19db0c1674
Vivek's email to osg-submissions: "I'm happy to release the osgdragger nodekit to the OSG community. I implemented the nodekit for my company, Fugro-Jason Inc., and they have kindly agreed to open source it. The nodekit contains a few draggers but it should be easy to build new draggers on top of it. The design of the nodekit is based on a SIGGRAPH 2002 course - "Design and Implementation of Direct Manipulation in 3D". You can find the course notes at http://www.pauliface.com/Sigg02/index.html. Reading pages 20 - 29 of the course notes should give you a fair understanding of how the nodekit works. The source code also contains an example of how to use the draggers."
353 lines
10 KiB
C++
353 lines
10 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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//osgManipulator - Copyright (C) 2007 Fugro-Jason B.V.
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#ifndef OSGMANIPULATOR_COMMAND
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#define OSGMANIPULATOR_COMMAND 1
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#include <osgManipulator/Export>
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#include <osgManipulator/Selection>
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#include <osg/LineSegment>
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#include <osg/Plane>
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#include <osg/Vec2>
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#include <vector>
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namespace osgManipulator {
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class Constraint;
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/** Base class for motion commands that are generated by draggers. */
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class OSGMANIPULATOR_EXPORT MotionCommand : public osg::Referenced
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{
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public:
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/**
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* Motion command are based on click-drag-release actions. So each
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* command needs to indicate which stage of the motion the command
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* represents.
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*/
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enum Stage
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{
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NONE,
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/** Click or pick start. */
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START,
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/** Drag or pick move. */
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MOVE,
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/** Release or pick finish. */
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FINISH
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};
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MotionCommand();
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/** Execute the command. */
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virtual bool execute() = 0;
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/** Undo the command. The inverse of this command is executed. */
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virtual bool unexecute() = 0;
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/** Apply a constraint to the command. */
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virtual void applyConstraint(const Constraint*) = 0;
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/**
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* Add Selection (receiver) to the command. The command will be
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* executed on all the selections.
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*/
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void addSelection(Selection*);
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/** Remove Selection (receiver) from the command. */
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void removeSelection(Selection*);
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/**
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* Gets the matrix for transforming the Selection. This matrix is in the
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* command's coordinate systems.
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*/
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virtual osg::Matrix getMotionMatrix() const = 0;
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/**
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* Sets the matrix for transforming the command's local coordinate
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* system to the world/object coordinate system.
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*/
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void setLocalToWorldAndWorldToLocal(const osg::Matrix& localToWorld, const osg::Matrix& worldToLocal)
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{
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_localToWorld = localToWorld;
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_worldToLocal = worldToLocal;
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}
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/**
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* Gets the matrix for transforming the command's local coordinate
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* system to the world/object coordinate system.
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*/
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inline const osg::Matrix& getLocalToWorld() const { return _localToWorld; }
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/**
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* Gets the matrix for transforming the command's world/object
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* coordinate system to the command's local coordinate system.
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*/
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inline const osg::Matrix& getWorldToLocal() const { return _worldToLocal; }
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void setStage(const Stage s) { _stage = s; }
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Stage getStage() const { return _stage; }
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protected:
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virtual ~MotionCommand();
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typedef std::vector< osg::ref_ptr<Selection> > SelectionList;
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SelectionList& getSelectionList() { return _selectionList; }
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const SelectionList& getSelectionList() const { return _selectionList; }
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private:
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osg::Matrix _localToWorld;
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osg::Matrix _worldToLocal;
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Stage _stage;
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SelectionList _selectionList;
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};
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/**
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* Command for translating in a line.
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*/
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class OSGMANIPULATOR_EXPORT TranslateInLineCommand : public MotionCommand
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{
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public:
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TranslateInLineCommand();
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TranslateInLineCommand(const osg::Vec3& s, const osg::Vec3& e);
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virtual bool execute();
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virtual bool unexecute();
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virtual void applyConstraint(const Constraint*);
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inline void setLine(const osg::Vec3& s, const osg::Vec3& e) { _line->start() = s; _line->end() = e; }
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inline const osg::Vec3& getLineStart() const { return _line->start(); }
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inline const osg::Vec3& getLineEnd() const { return _line->end(); }
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inline void setTranslation(const osg::Vec3& t) { _translation = t; }
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inline const osg::Vec3& getTranslation() const { return _translation; }
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virtual osg::Matrix getMotionMatrix() const
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{
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return osg::Matrix::translate(_translation);
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}
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protected:
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virtual ~TranslateInLineCommand();
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private:
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osg::ref_ptr<osg::LineSegment> _line;
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osg::Vec3 _translation;
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};
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/**
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* Command for translating in a plane.
