564077643f
of the hang gliding database being so small, this allow the scene to be viewed in stereo and still look a convincing size.
235 lines
5.2 KiB
C++
235 lines
5.2 KiB
C++
#include "GliderManipulator.h"
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#include <osg/Notify>
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using namespace osg;
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using namespace osgGA;
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GliderManipulator::GliderManipulator()
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{
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_modelScale = 0.01f;
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_velocity = 0.0f;
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_yawMode = YAW_AUTOMATICALLY_WHEN_BANKED;
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}
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GliderManipulator::~GliderManipulator()
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{
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}
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void GliderManipulator::setNode(osg::Node* node)
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{
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_node = node;
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if (_node.get())
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{
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const osg::BoundingSphere& boundingSphere=_node->getBound();
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_modelScale = boundingSphere._radius;
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}
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}
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const osg::Node* GliderManipulator::getNode() const
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{
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return _node.get();
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}
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void GliderManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us)
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{
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if(_node.get() && _camera.get())
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{
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const osg::BoundingSphere& boundingSphere=_node->getBound();
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osg::Vec3 eye = boundingSphere._center+osg::Vec3(-boundingSphere._radius*0.25f,-boundingSphere._radius*0.25f,-boundingSphere._radius*0.03f);
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_camera->setView(eye,
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eye+osg::Vec3(1.0f,1.0f,-0.1f),
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osg::Vec3(0.0f,0.0f,1.0f));
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_velocity = boundingSphere._radius*0.01f;
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us.requestRedraw();
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us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f);
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flushMouseEventStack();
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}
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}
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void GliderManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
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{
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flushMouseEventStack();
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us.requestContinuousUpdate(false);
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const osg::BoundingSphere& boundingSphere=_node->getBound();
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_velocity = boundingSphere._radius*0.01f;
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if (ea.getEventType()!=GUIEventAdapter::RESIZE)
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{
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us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f);
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}
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_camera->setFusionDistanceRatio(1/1000.0f);
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}
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bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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{
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if(!_camera.get()) return false;
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switch(ea.getEventType())
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{
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case(GUIEventAdapter::PUSH):
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{
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addMouseEvent(ea);
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us.requestContinuousUpdate(true);
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if (calcMovement()) us.requestRedraw();
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return true;
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}
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case(GUIEventAdapter::RELEASE):
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{
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addMouseEvent(ea);
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us.requestContinuousUpdate(true);
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if (calcMovement()) us.requestRedraw();
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return true;
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}
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case(GUIEventAdapter::DRAG):
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{
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addMouseEvent(ea);
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us.requestContinuousUpdate(true);
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if (calcMovement()) us.requestRedraw();
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return true;
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}
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case(GUIEventAdapter::MOVE):
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{
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addMouseEvent(ea);
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us.requestContinuousUpdate(true);
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if (calcMovement()) us.requestRedraw();
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return true;
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}
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case(GUIEventAdapter::KEYDOWN):
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if (ea.getKey()==' ')
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{
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flushMouseEventStack();
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home(ea,us);
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us.requestRedraw();
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us.requestContinuousUpdate(false);
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return true;
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}
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return false;
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case(GUIEventAdapter::FRAME):
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addMouseEvent(ea);
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if (calcMovement()) us.requestRedraw();
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return true;
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case(GUIEventAdapter::RESIZE):
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init(ea,us);
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us.requestRedraw();
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return true;
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default:
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return false;
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}
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}
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void GliderManipulator::flushMouseEventStack()
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{
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_ga_t1 = NULL;
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_ga_t0 = NULL;
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}
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void GliderManipulator::addMouseEvent(const GUIEventAdapter& ea)
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{
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_ga_t1 = _ga_t0;
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_ga_t0 = &ea;
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}
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bool GliderManipulator::calcMovement()
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{
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_camera->setFusionDistanceMode(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE);
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_camera->setFusionDistanceRatio(1/300.0f);
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// return if less then two events have been added.
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if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
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float dt = _ga_t0->time()-_ga_t1->time();
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if (dt<0.0f)
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{
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notify(WARN) << "warning dt = "<<dt<< std::endl;
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dt = 0.0f;
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}
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unsigned int buttonMask = _ga_t1->getButtonMask();
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if (buttonMask==GUIEventAdapter::LEFT_MOUSE_BUTTON)
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{
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// pan model.
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_velocity += dt*_modelScale*0.05f;
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}
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else if (buttonMask==GUIEventAdapter::MIDDLE_MOUSE_BUTTON ||
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buttonMask==(GUIEventAdapter::LEFT_MOUSE_BUTTON|GUIEventAdapter::RIGHT_MOUSE_BUTTON))
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{
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_velocity = 0.0f;
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}
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else if (buttonMask==GUIEventAdapter::RIGHT_MOUSE_BUTTON)
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{
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_velocity -= dt*_modelScale*0.05f;
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}
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float dx = _ga_t0->getXnormalized();
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float dy = _ga_t0->getYnormalized();
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osg::Vec3 center = _camera->getEyePoint();
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osg::Vec3 sv = _camera->getSideVector();
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osg::Vec3 lv = _camera->getLookVector();
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float pitch = inDegrees(dy*70.0f*dt);
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float roll = inDegrees(dx*60.0f*dt);
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osg::Matrix mat;
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mat.makeTranslate(-center);
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mat *= Matrix::rotate(pitch,sv.x(),sv.y(),sv.z());
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mat *= Matrix::rotate(roll,lv.x(),lv.y(),lv.z());
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if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
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{
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float bank = asinf(sv.z());
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float yaw = inRadians(bank)*dt;
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mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
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}
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lv *= (_velocity*dt);
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mat *= Matrix::translate(center+lv);
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_camera->transformLookAt(mat);
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return true;
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}
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