OpenSceneGraph/examples/osghangglide/GliderManipulator.cpp
2003-03-14 20:35:45 +00:00

242 lines
5.5 KiB
C++

#include "GliderManipulator.h"
#include <osg/Notify>
using namespace osg;
using namespace osgGA;
GliderManipulator::GliderManipulator()
{
_modelScale = 0.01f;
_velocity = 0.0f;
_yawMode = YAW_AUTOMATICALLY_WHEN_BANKED;
}
GliderManipulator::~GliderManipulator()
{
}
void GliderManipulator::setNode(osg::Node* node)
{
_node = node;
if (_node.get())
{
const osg::BoundingSphere& boundingSphere=_node->getBound();
_modelScale = boundingSphere._radius;
}
}
const osg::Node* GliderManipulator::getNode() const
{
return _node.get();
}
void GliderManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
if(_node.get() && _camera.get())
{
const osg::BoundingSphere& boundingSphere=_node->getBound();
osg::Vec3 eye = boundingSphere._center+osg::Vec3(-boundingSphere._radius*0.25f,-boundingSphere._radius*0.25f,-boundingSphere._radius*0.03f);
_camera->setView(eye,
eye+osg::Vec3(1.0f,1.0f,-0.1f),
osg::Vec3(0.0f,0.0f,1.0f));
_velocity = boundingSphere._radius*0.01f;
us.requestRedraw();
us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2,(ea.getYmin()+ea.getYmax())/2);
flushMouseEventStack();
}
}
void GliderManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
flushMouseEventStack();
us.requestContinuousUpdate(false);
const osg::BoundingSphere& boundingSphere=_node->getBound();
_velocity = boundingSphere._radius*0.01f;
us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2,(ea.getYmin()+ea.getYmax())/2);
}
bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
if(!_camera.get()) return false;
switch(ea.getEventType())
{
case(GUIEventAdapter::PUSH):
{
addMouseEvent(ea);
us.requestContinuousUpdate(true);
if (calcMovement()) us.requestRedraw();
return true;
}
case(GUIEventAdapter::RELEASE):
{
addMouseEvent(ea);
us.requestContinuousUpdate(true);
if (calcMovement()) us.requestRedraw();
return true;
}
case(GUIEventAdapter::DRAG):
{
addMouseEvent(ea);
us.requestContinuousUpdate(true);
if (calcMovement()) us.requestRedraw();
return true;
}
case(GUIEventAdapter::MOVE):
{
addMouseEvent(ea);
us.requestContinuousUpdate(true);
if (calcMovement()) us.requestRedraw();
return true;
}
case(GUIEventAdapter::KEYDOWN):
if (ea.getKey()==' ')
{
flushMouseEventStack();
home(ea,us);
us.requestRedraw();
us.requestContinuousUpdate(false);
return true;
}
else if (ea.getKey()=='+')
{
_camera->setFusionDistanceRatio(_camera->getFusionDistanceRatio()*1.25f);
return true;
}
else if (ea.getKey()=='-')
{
_camera->setFusionDistanceRatio(_camera->getFusionDistanceRatio()/1.25f);
return true;
}
return false;
case(GUIEventAdapter::FRAME):
addMouseEvent(ea);
if (calcMovement()) us.requestRedraw();
return true;
case(GUIEventAdapter::RESIZE):
init(ea,us);
us.requestRedraw();
return true;
default:
return false;
}
}
void GliderManipulator::flushMouseEventStack()
{
_ga_t1 = NULL;
_ga_t0 = NULL;
}
void GliderManipulator::addMouseEvent(const GUIEventAdapter& ea)
{
_ga_t1 = _ga_t0;
_ga_t0 = &ea;
}
bool GliderManipulator::calcMovement()
{
_camera->setFusionDistanceMode(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE);
// return if less then two events have been added.
if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
float dt = _ga_t0->time()-_ga_t1->time();
if (dt<0.0f)
{
notify(WARN) << "warning dt = "<<dt<< std::endl;
dt = 0.0f;
}
unsigned int buttonMask = _ga_t1->getButtonMask();
if (buttonMask==GUIEventAdapter::LEFT_MOUSE_BUTTON)
{
// pan model.
_velocity += dt*_modelScale*0.05f;
}
else if (buttonMask==GUIEventAdapter::MIDDLE_MOUSE_BUTTON ||
buttonMask==(GUIEventAdapter::LEFT_MOUSE_BUTTON|GUIEventAdapter::RIGHT_MOUSE_BUTTON))
{
_velocity = 0.0f;
}
else if (buttonMask==GUIEventAdapter::RIGHT_MOUSE_BUTTON)
{
_velocity -= dt*_modelScale*0.05f;
}
float mx = (_ga_t0->getXmin()+_ga_t0->getXmax())/2.0f;
float my = (_ga_t0->getYmin()+_ga_t0->getYmax())/2.0f;
float dx = _ga_t0->getX()-mx;
float dy = _ga_t0->getY()-my;
osg::Vec3 center = _camera->getEyePoint();
osg::Vec3 sv = _camera->getSideVector();
osg::Vec3 lv = _camera->getLookVector();
float pitch = inDegrees(dy*0.15f*dt);
float roll = inDegrees(dx*0.1f*dt);
osg::Matrix mat;
mat.makeTranslate(-center);
mat *= Matrix::rotate(pitch,sv.x(),sv.y(),sv.z());
mat *= Matrix::rotate(roll,lv.x(),lv.y(),lv.z());
if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
{
float bank = asinf(sv.z());
float yaw = inRadians(bank)*dt;
mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
}
lv *= (_velocity*dt);
mat *= Matrix::translate(center+lv);
_camera->transformLookAt(mat);
return true;
}