OpenSceneGraph/src/osgGA/DriveManipulator.cpp
2003-09-30 21:30:39 +00:00

569 lines
14 KiB
C++

#if defined(_MSC_VER)
#pragma warning( disable : 4786 )
#endif
#include <osgGA/DriveManipulator>
#include <osgUtil/IntersectVisitor>
#include <osg/Notify>
using namespace osg;
using namespace osgGA;
DriveManipulator::DriveManipulator()
{
_modelScale = 0.01f;
_velocity = 0.0f;
_height = 1.5f;
_buffer = 2.0f;
//_speedMode = USE_MOUSE_Y_FOR_SPEED;
_speedMode = USE_MOUSE_BUTTONS_FOR_SPEED;
}
DriveManipulator::~DriveManipulator()
{
}
void DriveManipulator::setNode(osg::Node* node)
{
_node = node;
if (_node.get())
{
const osg::BoundingSphere& boundingSphere=_node->getBound();
_modelScale = boundingSphere._radius;
//_height = sqrtf(_modelScale)*0.03f;
//_buffer = sqrtf(_modelScale)*0.05f;
_height = 1.5f;
_buffer = 2.0f;
}
}
const osg::Node* DriveManipulator::getNode() const
{
return _node.get();
}
osg::Node* DriveManipulator::getNode()
{
return _node.get();
}
void DriveManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
if(_node.get())
{
const osg::BoundingSphere& boundingSphere=_node->getBound();
osg::Vec3 ep = boundingSphere._center;
osg::Vec3 bp = ep;
ep.z() -= _modelScale*0.0001f;
bp.z() -= _modelScale;
// check to see if any obstruction in front.
osgUtil::IntersectVisitor iv;
bool positionSet = false;
osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
segDown->set(ep,bp);
iv.addLineSegment(segDown.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
if (!hitList.empty())
{
// notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
osg::Vec3 uv;
if (np.z()>0.0f) uv = np;
else uv = -np;
ep = ip;
ep.z() += _height;
osg::Vec3 lv = uv^osg::Vec3(1.0f,0.0f,0.0f);
computePosition(ep,lv,uv);
positionSet = true;
}
}
if (!positionSet)
{
bp = ep;
bp.z() += _modelScale;
osg::ref_ptr<osg::LineSegment> segUp = new osg::LineSegment;
segUp->set(ep,bp);
iv.addLineSegment(segUp.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segUp.get());
if (!hitList.empty())
{
// notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
osg::Vec3 uv;
if (np.z()>0.0f) uv = np;
else uv = -np;
ep = ip;
ep.z() += _height;
osg::Vec3 lv = uv^osg::Vec3(1.0f,0.0f,0.0f);
computePosition(ep,lv,uv);
positionSet = true;
}
}
}
if (!positionSet)
{
computePosition(
boundingSphere._center+osg::Vec3( 0.0,-2.0f * boundingSphere._radius,0.0f),
osg::Vec3(0.0f,1.0f,0.0f),
osg::Vec3(0.0f,0.0f,1.0f));
std::cout << "!positionSet"<<std::endl;
}
}
_velocity = 0.0f;
us.requestRedraw();
us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f);
flushMouseEventStack();
}
void DriveManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
flushMouseEventStack();
us.requestContinuousUpdate(false);
_velocity = 0.0f;
osg::Vec3 ep = _eye;
Matrixd rotation_matrix;
rotation_matrix.set(_rotation);
osg::Vec3 sv = osg::Vec3(1.0f,0.0f,0.0f) * rotation_matrix;
osg::Vec3 bp = ep;
bp.z() -= _modelScale;
// check to see if any obstruction in front.
osgUtil::IntersectVisitor iv;
bool positionSet = false;
osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
segDown->set(ep,bp);
iv.addLineSegment(segDown.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
if (!hitList.empty())
{
// notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
osg::Vec3 uv;
if (np.z()>0.0f) uv = np;
else uv = -np;
ep = ip+uv*_height;
osg::Vec3 lv = uv^sv;
computePosition(ep,lv,uv);
positionSet = true;
}
}
if (!positionSet)
{
bp = ep;
bp.z() += _modelScale;
osg::ref_ptr<osg::LineSegment> segUp = new osg::LineSegment;
segUp->set(ep,bp);
iv.addLineSegment(segUp.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segUp.get());
if (!hitList.empty())
{
// notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
osg::Vec3 uv;
if (np.z()>0.0f) uv = np;
else uv = -np;
ep = ip+uv*_height;
osg::Vec3 lv = uv^sv;
computePosition(ep,lv,uv);
positionSet = true;
}
}
}
if (ea.getEventType()!=GUIEventAdapter::RESIZE)
{
us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f);
}
}
bool DriveManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
{
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()=='q')
{
_speedMode = USE_MOUSE_Y_FOR_SPEED;
return true;
}
else if (ea.getKey()=='a')
{
_speedMode = USE_MOUSE_BUTTONS_FOR_SPEED;
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 DriveManipulator::getUsage(osg::ApplicationUsage& usage) const
{
usage.addKeyboardMouseBinding("Drive: Space","Reset the viewing position to home");
usage.addKeyboardMouseBinding("Drive: q","Use mouse y for controlling speed");
usage.addKeyboardMouseBinding("Drive: a","Use mouse middle,right mouse buttons for speed");
}
void DriveManipulator::flushMouseEventStack()
{
_ga_t1 = NULL;
_ga_t0 = NULL;
}
void DriveManipulator::addMouseEvent(const GUIEventAdapter& ea)
{
_ga_t1 = _ga_t0;
_ga_t0 = &ea;
}
void DriveManipulator::setByMatrix(const osg::Matrixd& matrix)
{
_eye = matrix.getTrans();
matrix.get(_rotation);
}
osg::Matrixd DriveManipulator::getMatrix() const
{
return osg::Matrixd::rotate(_rotation)*osg::Matrixd::translate(_eye);
}
osg::Matrixd DriveManipulator::getInverseMatrix() const
{
return osg::Matrixd::translate(-_eye)*osg::Matrixd::rotate(_rotation.inverse());
}
void DriveManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up)
{
osg::Vec3 f(lv);
f.normalize();
osg::Vec3 s(f^up);
s.normalize();
osg::Vec3 u(s^f);
u.normalize();
osg::Matrix rotation_matrix(s[0], u[0], -f[0], 0.0f,
s[1], u[1], -f[1], 0.0f,
s[2], u[2], -f[2], 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
_eye = eye;
rotation_matrix.get(_rotation);
_rotation = _rotation.inverse();
}
bool DriveManipulator::calcMovement()
{
// return if less then two events have been added.
