233 lines
7.3 KiB
C++
233 lines
7.3 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/Selection>
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#include <osg/BoundingSphere>
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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 CommandManager;
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class CompositeDragger;
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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::Vec3> NodePathIntersectionPair;
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typedef std::list< NodePathIntersectionPair> IntersectionList;
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osg::Vec3 getLocalIntersectPoint() const { return _hitIter->second; }
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void setNearFarPoints (osg::Vec3 nearPoint, osg::Vec3 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::Vec3& getEyeDir() const {return _eyeDir;}
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void getNearFarPoints( osg::Vec3& nearPoint, osg::Vec3& 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::Vec3 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::Vec3(0,0,1);
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}
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}
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void addIntersection(const osg::NodePath& nodePath, osg::Vec3 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::Vec2(pixel_x, pixel_y), _nearPoint, _farPoint);
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}
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protected:
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bool projectWindowXYIntoObject(const osg::Vec2& windowCoord, osg::Vec3& nearPoint, osg::Vec3& 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::Vec3 _nearPoint,_farPoint;
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osg::Vec3 _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 the CommandManager. The CommandManager dispatches the commands
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* to all the Selections 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 Selection
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{
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public:
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/** Set/Get the CommandManager. Draggers use CommandManager to dispatch commands. */
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virtual void setCommandManager(CommandManager* cm) { _commandManager = cm; }
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CommandManager* getCommandManager() { return _commandManager; }
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const CommandManager* getCommandManager() const { return _commandManager; }
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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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virtual bool handle(const PointerInfo&, const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter&) { return false; }
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protected:
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Dragger();
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virtual ~Dragger();
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CommandManager* _commandManager;
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Dragger* _parentDragger;
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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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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 setCommandManager(CommandManager* cm);
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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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protected:
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CompositeDragger() {}
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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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