OpenSceneGraph/include/osgManipulator/Dragger
2012-03-21 17:36:20 +00:00

353 lines
12 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.
*/
//osgManipulator - Copyright (C) 2007 Fugro-Jason B.V.
#ifndef OSGMANIPULATOR_DRAGGER
#define OSGMANIPULATOR_DRAGGER 1
#include <osgManipulator/Constraint>
#include <osgManipulator/Command>
#include <osg/BoundingSphere>
#include <osg/MatrixTransform>
#include <osgUtil/SceneView>
#include <osgUtil/IntersectVisitor>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIActionAdapter>
namespace osgManipulator
{
class CompositeDragger;
class MotionCommand;
class TranslateInLineCommand;
class TranslateInPlaneCommand;
class Scale1DCommand;
class Scale2DCommand;
class ScaleUniformCommand;
class Rotate3DCommand;
/** Computes the nodepath from the given node all the way upto the root. */
extern OSGMANIPULATOR_EXPORT void computeNodePathToRoot(osg::Node& node, osg::NodePath& np);
class OSGMANIPULATOR_EXPORT DraggerTransformCallback : public DraggerCallback
{
public:
enum HandleCommandMask
{
HANDLE_TRANSLATE_IN_LINE = 1<<0,
HANDLE_TRANSLATE_IN_PLANE = 1<<1,
HANDLE_SCALED_1D = 1<<2,
HANDLE_SCALED_2D = 1<<3,
HANDLE_SCALED_UNIFORM = 1<<4,
HANDLE_ROTATE_3D = 1<<5,
HANDLE_ALL = 0x8ffffff
};
DraggerTransformCallback(osg::MatrixTransform* transform, int handleCommandMask = HANDLE_ALL);
virtual bool receive(const MotionCommand&);
virtual bool receive(const TranslateInLineCommand& command);
virtual bool receive(const TranslateInPlaneCommand& command);
virtual bool receive(const Scale1DCommand& command);
virtual bool receive(const Scale2DCommand& command);
virtual bool receive(const ScaleUniformCommand& command);
virtual bool receive(const Rotate3DCommand& command);
osg::MatrixTransform* getTransform() { return _transform.get(); }
const osg::MatrixTransform* getTransform() const { return _transform.get(); }
protected:
unsigned int _handleCommandMask;
osg::observer_ptr<osg::MatrixTransform> _transform;
osg::Matrix _startMotionMatrix;
osg::Matrix _localToWorld;
osg::Matrix _worldToLocal;
};
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<osg::NodePath, osg::Vec3d> 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 all the DraggerCallbacks & Transforms that are connected to the Dragger that generates the
* commands.
*/
class OSGMANIPULATOR_EXPORT Dragger : public osg::MatrixTransform
{
public:
META_Node(osgManipulator,Dragger)
/**
* 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; }
void setHandleEvents(bool flag);
bool getHandleEvents() const { return _handleEvents; }
void setActivationModKeyMask(unsigned int mask) { _activationModKeyMask = mask; }
unsigned int getActivationModKeyMask() const { return _activationModKeyMask; }
void setActivationKeyEvent(int key) { _activationKeyEvent = key; }
int getActivationKeyEvent() const { return _activationKeyEvent; }
virtual void traverse(osg::NodeVisitor& nv);
virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa);
virtual bool handle(const PointerInfo&, const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter&) { return false; }
typedef std::vector< osg::ref_ptr<Constraint> > Constraints;
void addConstraint(Constraint* constraint);
void removeConstraint(Constraint* constraint);
Constraints& getConstraints() { return _constraints; }
const Constraints& getConstraints() const { return _constraints; }
typedef std::vector< osg::ref_ptr<DraggerCallback> > DraggerCallbacks;
void addDraggerCallback(DraggerCallback* dc);
void removeDraggerCallback(DraggerCallback* dc);
DraggerCallbacks& getDraggerCallbacks() { return _draggerCallbacks; }
const DraggerCallbacks& getDraggerCallbacks() const { return _draggerCallbacks; }
void addTransformUpdating(MatrixTransform* transform, int handleCommandMask = DraggerTransformCallback::HANDLE_ALL);
void removeTransformUpdating(MatrixTransform* transform);
/** Setup default geometry for dragger. */
virtual void setupDefaultGeometry() {}
virtual bool receive(const MotionCommand& command);
void dispatch(MotionCommand& command);
void setDraggerActive(bool active) { _draggerActive = active; }
bool getDraggerActive() const { return _draggerActive; }
/**
* Set/Get the traversal mask used by this dragger when looking for intersections during event handling.
* This is usefull to "hide" some geometry during event handling.
*/
virtual void setIntersectionMask(osg::Node::NodeMask intersectionMask) { _intersectionMask = intersectionMask; }
osg::Node::NodeMask getIntersectionMask() const { return _intersectionMask; }
protected:
Dragger();
Dragger(const Dragger& rhs, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
virtual ~Dragger();
bool _handleEvents;
bool _draggerActive;
unsigned int _activationModKeyMask;
int _activationKeyEvent;
bool _activationPermittedByModKeyMask;
bool _activationPermittedByKeyEvent;
osgManipulator::PointerInfo _pointer;
Dragger* _parentDragger;
osg::ref_ptr<DraggerCallback> _selfUpdater;
Constraints _constraints;
DraggerCallbacks _draggerCallbacks;
osg::Node::NodeMask _intersectionMask;
};
/**
* CompositeDragger allows to create complex draggers that are composed of a
* hierarchy of Draggers.
*/
class OSGMANIPULATOR_EXPORT CompositeDragger : public Dragger
{
public:
META_Node(osgManipulator,CompositeDragger)
typedef std::vector< osg::ref_ptr<Dragger> > DraggerList;
virtual const CompositeDragger* getComposite() const { return this; }
virtual CompositeDragger* getComposite() { return this; }
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);
virtual void setIntersectionMask(osg::Node::NodeMask intersectionMask);
protected:
CompositeDragger() {}
CompositeDragger(const CompositeDragger& rhs, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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