197 lines
8.5 KiB
C++
197 lines
8.5 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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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* StandardManipulator code Copyright (C) 2010 PCJohn (Jan Peciva)
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* while some pieces of code were taken from OSG.
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* Thanks to company Cadwork (www.cadwork.ch) and
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* Brno University of Technology (www.fit.vutbr.cz) for open-sourcing this work.
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*/
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#ifndef OSGGA_CAMERA_MANIPULATOR
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#define OSGGA_CAMERA_MANIPULATOR 1
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#include <osgGA/CameraManipulator>
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namespace osgGA {
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/** StandardManipulator class provides basic functionality
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for user controlled manipulation.*/
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class OSGGA_EXPORT StandardManipulator : public CameraManipulator
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{
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typedef CameraManipulator inherited;
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public:
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// flags
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enum UserInteractionFlags
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{
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UPDATE_MODEL_SIZE = 0x01,
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COMPUTE_HOME_USING_BBOX = 0x02,
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PROCESS_MOUSE_WHEEL = 0x04,
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SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT = 0x08,
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DEFAULT_SETTINGS = UPDATE_MODEL_SIZE | COMPUTE_HOME_USING_BBOX | PROCESS_MOUSE_WHEEL
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};
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StandardManipulator( int flags = DEFAULT_SETTINGS );
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StandardManipulator( const StandardManipulator& m,
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const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY );
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// We are not using META_Object as this is abstract class.
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// Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes.
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virtual const char* className() const { return "StandardManipulator"; }
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virtual void setTransformation( const osg::Vec3d& eye, const osg::Quat& rotation ) = 0;
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virtual void setTransformation( const osg::Vec3d& center, const osg::Vec3d& eye, const osg::Vec3d& up ) = 0;
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virtual void getTransformation( osg::Vec3d& eye, osg::Quat& rotation ) const = 0;
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virtual void getTransformation( osg::Vec3d& center, osg::Vec3d& eye, osg::Vec3d& up ) const = 0;
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virtual void setNode( osg::Node* );
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virtual const osg::Node* getNode() const;
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virtual osg::Node* getNode();
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virtual void setVerticalAxisFixed( bool value );
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inline bool getVerticalAxisFixed() const;
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inline bool getAllowThrow() const;
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virtual void setAllowThrow( bool allowThrow );
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virtual void setAnimationTime( const double t );
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double getAnimationTime() const;
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bool isAnimating() const;
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virtual void finishAnimation();
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virtual void home( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual void home( double );
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virtual void init( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual void getUsage( osg::ApplicationUsage& usage ) const;
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protected:
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virtual bool handleFrame( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleResize( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleMouseMove( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleMouseDrag( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleMousePush( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleMouseRelease( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleKeyDown( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleKeyUp( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleMouseWheel( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool handleMouseDeltaMovement( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool performMovement();
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virtual bool performMovementLeftMouseButton( const double eventTimeDelta, const double dx, const double dy );
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virtual bool performMovementMiddleMouseButton( const double eventTimeDelta, const double dx, const double dy );
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virtual bool performMovementRightMouseButton( const double eventTimeDelta, const double dx, const double dy );
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virtual bool performMouseDeltaMovement( const float dx, const float dy );
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virtual bool performAnimationMovement( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual void applyAnimationStep( const double currentProgress, const double prevProgress );
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void addMouseEvent( const osgGA::GUIEventAdapter& ea );
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void flushMouseEventStack();
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virtual bool isMouseMoving() const;
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float getThrowScale( const double eventTimeDelta ) const;
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virtual void centerMousePointer( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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static void rotateYawPitch( osg::Quat& rotation, const double yaw, const double pitch,
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const osg::Vec3d& localUp = osg::Vec3d( 0.,0.,0.) );
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static void fixVerticalAxis( osg::Quat& rotation, const osg::Vec3d& localUp, bool disallowFlipOver );
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void fixVerticalAxis( osg::Vec3d& eye, osg::Quat& rotation, bool disallowFlipOver );
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static void fixVerticalAxis( const osg::Vec3d& forward, const osg::Vec3d& up, osg::Vec3d& newUp,
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const osg::Vec3d& localUp, bool disallowFlipOver );
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virtual bool setCenterByMousePointerIntersection( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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virtual bool startAnimationByMousePointerIntersection( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us );
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// mouse state
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bool _thrown;
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bool _allowThrow;
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float _mouseCenterX, _mouseCenterY;
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// internal event stack comprising last two mouse events.
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osg::ref_ptr< const osgGA::GUIEventAdapter > _ga_t1;
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osg::ref_ptr< const osgGA::GUIEventAdapter > _ga_t0;
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/** The approximate amount of time it is currently taking to draw a frame.
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* This is used to compute the delta in translation/rotation during a thrown display update.
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* It allows us to match an delta in position/rotation independent of the rendering frame rate.
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*/
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double _delta_frame_time;
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/** The time the last frame started.
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* Used when _rate_sensitive is true so that we can match display update rate to rotation/translation rate.
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*/
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double _last_frame_time;
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// scene data
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osg::ref_ptr< osg::Node > _node;
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double _modelSize;
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bool _verticalAxisFixed;
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// animation stuff
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class AnimationData : public osg::Referenced {
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public:
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double _animationTime;
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bool _isAnimating;
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double _startTime;
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double _phase;
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AnimationData();
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void start( const double startTime );
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};
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osg::ref_ptr< AnimationData > _animationData;
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virtual void allocAnimationData() { _animationData = new AnimationData(); }
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// flags
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int _flags;
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// flags indicating that a value is relative to model size
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int _relativeFlags;
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inline bool getRelativeFlag( int index ) const;
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inline void setRelativeFlag( int index, bool value );
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static int numRelativeFlagsAllocated;
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static int allocateRelativeFlag();
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};
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//
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// inline methods
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//
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inline bool StandardManipulator::getRelativeFlag( int index ) const
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{
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return ( _relativeFlags & (0x01 << index) ) != 0;
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}
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inline void StandardManipulator::setRelativeFlag( int index, bool value )
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{
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if( value ) _relativeFlags |= (0x01 << index);
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else _relativeFlags &= (~0x01 << index);
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}
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/// Returns whether manipulator preserves camera's "UP" vector.
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inline bool StandardManipulator::getVerticalAxisFixed() const
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{
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return _verticalAxisFixed;
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}
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/// Returns true if the camera can be thrown, false otherwise. It defaults to true.
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inline bool StandardManipulator::getAllowThrow() const
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{
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return _allowThrow;
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}
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}
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#endif /* OSGGA_CAMERA_MANIPULATOR */
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