OpenSceneGraph/include/osgGA/TrackballManipulator

157 lines
6.0 KiB
C++

/* -*-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 <osgGA/MatrixManipulator>
#include <osg/Quat>
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 mouse scroll wheel zoom delta.
* Range -1.0 to +1.0, -ve value inverts wheel direction and zero switches off scroll wheel. */
void setScroolWheelZoomDelta(double zoomDelta) { _zoomDelta = zoomDelta; }
/** get the mouse scroll wheel zoom delta. */
double getScroolWheelZoomDelta() const { return _zoomDelta; }
/** 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<const GUIEventAdapter> _ga_t1;
osg::ref_ptr<const GUIEventAdapter> _ga_t0;
osg::ref_ptr<osg::Node> _node;
double _modelScale;
double _minimumZoomScale;
bool _thrown;
osg::Vec3d _center;
osg::Quat _rotation;
double _distance;
float _trackballSize;
float _zoomDelta;
};
}
#endif