#include #include #include #include using namespace osg; using namespace osgGA; TerrainManipulator::TerrainManipulator() { _rotationMode =ELEVATION_AZIM; _distance = 1.0; _thrown = false; } TerrainManipulator::~TerrainManipulator() { } void TerrainManipulator::setRotationMode(RotationMode mode) { _rotationMode = mode; // need to correct rotation. } void TerrainManipulator::setNode(osg::Node* node) { _node = node; if (_node.get()) { const osg::BoundingSphere& boundingSphere=_node->getBound(); const float minimumDistanceScale = 0.001f; _minimumDistance = osg::clampBetween( boundingSphere._radius * minimumDistanceScale, 0.00001f,1.0f); osg::notify(osg::INFO)<<"Setting terrain manipulator _minimumDistance to "<<_minimumDistance<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) { 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 "<getBound(); float distance = (eye-bs.center()).length() + _node->getBound().radius(); osg::Vec3d start_segment = eye; osg::Vec3d end_segment = eye + lookVector*distance; //CoordinateFrame coordinateFrame = getCoordinateFrame(_center.x(), _center.y(), _center.z()); //osg::notify(INFO)<<"start="< 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 A"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); _center = ip; _distance = (eye-ip).length(); osg::Matrix rotation_matrix = osg::Matrixd::translate(0.0,0.0,-_distance)* matrix* osg::Matrixd::translate(-_center); rotation_matrix.get(_rotation); hitFound = true; } } if (!hitFound) { CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye ); // clear the intersect visitor ready for a new test iv.reset(); osg::ref_ptr 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 B"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); _center = ip; _distance = (eye-ip).length(); _rotation.set(0,0,0,1); hitFound = true; } } } CoordinateFrame coordinateFrame = getCoordinateFrame(_center); _previousUp = getUpVector(coordinateFrame); clampOrientation(); } osg::Matrixd TerrainManipulator::getMatrix() const { return osg::Matrixd::translate(0.0,0.0,_distance)*osg::Matrixd::rotate(_rotation)*osg::Matrix::translate(_center); } osg::Matrixd TerrainManipulator::getInverseMatrix() const { return osg::Matrix::translate(-_center)*osg::Matrixd::rotate(_rotation.inverse())*osg::Matrixd::translate(0.0,0.0,-_distance); } void TerrainManipulator::computePosition(const osg::Vec3d& eye,const osg::Vec3d& center,const osg::Vec3d& up) { if (!_node) return; // compute rotation matrix osg::Vec3 lv(center-eye); _distance = lv.length(); _center = center; if (_node.valid()) { // compute the itersection with the scene. osgUtil::IntersectVisitor iv; osg::ref_ptr 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()) { osg::notify(osg::INFO) << "Hit terrain ok C"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); _center = ip; _distance = (ip-eye).length(); hitFound = true; } } } // note LookAt = inv(CF)*inv(RM)*inv(T) which is equivilant to: // inv(R) = CF*LookAt. osg::Matrixd rotation_matrix = osg::Matrixd::lookAt(eye,center,up); rotation_matrix.get(_rotation); _rotation = _rotation.inverse(); CoordinateFrame coordinateFrame = getCoordinateFrame(_center); _previousUp = getUpVector(coordinateFrame); clampOrientation(); } bool TerrainManipulator::calcMovement() { // return if less then two events have been added. if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false; double dx = _ga_t0->getXnormalized()-_ga_t1->getXnormalized(); double 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) { if (_rotationMode==ELEVATION_AZIM_ROLL) { // rotate camera. osg::Vec3 axis; double angle; double px0 = _ga_t0->getXnormalized(); double py0 = _ga_t0->getYnormalized(); double px1 = _ga_t1->getXnormalized(); double py1 = _ga_t1->getYnormalized(); trackball(axis,angle,px1,py1,px0,py0); osg::Quat new_rotate; new_rotate.makeRotate(angle,axis); _rotation = _rotation*new_rotate; } else { osg::Matrix rotation_matrix; rotation_matrix.set(_rotation); osg::Vec3d lookVector = -getUpVector(rotation_matrix); osg::Vec3d sideVector = getSideVector(rotation_matrix); osg::Vec3d upVector = getFrontVector(rotation_matrix); CoordinateFrame coordinateFrame = getCoordinateFrame(_center); osg::Vec3d localUp = getUpVector(coordinateFrame); //osg::Vec3d localUp = _previousUp; osg::Vec3d forwardVector = localUp^sideVector; sideVector = forwardVector^localUp; forwardVector.normalize(); sideVector.normalize(); osg::Quat rotate_elevation; rotate_elevation.makeRotate(dy,sideVector); osg::Quat rotate_azim; rotate_azim.makeRotate(-dx,localUp); _rotation = _rotation * rotate_elevation * rotate_azim; } return true; } else if (buttonMask==GUIEventAdapter::MIDDLE_MOUSE_BUTTON || buttonMask==(GUIEventAdapter::LEFT_MOUSE_BUTTON|GUIEventAdapter::RIGHT_MOUSE_BUTTON)) { // pan model. double scale = -0.3f*_distance; osg::Matrix rotation_matrix; rotation_matrix.set(_rotation); // compute look vector. osg::Vec3d lookVector = -getUpVector(rotation_matrix); osg::Vec3d sideVector = getSideVector(rotation_matrix); osg::Vec3d upVector = getFrontVector(rotation_matrix); // CoordinateFrame coordinateFrame = getCoordinateFrame(_center); // osg::Vec3d localUp = getUpVector(coordinateFrame); osg::Vec3d localUp = _previousUp; osg::Vec3d forwardVector =localUp^sideVector; sideVector = forwardVector^localUp; forwardVector.normalize(); sideVector.normalize(); osg::Vec3d dv = forwardVector * (dy*scale) + sideVector * (dx*scale); _center += dv; // need to recompute the itersection point along the look vector. if (_node.valid()) { // now reorientate the coordinate frame to the frame coords. CoordinateFrame coordinateFrame = getCoordinateFrame(_center); // need to reintersect with the terrain osgUtil::IntersectVisitor iv; double distance = _node->getBound().radius()*0.1f; osg::Vec3d start_segment = _center + getUpVector(coordinateFrame) * distance; osg::Vec3d end_segment = start_segment - getUpVector(coordinateFrame) * (2.0f*distance); osg::notify(INFO)<<"start="< 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::Vec3d ip = hitList.front().getWorldIntersectPoint(); _center = ip; hitFound = true; } } if (!hitFound) { // ?? osg::notify(INFO)<<"TerrainManipulator unable to intersect with terrain."<_minimumDistance) { _distance *= scale; } else { _distance = _minimumDistance; } return true; } return false; } void TerrainManipulator::clampOrientation() { if (_rotationMode==ELEVATION_AZIM) { osg::Matrix rotation_matrix; rotation_matrix.set(_rotation); osg::Vec3d lookVector = -getUpVector(rotation_matrix); osg::Vec3d upVector = getFrontVector(rotation_matrix); CoordinateFrame coordinateFrame = getCoordinateFrame(_center); osg::Vec3d localUp = getUpVector(coordinateFrame); //osg::Vec3d localUp = _previousUp; osg::Vec3d sideVector = lookVector ^ localUp; if (sideVector.length()<0.1) { osg::notify(osg::INFO)<<"Side vector short "< 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. */ double TerrainManipulator::tb_project_to_sphere(double r, double x, double 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; }