _scale;
float _scaleCenter;
float _referencePoint;
float _minScale;
};
/**
* Command for 2D scaling.
*/
class OSGMANIPULATOR_EXPORT Scale2DCommand : public MotionCommand
{
public:
Scale2DCommand();
virtual bool execute();
virtual bool unexecute();
virtual void applyConstraint(const Constraint*);
inline void setScale(const osg::Vec2& s) { _scale = s; }
inline const osg::Vec2& getScale() const { return _scale; }
inline void setScaleCenter(const osg::Vec2& center) { _scaleCenter = center; }
inline const osg::Vec2& getScaleCenter() const { return _scaleCenter; }
/** ReferencePoint is used only for snapping. */
inline void setReferencePoint(const osg::Vec2& rp) { _referencePoint = rp; }
inline const osg::Vec2& getReferencePoint() const { return _referencePoint; }
inline void setMinScale(const osg::Vec2& min) { _minScale = min; }
inline const osg::Vec2& getMinScale() const { return _minScale; }
virtual osg::Matrix getMotionMatrix() const
{
return (osg::Matrix::translate(-_scaleCenter[0],0.0,-_scaleCenter[1])
* osg::Matrix::scale(_scale[0],1.0,_scale[1])
* osg::Matrix::translate(_scaleCenter[0],0.0,_scaleCenter[1]));
}
protected:
virtual ~Scale2DCommand();
private:
osg::Vec2 _scale;
osg::Vec2 _scaleCenter;
osg::Vec2 _referencePoint;
osg::Vec2 _minScale;
};
/**
* Command for uniform 3D scaling.
*/
class OSGMANIPULATOR_EXPORT ScaleUniformCommand : public MotionCommand
{
public:
ScaleUniformCommand();
virtual bool execute();
virtual bool unexecute();
virtual void applyConstraint(const Constraint*);
inline void setScale(float s) { _scale = s; }
inline float getScale() const { return _scale; }
inline void setScaleCenter(const osg::Vec3& center) { _scaleCenter = center; }
inline const osg::Vec3& getScaleCenter() const { return _scaleCenter; }
virtual osg::Matrix getMotionMatrix() const
{
return (osg::Matrix::translate(-_scaleCenter)
* osg::Matrix::scale(_scale,_scale,_scale)
* osg::Matrix::translate(_scaleCenter));
}
protected:
virtual ~ScaleUniformCommand();
private:
float _scale;
osg::Vec3 _scaleCenter;
};
/**
* Command for rotation in 3D.
*/
class OSGMANIPULATOR_EXPORT Rotate3DCommand : public MotionCommand
{
public:
Rotate3DCommand();
virtual bool execute();
virtual bool unexecute();
virtual void applyConstraint(const Constraint*);
inline void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
inline const osg::Quat& getRotation() const { return _rotation; }
virtual osg::Matrix getMotionMatrix() const
{
return osg::Matrix::rotate(_rotation);
}
protected:
virtual ~Rotate3DCommand();
private:
osg::Quat _rotation;
};
}
#endif