if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
double dt = _ga_t0->time()-_ga_t1->time();
if (dt<0.0f)
{
notify(WARN) << "warning dt = "<<dt<< std::endl;
dt = 0.0f;
}
switch(_speedMode)
{
case(USE_MOUSE_Y_FOR_SPEED):
{
float dy = _ga_t0->getYnormalized();
_velocity = _modelScale*0.2f*dy;
break;
}
case(USE_MOUSE_BUTTONS_FOR_SPEED):
{
unsigned int buttonMask = _ga_t1->getButtonMask();
if (buttonMask==GUIEventAdapter::LEFT_MOUSE_BUTTON)
{
// pan model.
_velocity += dt*_modelScale*0.02f;
}
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*0.02f;
}
break;
}
}
osg::Matrix rotation_matrix;
rotation_matrix.makeRotate(_rotation);
osg::Vec3 up = osg::Vec3(0.0f,1.0f,0.0) * rotation_matrix;
osg::Vec3 lv = osg::Vec3(0.0f,0.0f,-1.0f) * rotation_matrix;
// rotate the camera.
float dx = _ga_t0->getXnormalized();
float yaw = -inDegrees(dx*50.0f*dt);
osg::Quat yaw_rotation;
yaw_rotation.makeRotate(yaw,up);
_rotation *= yaw_rotation;
rotation_matrix.makeRotate(_rotation);
osg::Vec3 sv = osg::Vec3(1.0f,0.0f,0.0f) * rotation_matrix;
// movement is big enough the move the eye point along the look vector.
if (fabsf(_velocity*dt)>1e-8)
{
float distanceToMove = _velocity*dt;
float signedBuffer;
if (distanceToMove>=0.0f) signedBuffer=_buffer;
else signedBuffer=-_buffer;
// check to see if any obstruction in front.
osgUtil::IntersectVisitor iv;
osg::ref_ptr<osg::LineSegment> segForward = new osg::LineSegment;
segForward->set(_eye,_eye+lv*(signedBuffer+distanceToMove));
iv.addLineSegment(segForward.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segForward.get());
if (!hitList.empty())
{
// notify(INFO) << "Hit obstruction"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
distanceToMove = (ip-_eye).length()-_buffer;
_velocity = 0.0f;
}
}
// check to see if forward point is correct height above terrain.
osg::Vec3 fp = _eye+lv*distanceToMove;
osg::Vec3 lfp = fp-up*_height*5;
iv.reset();
osg::ref_ptr<osg::LineSegment> segNormal = new osg::LineSegment;
segNormal->set(fp,lfp);
iv.addLineSegment(segNormal.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segNormal.get());
if (!hitList.empty())
{
// notify(INFO) << "Hit terrain ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
if (up*np>0.0f) up = np;
else up = -np;
_eye = ip+up*_height;
lv = up^sv;
computePosition(_eye,lv,up);
return true;
}
}
// no hit on the terrain found therefore resort to a fall under
// under the influence of gravity.
osg::Vec3 dp = lfp;
dp.z() -= 2*_modelScale;
iv.reset();
osg::ref_ptr<osg::LineSegment> segFall = new osg::LineSegment;
segFall->set(lfp,dp);
iv.addLineSegment(segFall.get());
_node->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segFall.get());
if (!hitList.empty())
{
notify(INFO) << "Hit terrain on decent ok"<< std::endl;
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
if (up*np>0.0f) up = np;
else up = -np;
_eye = ip+up*_height;
lv = up^sv;
computePosition(_eye,lv,up);
return true;
}
}
// no collision with terrain has been found therefore track horizontally.
lv *= (_velocity*dt);
_eye += lv;
}
return true;
}