/* -*-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. */ #ifndef OSGGA_TRACKBALLMANIPULATOR #define OSGGA_TRACKBALLMANIPULATOR 1 #include #include namespace osgGA{ class OSGGA_EXPORT TrackballManipulator : public MatrixManipulator { public: TrackballManipulator(); virtual const char* className() const { return "Trackball"; } /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByMatrix(const osg::Matrixd& matrix); /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByInverseMatrix(const osg::Matrixd& matrix) { setByMatrix(osg::Matrixd::inverse(matrix)); } /** get the position of the manipulator as 4x4 Matrix.*/ virtual osg::Matrixd getMatrix() const; /** 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; /** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/ virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE; } /** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/ virtual float getFusionDistanceValue() const { return _distance; } /** Attach a node to the manipulator. Automatically detaches previously attached node. setNode(NULL) detaches previously nodes. Is ignored by manipulators which do not require a reference model.*/ virtual void setNode(osg::Node*); /** Return node if attached.*/ virtual const osg::Node* getNode() const; /** Return node if attached.*/ virtual osg::Node* getNode(); /** Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate.*/ virtual void home(const GUIEventAdapter& ea,GUIActionAdapter& us); virtual void home(double); /** Start/restart the manipulator.*/ virtual void init(const GUIEventAdapter& ea,GUIActionAdapter& us); /** handle events, return true if handled, false otherwise.*/ virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us); /** Get the keyboard and mouse usage of this manipulator.*/ virtual void getUsage(osg::ApplicationUsage& usage) const; /** set the minimum distance (as ratio) the eye point can be zoomed in towards the center before the center is pushed forward.*/ void setMinimumZoomScale(double minimumZoomScale) { _minimumZoomScale=minimumZoomScale; } /** get the minimum distance (as ratio) the eye point can be zoomed in */ double getMinimumZoomScale() const { return _minimumZoomScale; } /** Set the center of the trackball. */ void setCenter(const osg::Vec3d& center) { _center = center; } /** Get the center of the trackball. */ const osg::Vec3d& getCenter() const { return _center; } /** Set the rotation of the trackball. */ void setRotation(const osg::Quat& rotation) { _rotation = rotation; } /** Get the rotation of the trackball. */ const osg::Quat& getRotation() const { return _rotation; } /** Set the distance of the trackball. */ void setDistance(double distance) { _distance = distance; } /** Get the distance of the trackball. */ double getDistance() const { return _distance; } /** Set the size of the trackball. */ void setTrackballSize(float size); /** Get the size of the trackball. */ float getTrackballSize() const { return _trackballSize; } protected: virtual ~TrackballManipulator(); /** Reset the internal GUIEvent stack.*/ void flushMouseEventStack(); /** Add the current mouse GUIEvent to internal stack.*/ void addMouseEvent(const GUIEventAdapter& ea); void computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up); /** For the give mouse movement calculate the movement of the camera. Return true is camera has moved and a redraw is required.*/ bool calcMovement(); void trackball(osg::Vec3& axis,float& angle, float p1x, float p1y, float p2x, float p2y); float tb_project_to_sphere(float r, float x, float y); /** Check the speed at which the mouse is moving. If speed is below a threshold then return false, otherwise return true.*/ bool isMouseMoving(); // Internal event stack comprising last two mouse events. osg::ref_ptr _ga_t1; osg::ref_ptr _ga_t0; osg::ref_ptr _node; double _modelScale; double _minimumZoomScale; bool _thrown; osg::Vec3d _center; osg::Quat _rotation; double _distance; float _trackballSize; }; } #endif