/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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. */ #ifndef OSGGA_MatrixManipulator #define OSGGA_MatrixManipulator 1 #include #include #include #include #include #include #include #include namespace osgGA{ #define NEW_HOME_POSITION /** MatrixManipulator is an abstract base class defining the interface, and a certain amount of default functionality, for classes which wish to control OSG cameras in response to GUI events. */ class OSGGA_EXPORT MatrixManipulator : public GUIEventHandler { public: virtual const char* className() const { return "MatrixManipulator"; } /** callback class to use to allow matrix manipulators to querry the application for the local coordinate frame.*/ class CoordinateFrameCallback : public osg::Referenced { public: virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0; protected: virtual ~CoordinateFrameCallback() {} }; /** set the minimum distance (as ratio) the eye point can be zoomed in towards the center before the center is pushed forward.*/ virtual void setMinimumDistance(float minimumDistance) { _minimumDistance=minimumDistance; } /** get the minimum distance (as ratio) the eye point can be zoomed in */ float getMinimumDistance() const { return _minimumDistance; } /** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/ virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb) { _coordinateFrameCallback = cb; } /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/ CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); } /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/ const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); } /** get the coordinate frame.*/ osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const { if (_coordinateFrameCallback.valid()) return _coordinateFrameCallback->getCoordinateFrame(position); return osg::CoordinateFrame(); } osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); } osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); } osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); } /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByMatrix(const osg::Matrixd& matrix) = 0; /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByInverseMatrix(const osg::Matrixd& matrix) = 0; /** get the position of the manipulator as 4x4 Matrix.*/ virtual osg::Matrixd getMatrix() const = 0; /** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/ virtual osg::Matrixd getInverseMatrix() const = 0; /** Get the FusionDistanceMode. Used by SceneView for setting up setereo convergence.*/ virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; } /** Get the FusionDistanceValue. Used by SceneView for setting up setereo convergence.*/ virtual float getFusionDistanceValue() const { return 1.0f; } /** Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. * The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes.*/ void setIntersectTraversalMask(unsigned int mask) { _intersectTraversalMask = mask; } /** Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.*/ unsigned int getIntersectTraversalMask() const { return _intersectTraversalMask; } /** Attach a node to the manipulator, automatically detaching any previously attached node. setNode(NULL) detaches previous nodes. May be ignored by manipulators which do not require a reference model. */ virtual void setNode(osg::Node*) {} /** Return const node if attached.*/ virtual const osg::Node* getNode() const { return NULL; } /** Return node if attached.*/ virtual osg::Node* getNode() { return NULL; } /** Manually set the home position, and set the automatic compute of home position. */ virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false) { setAutoComputeHomePosition(autoComputeHomePosition); _homeEye = eye; _homeCenter = center; _homeUp = up; } /** Get the mnaully set home position. */ virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up) const { eye = _homeEye; center = _homeCenter; up = _homeUp; } /** Set whether the automatic compute of the home position is enabled.*/ virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; } /** Get whether the automatic compute of the home position is enabled.*/ bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; } /** Compute the home position.*/ virtual void computeHomePosition() { if(getNode()) { const osg::BoundingSphere& boundingSphere=getNode()->getBound(); setHomePosition(boundingSphere._center+osg::Vec3( 0.0,-3.5f * boundingSphere._radius,0.0f), boundingSphere._center, osg::Vec3(0.0f,0.0f,1.0f), _autoComputeHomePosition); } } /** Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate. */ virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {} /** Move the camera to the default position. This version does not require GUIEventAdapter and GUIActionAdapter so may be called from somewhere other than a handle() method in GUIEventHandler. Application must be aware of implications. */ virtual void home(double /*currentTime*/) {} /** Start/restart the manipulator. FIXME: what does this actually mean? Provide examples. */ virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {} /** Handle events, return true if handled, false otherwise. */ virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us); /** Handle visitations */ virtual void accept(GUIEventHandlerVisitor& v) { v.visit(*this); } protected: MatrixManipulator(); virtual ~MatrixManipulator(); double _minimumDistance; unsigned int _intersectTraversalMask; bool _autoComputeHomePosition; osg::Vec3d _homeEye; osg::Vec3d _homeCenter; osg::Vec3d _homeUp; osg::ref_ptr _coordinateFrameCallback; }; } #endif