From Mojtaba Fathi, "I've developed a new manipulator which uses azimuth and zenith angles to rotate scene and so avoids Roll angle rotation, such that scene is always seen as Z upward."
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144
include/osgGA/SphericalManipulator
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144
include/osgGA/SphericalManipulator
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#ifndef __SphericalManipulator_h__
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#define __SphericalManipulator_h__
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#include <osgGA/MatrixManipulator>
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#include <osg/Math>
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#include <osg/Quat>
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namespace osgGA
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{
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class OSGGA_EXPORT SphericalManipulator : public MatrixManipulator
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{
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public:
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SphericalManipulator();
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virtual const char* className() const { return "Spherical Manipulator"; }
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByMatrix(const osg::Matrixd& matrix);
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByInverseMatrix(const osg::Matrixd& matrix) { setByMatrix(osg::Matrixd::inverse(matrix)); }
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrixd getMatrix() const;
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/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
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virtual osg::Matrixd getInverseMatrix() const;
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/** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/
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virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE; }
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/** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/
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virtual float getFusionDistanceValue() const { return _distance; }
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/** Attach a node to the manipulator.
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Automatically detaches previously attached node.
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setNode(NULL) detaches previously nodes.
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Is ignored by manipulators which do not require a reference model.*/
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virtual void setNode(osg::Node*);
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/** Return node if attached.*/
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virtual const osg::Node* getNode() const;
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/** Return node if attached.*/
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virtual osg::Node* getNode();
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/** Move the camera to the default position.
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May be ignored by manipulators if home functionality is not appropriate.*/
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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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/** Start/restart the manipulator.*/
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virtual void init(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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void zoomOn(const osg::BoundingSphere& bound);
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/** handle events, return true if handled, false otherwise.*/
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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/** Compute the home position.*/
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virtual void computeHomePosition();
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void computeViewPosition(const osg::BoundingSphere& bound,double& scale,double& distance,osg::Vec3d& center);
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const osg::Vec3d& getCenter() const {return _center;}
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double getDistance() const { return _distance; }
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double getHomeDistance() const { return _homeDistance; }
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float getAzimuth() const {return _azimuth;}
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float getZenith() const {return _zenith;}
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/** get the minimum distance (as ratio) the eye point can be zoomed in */
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double getMinimumZoomScale() const { return _minimumZoomScale; }
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/** set the minimum distance (as ratio) the eye point can be zoomed in towards the
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center before the center is pushed forward.*/
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void setMinimumZoomScale(double minimumZoomScale) {_minimumZoomScale=minimumZoomScale;}
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/** set the mouse scroll wheel zoom delta.
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* Range -1.0 to +1.0, -ve value inverts wheel direction and zero switches off scroll wheel. */
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void setScroolWheelZoomDelta(double zoomDelta) { _zoomDelta = zoomDelta; }
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/** get the mouse scroll wheel zoom delta. */
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double getScroolWheelZoomDelta() const { return _zoomDelta; }
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/** Get the keyboard and mouse usage of this manipulator.*/
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virtual void getUsage(osg::ApplicationUsage& usage) const;
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void setCenter(const osg::Vec3d ¢er) {_center=center;}
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bool setDistance(double distance);
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void setAngles(float azimuth,float zenith);
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enum RotationMode
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{
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MODE_3D=0,
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MODE_3D_HORIZONTAL,
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MODE_3D_VERTICAL,
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MODE_2D
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};
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RotationMode getRotationMode() const {return _rotationMode;}
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void setRotationMode(RotationMode mode);
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static double computeAngles(const osg::Vec3d &vec,float& azimuth,float& zenith);
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protected:
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virtual ~SphericalManipulator();
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/** Reset the internal GUIEvent stack.*/
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void flushMouseEventStack();
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/** Add the current mouse GUIEvent to internal stack.*/
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void addMouseEvent(const osgGA::GUIEventAdapter& ea);
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/** For the give mouse movement calculate the movement of the camera.
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Return true is camera has moved and a redraw is required.*/
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bool calcMovement();
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/** Check the speed at which the mouse is moving.
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If speed is below a threshold then return false, otherwise return true.*/
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bool isMouseMoving();
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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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osg::ref_ptr<osg::Node> _node;
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double _modelScale;
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double _minimumZoomScale;
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bool _thrown;
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RotationMode _rotationMode;
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osg::Vec3d _center;
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double _distance;
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float _azimuth; // angle from x axis in xy plane
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float _zenith; // angle from z axis
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double _homeDistance;
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float _zoomDelta;
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};
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}
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#endif
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