353 lines
12 KiB
C++
353 lines
12 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_DRAGGER
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#define OSGMANIPULATOR_DRAGGER 1
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#include <osgManipulator/Constraint>
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#include <osgManipulator/Command>
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#include <osg/BoundingSphere>
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#include <osg/MatrixTransform>
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#include <osgUtil/SceneView>
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#include <osgUtil/IntersectVisitor>
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/GUIActionAdapter>
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namespace osgManipulator
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{
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class CompositeDragger;
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class MotionCommand;
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class TranslateInLineCommand;
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class TranslateInPlaneCommand;
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class Scale1DCommand;
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class Scale2DCommand;
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class ScaleUniformCommand;
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class Rotate3DCommand;
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/** Computes the nodepath from the given node all the way upto the root. */
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extern OSGMANIPULATOR_EXPORT void computeNodePathToRoot(osg::Node& node, osg::NodePath& np);
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class OSGMANIPULATOR_EXPORT DraggerTransformCallback : public DraggerCallback
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{
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public:
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enum HandleCommandMask
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{
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HANDLE_TRANSLATE_IN_LINE = 1<<0,
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HANDLE_TRANSLATE_IN_PLANE = 1<<1,
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HANDLE_SCALED_1D = 1<<2,
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HANDLE_SCALED_2D = 1<<3,
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HANDLE_SCALED_UNIFORM = 1<<4,
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HANDLE_ROTATE_3D = 1<<5,
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HANDLE_ALL = 0x8ffffff
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};
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DraggerTransformCallback(osg::MatrixTransform* transform, int handleCommandMask = HANDLE_ALL);
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virtual bool receive(const MotionCommand&);
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virtual bool receive(const TranslateInLineCommand& command);
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virtual bool receive(const TranslateInPlaneCommand& command);
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virtual bool receive(const Scale1DCommand& command);
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virtual bool receive(const Scale2DCommand& command);
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virtual bool receive(const ScaleUniformCommand& command);
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virtual bool receive(const Rotate3DCommand& command);
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osg::MatrixTransform* getTransform() { return _transform.get(); }
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const osg::MatrixTransform* getTransform() const { return _transform.get(); }
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protected:
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unsigned int _handleCommandMask;
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osg::observer_ptr<osg::MatrixTransform> _transform;
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osg::Matrix _startMotionMatrix;
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osg::Matrix _localToWorld;
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osg::Matrix _worldToLocal;
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};
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class OSGMANIPULATOR_EXPORT PointerInfo
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{
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public:
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PointerInfo();
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PointerInfo(const PointerInfo& rhs):
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_hitList(rhs._hitList),
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_nearPoint(rhs._nearPoint),
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_farPoint(rhs._farPoint),
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_eyeDir(rhs._eyeDir)
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{
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_hitIter = _hitList.begin();
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}
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void reset()
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{
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_hitList.clear();
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_hitIter = _hitList.begin();
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setCamera(0);
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}
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bool completed() const { return _hitIter==_hitList.end(); }
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void next()
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{
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if (!completed()) ++_hitIter;
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}
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typedef std::pair<osg::NodePath, osg::Vec3d> NodePathIntersectionPair;
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typedef std::list< NodePathIntersectionPair> IntersectionList;
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osg::Vec3d getLocalIntersectPoint() const { return _hitIter->second; }
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void setNearFarPoints (osg::Vec3d nearPoint, osg::Vec3d farPoint) {
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_nearPoint = nearPoint;
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_farPoint=farPoint;
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_eyeDir = farPoint - nearPoint;
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}
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const osg::Vec3d& getEyeDir() const {return _eyeDir;}
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void getNearFarPoints( osg::Vec3d& nearPoint, osg::Vec3d& farPoint) const {
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nearPoint = _nearPoint;
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farPoint = _farPoint;
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}
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bool contains(const osg::Node* node) const;
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void setCamera(osg::Camera* camera)
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{
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if (camera)
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{
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_MVPW = camera->getViewMatrix() * camera->getProjectionMatrix();
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if (camera->getViewport()) _MVPW.postMult(camera->getViewport()->computeWindowMatrix());
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_inverseMVPW.invert(_MVPW);
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osg::Vec3d eye, center, up;
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camera->getViewMatrix().getLookAt(eye, center, up);
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_eyeDir = eye - center;
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}
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else
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{
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_MVPW.makeIdentity();
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_inverseMVPW.makeIdentity();
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_eyeDir = osg::Vec3d(0,0,1);
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}
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}
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void addIntersection(const osg::NodePath& nodePath, const osg::Vec3d& intersectionPoint)
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{
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bool needToResetHitIter = _hitList.empty();
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_hitList.push_back(NodePathIntersectionPair(nodePath, intersectionPoint));
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if (needToResetHitIter) _hitIter = _hitList.begin();
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}
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void setMousePosition(float pixel_x, float pixel_y)
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{
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projectWindowXYIntoObject(osg::Vec2d(pixel_x, pixel_y), _nearPoint, _farPoint);
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}
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protected:
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bool projectWindowXYIntoObject(const osg::Vec2d& windowCoord, osg::Vec3d& nearPoint, osg::Vec3d& farPoint) const;
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public:
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IntersectionList _hitList;
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IntersectionList::const_iterator _hitIter;
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protected:
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osg::Vec3d _nearPoint,_farPoint;
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osg::Vec3d _eyeDir;
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osg::Matrix _MVPW;
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osg::Matrix _inverseMVPW;
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};
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/**
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* Base class for draggers. Concrete draggers implement the pick event handler
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* and generate motion commands (translate, rotate, ...) and sends these
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* command to all the DraggerCallbacks & Transforms that are connected to the Dragger that generates the
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* commands.
