OpenSceneGraph/src/osgGA/TerrainManipulator.cpp
2016-06-08 10:18:23 +01:00

348 lines
9.4 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.
*/
#include <osgGA/TerrainManipulator>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
using namespace osg;
using namespace osgGA;
/// Constructor.
TerrainManipulator::TerrainManipulator( int flags )
: inherited( flags )
{
}
/// Constructor.
TerrainManipulator::TerrainManipulator( const TerrainManipulator& tm, const CopyOp& copyOp )
: osg::Object(tm, copyOp),
osg::Callback(tm, copyOp),
inherited( tm, copyOp ),
_previousUp( tm._previousUp )
{
}
/** Sets the manipulator rotation mode. RotationMode is now deprecated by
osgGA::StandardManipulator::setVerticalAxisFixed() functionality,
that is used across StandardManipulator derived classes.*/
void TerrainManipulator::setRotationMode( TerrainManipulator::RotationMode mode )
{
setVerticalAxisFixed( mode == ELEVATION_AZIM );
}
/** Returns the manipulator rotation mode.*/
TerrainManipulator::RotationMode TerrainManipulator::getRotationMode() const
{
return getVerticalAxisFixed() ? ELEVATION_AZIM : ELEVATION_AZIM_ROLL;
}
void TerrainManipulator::setNode( Node* node )
{
inherited::setNode( node );
// update model size
if( _flags & UPDATE_MODEL_SIZE )
{
if( _node.valid() )
{
setMinimumDistance( clampBetween( _modelSize * 0.001, 0.00001, 1.0 ) );
OSG_INFO << "TerrainManipulator: setting _minimumDistance to "
<< _minimumDistance << std::endl;
}
}
}
void TerrainManipulator::setByMatrix(const Matrixd& matrix)
{
Vec3d lookVector(- matrix(2,0),-matrix(2,1),-matrix(2,2));
Vec3d eye(matrix(3,0),matrix(3,1),matrix(3,2));
OSG_INFO<<"eye point "<<eye<<std::endl;
OSG_INFO<<"lookVector "<<lookVector<<std::endl;
if (!_node)
{
_center = eye+ lookVector;
_distance = lookVector.length();
_rotation = matrix.getRotate();
return;
}
// need to reintersect with the terrain
const BoundingSphere& bs = _node->getBound();
float distance = (eye-bs.center()).length() + _node->getBound().radius();
Vec3d start_segment = eye;
Vec3d end_segment = eye + lookVector*distance;
Vec3d ip;
bool hitFound = false;
if (intersect(start_segment, end_segment, ip))
{
OSG_INFO << "Hit terrain ok A"<< std::endl;
_center = ip;
_distance = (eye-ip).length();
Matrixd rotation_matrix = Matrixd::translate(0.0,0.0,-_distance)*
matrix*
Matrixd::translate(-_center);
_rotation = rotation_matrix.getRotate();
hitFound = true;
}
if (!hitFound)
{
CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye );
if (intersect(eye+getUpVector(eyePointCoordFrame)*distance,
eye-getUpVector(eyePointCoordFrame)*distance,
ip))
{
_center = ip;
_distance = (eye-ip).length();
_rotation.set(0,0,0,1);
hitFound = true;
}
}
CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
_previousUp = getUpVector(coordinateFrame);
clampOrientation();
}
void TerrainManipulator::setTransformation( const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up )
{
if (!_node) return;
// compute rotation matrix
Vec3d lv(center-eye);
_distance = lv.length();
_center = center;
OSG_INFO << "In compute"<< std::endl;
if (_node.valid())
{
bool hitFound = false;
double distance = lv.length();
double maxDistance = distance+2*(eye-_node->getBound().center()).length();
Vec3d farPosition = eye+lv*(maxDistance/distance);
Vec3d endPoint = center;
for(int i=0;
!hitFound && i<2;
++i, endPoint = farPosition)
{
// compute the intersection with the scene.
Vec3d ip;
if (intersect(eye, endPoint, ip))
{
_center = ip;
_distance = (ip-eye).length();
hitFound = true;
}
}
}
// note LookAt = inv(CF)*inv(RM)*inv(T) which is equivalent to:
// inv(R) = CF*LookAt.
