Removed remaining dependancies on osg::Camera.
This commit is contained in:
@@ -1,5 +1,4 @@
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#include "GliderManipulator.h"
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#include <osg/Notify>
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using namespace osg;
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@@ -10,6 +9,8 @@ GliderManipulator::GliderManipulator()
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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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_distance = 1.0f;
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}
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@@ -35,17 +36,23 @@ const osg::Node* GliderManipulator::getNode() const
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}
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osg::Node* GliderManipulator::getNode()
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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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if(_node.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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computePosition(eye,
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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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@@ -67,23 +74,17 @@ void GliderManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
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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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_velocity = 0.0f;
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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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@@ -132,6 +133,16 @@ bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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us.requestContinuousUpdate(false);
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return true;
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}
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else if (ea.getKey()=='q')
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{
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_yawMode = YAW_AUTOMATICALLY_WHEN_BANKED;
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return true;
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}
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else if (ea.getKey()=='a')
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{
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_yawMode = NO_AUTOMATIC_YAW;
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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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@@ -149,6 +160,12 @@ bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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}
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}
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void GliderManipulator::getUsage(osg::ApplicationUsage& usage) const
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{
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usage.addKeyboardMouseBinding("Flight: Space","Reset the viewing position to home");
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usage.addKeyboardMouseBinding("Flight: q","Automatically yaw when banked (default)");
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usage.addKeyboardMouseBinding("Flight: a","No yaw when banked");
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}
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void GliderManipulator::flushMouseEventStack()
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{
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@@ -164,16 +181,53 @@ void GliderManipulator::addMouseEvent(const GUIEventAdapter& ea)
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}
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void GliderManipulator::setByMatrix(const osg::Matrix& matrix)
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{
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_eye = matrix.getTrans();
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_rotation.set(matrix);
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_distance = 1.0f;
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}
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osg::Matrix GliderManipulator::getMatrix() const
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{
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return osg::Matrix::rotate(_rotation)*osg::Matrix::translate(_eye);
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}
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osg::Matrix GliderManipulator::getInverseMatrix() const
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{
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return osg::Matrix::translate(-_eye)*osg::Matrix::rotate(_rotation.inverse());
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}
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void GliderManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up)
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{
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osg::Vec3 f(lv);
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f.normalize();
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osg::Vec3 s(f^up);
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s.normalize();
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osg::Vec3 u(s^f);
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u.normalize();
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osg::Matrix rotation_matrix(s[0], u[0], -f[0], 0.0f,
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s[1], u[1], -f[1], 0.0f,
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s[2], u[2], -f[2], 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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_eye = eye;
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_distance = lv.length();
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_rotation.set(rotation_matrix);
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_rotation = _rotation.inverse();
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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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//_camera->setFusionDistanceMode(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE);
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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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double dt = _ga_t0->time()-_ga_t1->time();
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if (dt<0.0f)
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{
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@@ -206,29 +260,44 @@ bool GliderManipulator::calcMovement()
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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 rotation_matrix;
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rotation_matrix.makeRotate(_rotation);
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osg::Vec3 up = osg::Vec3(0.0f,1.0f,0.0) * rotation_matrix;
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osg::Vec3 lv = osg::Vec3(0.0f,0.0f,-1.0f) * rotation_matrix;
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osg::Vec3 sv = lv^up;
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sv.normalize();
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float pitch = -inDegrees(dy*75.0f*dt);
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float roll = inDegrees(dx*50.0f*dt);
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osg::Quat delta_rotate;
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osg::Quat roll_rotate;
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osg::Quat pitch_rotate;
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pitch_rotate.makeRotate(pitch,sv.x(),sv.y(),sv.z());
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roll_rotate.makeRotate(roll,lv.x(),lv.y(),lv.z());
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delta_rotate = pitch_rotate*roll_rotate;
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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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osg::Quat yaw_rotate;
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yaw_rotate.makeRotate(yaw,0.0f,0.0f,1.0f);
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delta_rotate = delta_rotate*yaw_rotate;
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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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_eye += lv;
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_rotation = _rotation*delta_rotate;
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return true;
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}
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@@ -1,53 +1,89 @@
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#ifndef HANGGLIDE_GLIDERMANIPULATOR
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#define HANGGLIDE_GLIDERMANIPULATOR 1
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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#include <osgGA/CameraManipulator>
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#ifndef OSGGA_GliderMANIPULATOR
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#define OSGGA_GliderMANIPULATOR 1
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class GliderManipulator : public osgGA::CameraManipulator
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#include <osgGA/MatrixManipulator>
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#include <osg/Quat>
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/**
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GliderManipulator is a MatrixManipulator which provides Glider simulator-like
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updating of the camera position & orientation. By default, the left mouse
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button accelerates, the right mouse button decelerates, and the middle mouse
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button (or left and right simultaneously) stops dead.
