/* -*-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_DRAGGER #define OSGMANIPULATOR_DRAGGER 1 #include #include #include #include #include #include namespace osgManipulator { class CommandManager; class CompositeDragger; class OSGMANIPULATOR_EXPORT PointerInfo { public: PointerInfo(); PointerInfo(const PointerInfo& rhs): _hitList(rhs._hitList), _nearPoint(rhs._nearPoint), _farPoint(rhs._farPoint), _eyeDir(rhs._eyeDir) { _hitIter = _hitList.begin(); } void reset() { _hitList.clear(); _hitIter = _hitList.begin(); setCamera(0); } bool completed() const { return _hitIter==_hitList.end(); } void next() { if (!completed()) ++_hitIter; } typedef std::pair NodePathIntersectionPair; typedef std::list< NodePathIntersectionPair> IntersectionList; osg::Vec3d getLocalIntersectPoint() const { return _hitIter->second; } void setNearFarPoints (osg::Vec3d nearPoint, osg::Vec3d farPoint) { _nearPoint = nearPoint; _farPoint=farPoint; _eyeDir = farPoint - nearPoint; } const osg::Vec3d& getEyeDir() const {return _eyeDir;} void getNearFarPoints( osg::Vec3d& nearPoint, osg::Vec3d& farPoint) const { nearPoint = _nearPoint; farPoint = _farPoint; } bool contains(const osg::Node* node) const; void setCamera(osg::Camera* camera) { if (camera) { _MVPW = camera->getViewMatrix() * camera->getProjectionMatrix(); if (camera->getViewport()) _MVPW.postMult(camera->getViewport()->computeWindowMatrix()); _inverseMVPW.invert(_MVPW); osg::Vec3d eye, center, up; camera->getViewMatrix().getLookAt(eye, center, up); _eyeDir = eye - center; } else { _MVPW.makeIdentity(); _inverseMVPW.makeIdentity(); _eyeDir = osg::Vec3d(0,0,1); } } void addIntersection(const osg::NodePath& nodePath, const osg::Vec3d& intersectionPoint) { bool needToResetHitIter = _hitList.empty(); _hitList.push_back(NodePathIntersectionPair(nodePath, intersectionPoint)); if (needToResetHitIter) _hitIter = _hitList.begin(); } void setMousePosition(float pixel_x, float pixel_y) { projectWindowXYIntoObject(osg::Vec2d(pixel_x, pixel_y), _nearPoint, _farPoint); } protected: bool projectWindowXYIntoObject(const osg::Vec2d& windowCoord, osg::Vec3d& nearPoint, osg::Vec3d& farPoint) const; public: IntersectionList _hitList; IntersectionList::const_iterator _hitIter; protected: osg::Vec3d _nearPoint,_farPoint; osg::Vec3d _eyeDir; osg::Matrix _MVPW; osg::Matrix _inverseMVPW; }; /** * Base class for draggers. Concrete draggers implement the pick event handler * and generate motion commands (translate, rotate, ...) and sends these * command to the CommandManager. The CommandManager dispatches the commands * to all the Selections that are connected to the Dragger that generates the * commands. */ class OSGMANIPULATOR_EXPORT Dragger : public Selection { public: /** Set/Get the CommandManager. Draggers use CommandManager to dispatch commands. */ virtual void setCommandManager(CommandManager* cm) { _commandManager = cm; } CommandManager* getCommandManager() { return _commandManager; } const CommandManager* getCommandManager() const { return _commandManager; } /** * Set/Get parent dragger. For simple draggers parent points to itself. * For composite draggers parent points to the parent dragger that uses * this dragger. */ virtual void setParentDragger(Dragger* parent) { _parentDragger = parent; } Dragger* getParentDragger() { return _parentDragger; } const Dragger* getParentDragger() const { return _parentDragger; } /** Returns 0 if this Dragger is not a CompositeDragger. */ virtual const CompositeDragger* getComposite() const { return 0; } /** Returns 0 if this Dragger is not a CompositeDragger. */ virtual CompositeDragger* getComposite() { return 0; } virtual bool handle(const PointerInfo&, const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter&) { return false; } protected: Dragger(); virtual ~Dragger(); CommandManager* _commandManager; Dragger* _parentDragger; }; /** * CompositeDragger allows to create complex draggers that are composed of a * hierarchy of Draggers. */ class OSGMANIPULATOR_EXPORT CompositeDragger : public Dragger { public: typedef std::vector< osg::ref_ptr > DraggerList; virtual const CompositeDragger* getComposite() const { return this; } virtual CompositeDragger* getComposite() { return this; } virtual void setCommandManager(CommandManager* cm); virtual void setParentDragger(Dragger* parent); virtual bool handle(const PointerInfo& pi, const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa); // Composite-specific methods below virtual bool addDragger(Dragger* dragger); virtual bool removeDragger(Dragger* dragger); unsigned int getNumDraggers() const { return _draggerList.size(); } Dragger* getDragger(unsigned int i) { return _draggerList[i].get(); } const Dragger* getDragger(unsigned int i) const { return _draggerList[i].get(); } bool containsDragger(const Dragger* dragger) const; DraggerList::iterator findDragger(const Dragger* dragger); protected: CompositeDragger() {} virtual ~CompositeDragger() {} DraggerList _draggerList; }; /** * Culls the drawable all the time. Used by draggers to have invisible geometry * around lines and points so that they can be picked. For example, a dragger * could have a line with an invisible cylinder around it to enable picking on * that line. */ void OSGMANIPULATOR_EXPORT setDrawableToAlwaysCull(osg::Drawable& drawable); /** * Convenience function for setting the material color on a node. */ void OSGMANIPULATOR_EXPORT setMaterialColor(const osg::Vec4& color, osg::Node& node); } #endif