Matrixd rotation_matrix = Matrixd::lookAt(eye,center,up);
_rotation = rotation_matrix.getRotate().inverse();
CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
_previousUp = getUpVector(coordinateFrame);
clampOrientation();
}
bool TerrainManipulator::intersect( const Vec3d& start, const Vec3d& end, Vec3d& intersection ) const
{
ref_ptr<osgUtil::LineSegmentIntersector> lsi = new osgUtil::LineSegmentIntersector(start,end);
osgUtil::IntersectionVisitor iv(lsi.get());
iv.setTraversalMask(_intersectTraversalMask);
_node->accept(iv);
if (lsi->containsIntersections())
{
intersection = lsi->getIntersections().begin()->getWorldIntersectPoint();
return true;
}
return false;
}
bool TerrainManipulator::performMovementMiddleMouseButton( const double eventTimeDelta, const double dx, const double dy )
{
// pan model.
double scale = -0.3f * _distance * getThrowScale( eventTimeDelta );
Matrixd rotation_matrix;
rotation_matrix.makeRotate(_rotation);
// compute look vector.
Vec3d sideVector = getSideVector(rotation_matrix);
// CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
// Vec3d localUp = getUpVector(coordinateFrame);
Vec3d localUp = _previousUp;
Vec3d forwardVector =localUp^sideVector;
sideVector = forwardVector^localUp;
forwardVector.normalize();
sideVector.normalize();
Vec3d dv = forwardVector * (dy*scale) + sideVector * (dx*scale);
_center += dv;
// need to recompute the intersection point along the look vector.
bool hitFound = false;
if (_node.valid())
{
// now reorientate the coordinate frame to the frame coords.
CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
// need to reintersect with the terrain
double distance = _node->getBound().radius()*0.25f;
Vec3d ip1;
Vec3d ip2;
bool hit_ip1 = intersect(_center, _center + getUpVector(coordinateFrame) * distance, ip1);
bool hit_ip2 = intersect(_center, _center - getUpVector(coordinateFrame) * distance, ip2);
if (hit_ip1)
{
if (hit_ip2)
{
_center = (_center-ip1).length2() < (_center-ip2).length2() ?
ip1 :
ip2;
hitFound = true;
}
else
{
_center = ip1;
hitFound = true;
}
}
else if (hit_ip2)
{
_center = ip2;
hitFound = true;
}
if (!hitFound)
{
// ??
OSG_INFO<<"TerrainManipulator unable to intersect with terrain."<<std::endl;
}
coordinateFrame = getCoordinateFrame(_center);
Vec3d new_localUp = getUpVector(coordinateFrame);
Quat pan_rotation;
pan_rotation.makeRotate(localUp,new_localUp);
if (!pan_rotation.zeroRotation())
{
_rotation = _rotation * pan_rotation;
_previousUp = new_localUp;
//OSG_NOTICE<<"Rotating from "<<localUp<<" to "<<new_localUp<<" angle = "<<acos(localUp*new_localUp/(localUp.length()*new_localUp.length()))<<std::endl;
//clampOrientation();
}
else
{
OSG_INFO<<"New up orientation nearly inline - no need to rotate"<<std::endl;
}
}
return true;
}
bool TerrainManipulator::performMovementRightMouseButton( const double eventTimeDelta, const double /*dx*/, const double dy )
{
// zoom model
zoomModel( dy * getThrowScale( eventTimeDelta ), false );
return true;
}
void TerrainManipulator::clampOrientation()
{
if (!getVerticalAxisFixed())
{
Matrixd rotation_matrix;
rotation_matrix.makeRotate(_rotation);
Vec3d lookVector = -getUpVector(rotation_matrix);
Vec3d upVector = getFrontVector(rotation_matrix);
CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
Vec3d localUp = getUpVector(coordinateFrame);
//Vec3d localUp = _previousUp;
Vec3d sideVector = lookVector ^ localUp;
if (sideVector.length()<0.1)
{
OSG_INFO<<"Side vector short "<<sideVector.length()<<std::endl;
sideVector = upVector^localUp;
sideVector.normalize();
}
Vec3d newUpVector = sideVector^lookVector;
newUpVector.normalize();
Quat rotate_roll;
rotate_roll.makeRotate(upVector,newUpVector);
if (!rotate_roll.zeroRotation())
{
_rotation = _rotation * rotate_roll;
}
}
}