OpenSceneGraph/include/osgManipulator/Dragger
2007-04-13 13:19:29 +00:00

223 lines
7.0 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.
*/
//osgManipulator - Copyright (C) 2007 Fugro-Jason B.V.
#ifndef OSGMANIPULATOR_DRAGGER
#define OSGMANIPULATOR_DRAGGER 1
#include <osgManipulator/Selection>
#include <osg/BoundingSphere>
#include <osgUtil/SceneView>
#include <osgUtil/IntersectVisitor>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIActionAdapter>
namespace osgManipulator
{
class CommandManager;
class CompositeDragger;
class OSGMANIPULATOR_EXPORT PointerInfo
{
public:
PointerInfo();
PointerInfo(const PointerInfo& rhs):
_pixel_x(rhs._pixel_x),
_pixel_y(rhs._pixel_y),
_camera(rhs._camera),
_hitList(rhs._hitList)
{
_hitIter = _hitList.begin();
}
void reset()
{
_hitList.clear();
_hitIter = _hitList.begin();
setCamera(0);
}
bool completed() const { return _hitIter==_hitList.end(); }
void next()
{
if (!completed()) ++_hitIter;
}
typedef std::pair<osg::NodePath, osg::Vec3> NodePathIntersectionPair;
typedef std::list< NodePathIntersectionPair> IntersectionList;
osg::Vec2 pointToProject() const { return osg::Vec2(_pixel_x, _pixel_y); }
osg::Vec3 getLocalIntersectPoint() const { return _hitIter->second; }
bool projectWindowXYIntoObject(const osg::Vec2& windowCoord, osg::Vec3& nearPoint, osg::Vec3& farPoint) const;
bool projectWindowXYIntoObject(osg::Vec3& nearPoint, osg::Vec3& farPoint) const
{
return projectWindowXYIntoObject(pointToProject(), nearPoint, farPoint);
}
bool projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const;
const osg::Matrix& getViewMatrix() const { return _camera->getViewMatrix(); }
bool contains(const osg::Node* node) const;
void setCamera(osg::Camera* camera)
{
_camera = camera;
if (_camera)
{
_MVPW = _camera->getViewMatrix() * _camera->getProjectionMatrix();
if (_camera->getViewport()) _MVPW.postMult(_camera->getViewport()->computeWindowMatrix());
_inverseMVPW.invert(_MVPW);
}
else
{
_MVPW.makeIdentity();
_inverseMVPW.makeIdentity();
}
}
void addIntersection(const osg::NodePath& nodePath, osg::Vec3 intersectionPoint)
{
bool needToResetHitIter = _hitList.empty();
_hitList.push_back(NodePathIntersectionPair(nodePath, intersectionPoint));
if (needToResetHitIter) _hitIter = _hitList.begin();
}
void setMousePosition(float pixel_x, float pixel_y)
{
_pixel_x = pixel_x;
_pixel_y = pixel_y;
}
public:
float _pixel_x, _pixel_y;
osg::Camera* _camera;
IntersectionList _hitList;
IntersectionList::const_iterator _hitIter;
osg::Matrix _MVPW;
osg::Matrix _inverseMVPW;
};
/**
* Base class for draggers. Concrete draggers implement the pick event handler
* and generate motion commands (translate, rotate, ...) and sends these
* command to the CommandManager. The CommandManager dispatches the commands
* to all the Selections that are connected to the Dragger that generates the
* commands.
*/
class OSGMANIPULATOR_EXPORT Dragger : public Selection
{
public:
/** Set/Get the CommandManager. Draggers use CommandManager to dispatch commands. */
virtual void setCommandManager(CommandManager* cm) { _commandManager = cm; }
CommandManager* getCommandManager() { return _commandManager; }
const CommandManager* getCommandManager() const { return _commandManager; }
/**
* Set/Get parent dragger. For simple draggers parent points to itself.
* For composite draggers parent points to the parent dragger that uses
* this dragger.
*/
virtual void setParentDragger(Dragger* parent) { _parentDragger = parent; }
Dragger* getParentDragger() { return _parentDragger; }
const Dragger* getParentDragger() const { return _parentDragger; }
/** Returns 0 if this Dragger is not a CompositeDragger. */
virtual const CompositeDragger* getComposite() const { return 0; }
/** Returns 0 if this Dragger is not a CompositeDragger. */
virtual CompositeDragger* getComposite() { return 0; }
virtual bool handle(const PointerInfo&, const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter&) { return false; }
protected:
Dragger();
virtual ~Dragger();
CommandManager* _commandManager;
Dragger* _parentDragger;
};
/**
* CompositeDragger allows to create complex draggers that are composed of a
* hierarchy of Draggers.
*/
class OSGMANIPULATOR_EXPORT CompositeDragger : public Dragger
{
public:
typedef std::vector< osg::ref_ptr<Dragger> > DraggerList;
virtual const CompositeDragger* getComposite() const { return this; }
virtual CompositeDragger* getComposite() { return this; }
virtual void setCommandManager(CommandManager* cm);
virtual void setParentDragger(Dragger* parent);
virtual bool handle(const PointerInfo& pi, const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa);
// Composite-specific methods below
virtual bool addDragger(Dragger* dragger);
virtual bool removeDragger(Dragger* dragger);
unsigned int getNumDraggers() const { return _draggerList.size(); }
Dragger* getDragger(unsigned int i) { return _draggerList[i].get(); }
const Dragger* getDragger(unsigned int i) const { return _draggerList[i].get(); }
bool containsDragger(const Dragger* dragger) const;
DraggerList::iterator findDragger(const Dragger* dragger);
protected:
CompositeDragger() {}
virtual ~CompositeDragger() {}
DraggerList _draggerList;
};
/**
* Culls the drawable all the time. Used by draggers to have invisible geometry
* around lines and points so that they can be picked. For example, a dragger
* could have a line with an invisible cylinder around it to enable picking on
* that line.
*/
void setDrawableToAlwaysCull(osg::Drawable& drawable);
/**
* Convenience function for setting the material color on a node.
*/
void setMaterialColor(const osg::Vec4& color, osg::Node& node);
}
#endif