#if defined(_MSC_VER) #pragma warning( disable : 4786 ) #endif #include #include #include using namespace osg; using namespace osgGA; #define DRIVER_HEIGHT 15 static float getHeightOfDriver() { float height = 1.5f; if (getenv("OSG_DRIVE_MANIPULATOR_HEIGHT")) { height = atof(getenv("OSG_DRIVE_MANIPULATOR_HEIGHT")); } osg::notify(osg::INFO)<<"DriveManipulator::_height set to =="<getBound(); _modelScale = boundingSphere._radius; //_height = sqrtf(_modelScale)*0.03f; //_buffer = sqrtf(_modelScale)*0.05f; _height = getHeightOfDriver(); _buffer = _height*1.3; } } const osg::Node* DriveManipulator::getNode() const { return _node.get(); } osg::Node* DriveManipulator::getNode() { return _node.get(); } void DriveManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us) { if(_node.get()) { const osg::BoundingSphere& boundingSphere=_node->getBound(); osg::Vec3d ep = boundingSphere._center; osg::Vec3d bp = ep; osg::CoordinateFrame cf=getCoordinateFrame(ep); ep -= getUpVector(cf)* _modelScale*0.0001; bp -= getUpVector(cf)* _modelScale; // check to see if any obstruction in front. osgUtil::IntersectVisitor iv; bool positionSet = false; osg::ref_ptr segDown = new osg::LineSegment; segDown->set(ep,bp); iv.addLineSegment(segDown.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get()); if (!hitList.empty()) { // notify(INFO) << "Hit terrain ok"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); osg::Vec3d np = hitList.front().getWorldIntersectNormal(); osg::Vec3d uv; if (np * getUpVector(cf)>0.0) uv = np; else uv = -np; ep = ip; ep += getUpVector(cf)*_height; osg::Vec3 lv = uv^osg::Vec3d(1.0,0.0,0.0); computePosition(ep,lv,uv); positionSet = true; } } if (!positionSet) { bp = ep; bp += getUpVector(cf)*_modelScale; osg::ref_ptr segUp = new osg::LineSegment; segUp->set(ep,bp); iv.addLineSegment(segUp.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segUp.get()); if (!hitList.empty()) { // notify(INFO) << "Hit terrain ok"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); osg::Vec3d np = hitList.front().getWorldIntersectNormal(); osg::Vec3d uv; if (np*getUpVector(cf)>0.0) uv = np; else uv = -np; ep = ip; ep += getUpVector(cf)*_height; osg::Vec3 lv = uv^osg::Vec3d(1.0,0.0,0.0); computePosition(ep,lv,uv); positionSet = true; } } } if (!positionSet) { computePosition( boundingSphere._center+osg::Vec3d( 0.0,-2.0 * boundingSphere._radius,0.0), osg::Vec3d(0.0,1.0,0.0), osg::Vec3d(0.0,0.0,1.0)); } } _velocity = 0.0; us.requestRedraw(); us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f); flushMouseEventStack(); } void DriveManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us) { flushMouseEventStack(); us.requestContinuousUpdate(false); _velocity = 0.0f; osg::Vec3d ep = _eye; osg::CoordinateFrame cf=getCoordinateFrame(ep); Matrixd rotation_matrix; rotation_matrix.set(_rotation); osg::Vec3d sv = osg::Vec3d(1.0,0.0,0.0) * rotation_matrix; osg::Vec3d bp = ep; bp -= getUpVector(cf)*_modelScale; // check to see if any obstruction in front. osgUtil::IntersectVisitor iv; bool positionSet = false; osg::ref_ptr segDown = new osg::LineSegment; segDown->set(ep,bp); iv.addLineSegment(segDown.