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*/
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class OSGMANIPULATOR_EXPORT TranslateInPlaneCommand : public MotionCommand
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{
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public:
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TranslateInPlaneCommand();
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TranslateInPlaneCommand(const osg::Plane& plane);
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virtual bool execute();
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virtual bool unexecute();
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virtual void applyConstraint(const Constraint*);
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inline void setPlane(const osg::Plane& plane) { _plane = plane; }
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inline const osg::Plane& getPlane() const { return _plane; }
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inline void setTranslation(const osg::Vec3& t) { _translation = t; }
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inline const osg::Vec3& getTranslation() const { return _translation; }
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/** ReferencePoint is used only for snapping. */
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inline void setReferencePoint(const osg::Vec3& rp) { _referencePoint = rp; }
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inline const osg::Vec3& getReferencePoint() const { return _referencePoint; }
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virtual osg::Matrix getMotionMatrix() const
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{
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return osg::Matrix::translate(_translation);
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}
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protected:
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virtual ~TranslateInPlaneCommand();
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private:
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osg::Plane _plane;
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osg::Vec3 _translation;
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osg::Vec3 _referencePoint;
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};
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/**
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* Command for 1D scaling.
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*/
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class OSGMANIPULATOR_EXPORT Scale1DCommand : public MotionCommand
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{
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public:
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Scale1DCommand();
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virtual bool execute();
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virtual bool unexecute();
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virtual void applyConstraint(const Constraint*);
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inline void setScale(float s) { _scale = s; }
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inline float getScale() const { return _scale; }
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inline void setScaleCenter(float center) { _scaleCenter = center; }
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inline float getScaleCenter() const { return _scaleCenter; }
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/** ReferencePoint is used only for snapping. */
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inline void setReferencePoint(float rp) { _referencePoint = rp; }
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inline float getReferencePoint() const { return _referencePoint; }
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inline void setMinScale(float min) { _minScale = min; }
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inline float getMinScale() const { return _minScale; }
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virtual osg::Matrix getMotionMatrix() const
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{
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return (osg::Matrix::translate(-_scaleCenter,0.0,0.0)
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* osg::Matrix::scale(_scale,1.0,1.0)
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* osg::Matrix::translate(_scaleCenter,0.0,0.0));
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}
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protected:
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virtual ~Scale1DCommand();
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private:
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float _scale;
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float _scaleCenter;
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float _referencePoint;
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float _minScale;
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};
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/**
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* Command for 2D scaling.
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*/
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class OSGMANIPULATOR_EXPORT Scale2DCommand : public MotionCommand
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{
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public:
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Scale2DCommand();
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virtual bool execute();
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virtual bool unexecute();
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virtual void applyConstraint(const Constraint*);
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inline void setScale(const osg::Vec2& s) { _scale = s; }
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inline const osg::Vec2& getScale() const { return _scale; }
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inline void setScaleCenter(const osg::Vec2& center) { _scaleCenter = center; }
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inline const osg::Vec2& getScaleCenter() const { return _scaleCenter; }
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/** ReferencePoint is used only for snapping. */
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inline void setReferencePoint(const osg::Vec2& rp) { _referencePoint = rp; }
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inline const osg::Vec2& getReferencePoint() const { return _referencePoint; }
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inline void setMinScale(const osg::Vec2& min) { _minScale = min; }
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inline const osg::Vec2& getMinScale() const { return _minScale; }
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virtual osg::Matrix getMotionMatrix() const
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{
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return (osg::Matrix::translate(-_scaleCenter[0],0.0,-_scaleCenter[1])
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* osg::Matrix::scale(_scale[0],1.0,_scale[1])
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* osg::Matrix::translate(_scaleCenter[0],0.0,_scaleCenter[1]));
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}
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protected:
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virtual ~Scale2DCommand();
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private:
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osg::Vec2 _scale;
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osg::Vec2 _scaleCenter;
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osg::Vec2 _referencePoint;
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osg::Vec2 _minScale;
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};
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/**
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* Command for uniform 3D scaling.
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*/
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class OSGMANIPULATOR_EXPORT ScaleUniformCommand : public MotionCommand
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{
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public:
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ScaleUniformCommand();
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virtual bool execute();
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virtual bool unexecute();
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virtual void applyConstraint(const Constraint*);
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inline void setScale(float s) { _scale = s; }
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inline float getScale() const { return _scale; }
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inline void setScaleCenter(const osg::Vec3& center) { _scaleCenter = center; }
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inline const osg::Vec3& getScaleCenter() const { return _scaleCenter; }
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virtual osg::Matrix getMotionMatrix() const
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{
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return (osg::Matrix::translate(-_scaleCenter)
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* osg::Matrix::scale(_scale,_scale,_scale)
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* osg::Matrix::translate(_scaleCenter));
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}
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protected:
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virtual ~ScaleUniformCommand();
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private:
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float _scale;
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osg::Vec3 _scaleCenter;
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};
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/**
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* Command for rotation in 3D.
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*/
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class OSGMANIPULATOR_EXPORT Rotate3DCommand : public MotionCommand
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{
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public:
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Rotate3DCommand();
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virtual bool execute();
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virtual bool unexecute();
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virtual void applyConstraint(const Constraint*);
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inline void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
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inline const osg::Quat& getRotation() const { return _rotation; }
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virtual osg::Matrix getMotionMatrix() const
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{
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return osg::Matrix::rotate(_rotation);
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}
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protected:
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virtual ~Rotate3DCommand();
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private:
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osg::Quat _rotation;
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};
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}
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#endif
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