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*/
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class OSGMANIPULATOR_EXPORT Dragger : public osg::MatrixTransform
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{
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public:
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META_Node(osgManipulator,Dragger)
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/**
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* Set/Get parent dragger. For simple draggers parent points to itself.
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* For composite draggers parent points to the parent dragger that uses
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* this dragger.
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*/
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virtual void setParentDragger(Dragger* parent) { _parentDragger = parent; }
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Dragger* getParentDragger() { return _parentDragger; }
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const Dragger* getParentDragger() const { return _parentDragger; }
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/** Returns 0 if this Dragger is not a CompositeDragger. */
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virtual const CompositeDragger* getComposite() const { return 0; }
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/** Returns 0 if this Dragger is not a CompositeDragger. */
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virtual CompositeDragger* getComposite() { return 0; }
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void setHandleEvents(bool flag);
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bool getHandleEvents() const { return _handleEvents; }
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void setActivationModKeyMask(unsigned int mask) { _activationModKeyMask = mask; }
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unsigned int getActivationModKeyMask() const { return _activationModKeyMask; }
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void setActivationKeyEvent(int key) { _activationKeyEvent = key; }
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int getActivationKeyEvent() const { return _activationKeyEvent; }
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virtual void traverse(osg::NodeVisitor& nv);
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virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa);
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virtual bool handle(const PointerInfo&, const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter&) { return false; }
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typedef std::vector< osg::ref_ptr<Constraint> > Constraints;
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void addConstraint(Constraint* constraint);
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void removeConstraint(Constraint* constraint);
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Constraints& getConstraints() { return _constraints; }
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const Constraints& getConstraints() const { return _constraints; }
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typedef std::vector< osg::ref_ptr<DraggerCallback> > DraggerCallbacks;
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void addDraggerCallback(DraggerCallback* dc);
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void removeDraggerCallback(DraggerCallback* dc);
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DraggerCallbacks& getDraggerCallbacks() { return _draggerCallbacks; }
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const DraggerCallbacks& getDraggerCallbacks() const { return _draggerCallbacks; }
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void addTransformUpdating(MatrixTransform* transform, int handleCommandMask = DraggerTransformCallback::HANDLE_ALL);
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void removeTransformUpdating(MatrixTransform* transform);
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/** Setup default geometry for dragger. */
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virtual void setupDefaultGeometry() {}
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virtual bool receive(const MotionCommand& command);
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void dispatch(MotionCommand& command);
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void setDraggerActive(bool active) { _draggerActive = active; }
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bool getDraggerActive() const { return _draggerActive; }
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/**
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* Set/Get the traversal mask used by this dragger when looking for intersections during event handling.
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* This is usefull to "hide" some geometry during event handling.
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*/
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virtual void setIntersectionMask(osg::Node::NodeMask intersectionMask) { _intersectionMask = intersectionMask; }
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osg::Node::NodeMask getIntersectionMask() const { return _intersectionMask; }
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protected:
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Dragger();
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Dragger(const Dragger& rhs, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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virtual ~Dragger();
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bool _handleEvents;
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bool _draggerActive;
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unsigned int _activationModKeyMask;
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int _activationKeyEvent;
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bool _activationPermittedByModKeyMask;
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bool _activationPermittedByKeyEvent;
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osgManipulator::PointerInfo _pointer;
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Dragger* _parentDragger;
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osg::ref_ptr<DraggerCallback> _selfUpdater;
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Constraints _constraints;
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DraggerCallbacks _draggerCallbacks;
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osg::Node::NodeMask _intersectionMask;
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};
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/**
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* CompositeDragger allows to create complex draggers that are composed of a
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* hierarchy of Draggers.
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*/
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class OSGMANIPULATOR_EXPORT CompositeDragger : public Dragger
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{
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public:
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META_Node(osgManipulator,CompositeDragger)
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typedef std::vector< osg::ref_ptr<Dragger> > DraggerList;
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virtual const CompositeDragger* getComposite() const { return this; }
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virtual CompositeDragger* getComposite() { return this; }
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virtual void setParentDragger(Dragger* parent);
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virtual bool handle(const PointerInfo& pi, const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa);
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// Composite-specific methods below
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virtual bool addDragger(Dragger* dragger);
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virtual bool removeDragger(Dragger* dragger);
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unsigned int getNumDraggers() const { return _draggerList.size(); }
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Dragger* getDragger(unsigned int i) { return _draggerList[i].get(); }
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const Dragger* getDragger(unsigned int i) const { return _draggerList[i].get(); }
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bool containsDragger(const Dragger* dragger) const;
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DraggerList::iterator findDragger(const Dragger* dragger);
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virtual void setIntersectionMask(osg::Node::NodeMask intersectionMask);
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protected:
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CompositeDragger() {}
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CompositeDragger(const CompositeDragger& rhs, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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virtual ~CompositeDragger() {}
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DraggerList _draggerList;
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};
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/**
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* Culls the drawable all the time. Used by draggers to have invisible geometry
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* around lines and points so that they can be picked. For example, a dragger
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* could have a line with an invisible cylinder around it to enable picking on
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* that line.
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*/
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void OSGMANIPULATOR_EXPORT setDrawableToAlwaysCull(osg::Drawable& drawable);
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/**
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* Convenience function for setting the material color on a node.
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*/
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void OSGMANIPULATOR_EXPORT setMaterialColor(const osg::Vec4& color, osg::Node& node);
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}
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#endif
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