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get()); if (!hitList.empty()) { // notify(INFO) << "Hit terrain ok"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); osg::Vec3d np = hitList.front().getWorldIntersectNormal(); osg::Vec3d uv; if (np*getUpVector(cf)>0.0) uv = np; else uv = -np; ep = ip+uv*_height; osg::Vec3d lv = uv^sv; computePosition(ep,lv,uv); positionSet = true; } } if (!positionSet) { bp = ep; bp += getUpVector(cf)*_modelScale; osg::ref_ptr segUp = new osg::LineSegment; segUp->set(ep,bp); iv.addLineSegment(segUp.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segUp.get()); if (!hitList.empty()) { // notify(INFO) << "Hit terrain ok"<< std::endl; osg::Vec3 ip = hitList.front().getWorldIntersectPoint(); osg::Vec3 np = hitList.front().getWorldIntersectNormal(); osg::Vec3 uv; if (np*getUpVector(cf)>0.0f) uv = np; else uv = -np; ep = ip+uv*_height; osg::Vec3 lv = uv^sv; computePosition(ep,lv,uv); positionSet = true; } } } if (ea.getEventType()!=GUIEventAdapter::RESIZE) { us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f); } } bool DriveManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us) { switch(ea.getEventType()) { case(GUIEventAdapter::PUSH): { addMouseEvent(ea); us.requestContinuousUpdate(true); if (calcMovement()) us.requestRedraw(); return true; } case(GUIEventAdapter::RELEASE): { addMouseEvent(ea); us.requestContinuousUpdate(true); if (calcMovement()) us.requestRedraw(); return true; } case(GUIEventAdapter::DRAG): { addMouseEvent(ea); us.requestContinuousUpdate(true); if (calcMovement()) us.requestRedraw(); return true; } case(GUIEventAdapter::MOVE): { addMouseEvent(ea); us.requestContinuousUpdate(true); if (calcMovement()) us.requestRedraw(); return true; } case(GUIEventAdapter::KEYDOWN): { if (ea.getKey()==' ') { flushMouseEventStack(); home(ea,us); us.requestRedraw(); us.requestContinuousUpdate(false); return true; } else if (ea.getKey()=='q') { _speedMode = USE_MOUSE_Y_FOR_SPEED; return true; } else if (ea.getKey()=='a') { _speedMode = USE_MOUSE_BUTTONS_FOR_SPEED; return true; } return false; } case(GUIEventAdapter::FRAME): { addMouseEvent(ea); if (calcMovement()) us.requestRedraw(); return false; } case(GUIEventAdapter::RESIZE): { init(ea,us); us.requestRedraw(); return true; } default: return false; } } void DriveManipulator::getUsage(osg::ApplicationUsage& usage) const { usage.addKeyboardMouseBinding("Drive: Space","Reset the viewing position to home"); usage.addKeyboardMouseBinding("Drive: q","Use mouse y for controlling speed"); usage.addKeyboardMouseBinding("Drive: a","Use mouse middle,right mouse buttons for speed"); } void DriveManipulator::flushMouseEventStack() { _ga_t1 = NULL; _ga_t0 = NULL; } void DriveManipulator::addMouseEvent(const GUIEventAdapter& ea) { _ga_t1 = _ga_t0; _ga_t0 = &ea; } void DriveManipulator::setByMatrix(const osg::Matrixd& matrix) { _eye = matrix.getTrans(); matrix.get(_rotation); } osg::Matrixd DriveManipulator::getMatrix() const { return osg::Matrixd::rotate(_rotation)*osg::Matrixd::translate(_eye); } osg::Matrixd DriveManipulator::getInverseMatrix() const { return osg::Matrixd::translate(-_eye)*osg::Matrixd::rotate(_rotation.inverse()); } void DriveManipulator::computePosition(const osg::Vec3d& eye,const osg::Vec3d& lv,const osg::Vec3d& up) { osg::Vec3d f(lv); f.normalize(); osg::Vec3d s(f^up); s.normalize(); osg::Vec3d u(s^f); u.normalize(); osg::Matrix rotation_matrix(s[0], u[0], -f[0], 0.0, s[1], u[1], -f[1], 0.0, s[2], u[2], -f[2], 0.0, 0.0, 0.0, 0.0, 1.0); _eye = eye; rotation_matrix.get(_rotation); _rotation = _rotation.inverse(); } bool DriveManipulator::calcMovement() { // return if less then two events have been added. if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false; double dt = _ga_t0->time()-_ga_t1->time(); if (dt<0.0f) { notify(WARN) << "warning dt = "<getYnormalized(); _velocity = _modelScale*0.2f*dy; break; } case(USE_MOUSE_BUTTONS_FOR_SPEED): { unsigned int buttonMask = _ga_t1->getButtonMask(); if (buttonMask==GUIEventAdapter::LEFT_MOUSE_BUTTON) { // pan model. _velocity += dt*_modelScale*0.01; } else if (buttonMask==GUIEventAdapter::MIDDLE_MOUSE_BUTTON || buttonMask==(GUIEventAdapter::LEFT_MOUSE_BUTTON|GUIEventAdapter::RIGHT_MOUSE_BUTTON)) { _velocity = 0.0; } else if (buttonMask==GUIEventAdapter::RIGHT_MOUSE_BUTTON) { _velocity -= dt*_modelScale*0.01; } break; } } osg::CoordinateFrame cf=getCoordinateFrame(_eye); osg::Matrix rotation_matrix; rotation_matrix.makeRotate(_rotation); osg::Vec3d up = osg::Vec3d(0.0,1.0,0.0) * rotation_matrix; osg::Vec3d lv = osg::Vec3d(0.0,0.0,-1.0) * rotation_matrix; // rotate the camera. double dx = _ga_t0->getXnormalized(); double yaw = -inDegrees(dx*50.0f*dt); osg::Quat yaw_rotation; yaw_rotation.makeRotate(yaw,up); _rotation *= yaw_rotation; rotation_matrix.makeRotate(_rotation); osg::Vec3d sv = osg::Vec3d(1.0,0.0,0.0) * rotation_matrix; // movement is big enough the move the eye point along the look vector. if (fabs(_velocity*dt)>1e-8) { double distanceToMove = _velocity*dt; double signedBuffer; if (distanceToMove>=0.0) signedBuffer=_buffer; else signedBuffer=-_buffer; // check to see if any obstruction in front. osgUtil::IntersectVisitor iv; osg::ref_ptr segForward = new osg::LineSegment; segForward->set(_eye,_eye+lv*(signedBuffer+distanceToMove)); iv.addLineSegment(segForward.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segForward.get()); if (!hitList.empty()) { // notify(INFO) << "Hit obstruction"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); distanceToMove = (ip-_eye).length()-_buffer; _velocity = 0.0; } } // check to see if forward point is correct height above terrain. osg::Vec3d fp = _eye+lv*distanceToMove; osg::Vec3d lfp = fp-up*_height*5; iv.reset(); osg::ref_ptr segNormal = new osg::LineSegment; segNormal->set(fp,lfp); iv.addLineSegment(segNormal.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segNormal.get()); if (!hitList.empty()) { // notify(INFO) << "Hit terrain ok"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); osg::Vec3d np = hitList.front().getWorldIntersectNormal(); if (up*np>0.0) up = np; else up = -np; _eye = ip+up*_height; lv = up^sv; computePosition(_eye,lv,up); return true; } } // no hit on the terrain found therefore resort to a fall under // under the influence of gravity. osg::Vec3d dp = lfp; dp -= getUpVector(cf)* (2*_modelScale); iv.reset(); osg::ref_ptr segFall = new osg::LineSegment; segFall->set(lfp,dp); iv.addLineSegment(segFall.get()); _node->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segFall.get()); if (!hitList.empty()) { notify(INFO) << "Hit terrain on decent ok"<< std::endl; osg::Vec3d ip = hitList.front().getWorldIntersectPoint(); osg::Vec3d np = hitList.front().getWorldIntersectNormal(); if (up*np>0.0) up = np; else up = -np; _eye = ip+up*_height; lv = up^sv; computePosition(_eye,lv,up); return true; } } // no collision with terrain has been found therefore track horizontally. lv *= (_velocity*dt); _eye += lv; } return true; }