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*/
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class OSGGA_EXPORT GliderManipulator : public osgGA::MatrixManipulator
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{
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public:
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GliderManipulator();
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virtual ~GliderManipulator();
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GliderManipulator();
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virtual const char* className() const { return "Glider"; }
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByMatrix(const osg::Matrix& 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::Matrix& matrix) { setByMatrix(osg::Matrix::inverse(matrix)); }
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrix 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::Matrix getInverseMatrix() const;
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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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/** 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 osg::Node* getNode();
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virtual void home(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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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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/** 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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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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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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enum YawControlMode {
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YAW_AUTOMATICALLY_WHEN_BANKED,
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NO_AUTOMATIC_YAW
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YAW_AUTOMATICALLY_WHEN_BANKED,
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NO_AUTOMATIC_YAW
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};
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/** Set the yaw control between no yaw and yawing when banked.*/
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/** Configure the Yaw control for the Glider model. */
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void setYawControlMode(YawControlMode ycm) { _yawMode = ycm; }
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private:
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protected:
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virtual ~GliderManipulator();
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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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void computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up);
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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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// Internal event stack comprising last three 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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@@ -56,8 +92,12 @@ class GliderManipulator : public osgGA::CameraManipulator
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float _modelScale;
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float _velocity;
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YawControlMode _yawMode;
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osg::Vec3 _eye;
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osg::Quat _rotation;
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float _distance;
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};
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@@ -45,17 +45,15 @@ osg::Node* TestManipulator::getNode()
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/*ea*/
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void TestManipulator::home(const GUIEventAdapter& ,GUIActionAdapter& us)
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{
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if(_node.get() && _camera.get())
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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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_camera->setView(boundingSphere.center()+osg::Vec3(0.0f, 0.0f, 20.0f),
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boundingSphere.center()+osg::Vec3(0.0f, 1.0f, 20.0f),
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computePosition(boundingSphere.center()+osg::Vec3(0.0f, 0.0f, 20.0f),
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osg::Vec3(0.0f, 1.0f, 20.0f),
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osg::Vec3(0.0f, 0.0f, 1.0f));
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computeLocalDataFromCamera();
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us.requestRedraw();
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}
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}
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@@ -64,14 +62,10 @@ void TestManipulator::home(const GUIEventAdapter& ,GUIActionAdapter& us)
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void TestManipulator::init(const GUIEventAdapter& ,GUIActionAdapter& )
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{
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flushMouseEventStack();
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computeLocalDataFromCamera();
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}
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bool TestManipulator::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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@@ -142,26 +136,9 @@ bool TestManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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us.requestRedraw();
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us.requestContinuousUpdate(false);
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return true;
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} else if (ea.getKey()=='+')
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{
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_camera->setFusionDistanceRatio(_camera->getFusionDistanceRatio()*1.25f);
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return true;
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}
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else if (ea.getKey()=='-')
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{
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_camera->setFusionDistanceRatio(_camera->getFusionDistanceRatio()/1.25f);
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return true;
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}
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// this is quick hack to test out othographic projection.
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// else if (ea.getKey()=='O')
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// {
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// float dist = _camera->getLookDistance();
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// _camera->setOrtho(-dist,dist,-dist,dist,-dist,dist);
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// return true;
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// }
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}
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return false;
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case(GUIEventAdapter::FRAME):
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_camera->setFusionDistanceMode(osg::Camera::PROPORTIONAL_TO_LOOK_DISTANCE);
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if (_thrown)
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{
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if (calcMovement()) us.requestRedraw();
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@@ -202,39 +179,41 @@ void TestManipulator::addMouseEvent(const GUIEventAdapter& ea)
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_ga_t0 = &ea;
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}
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void TestManipulator::computeLocalDataFromCamera()
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void TestManipulator::setByMatrix(const osg::Matrix& matrix)
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{
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// maths from gluLookAt/osg::Matrix::makeLookAt
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osg::Vec3 f(_camera->getCenterPoint()-_camera->getEyePoint());
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_center = matrix.getTrans();
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_rotation.set(matrix);
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_distance = 1.0f;
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}
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osg::Matrix TestManipulator::getMatrix() const
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{
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return osg::Matrix::rotate(_rotation)*osg::Matrix::translate(_center);
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}
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osg::Matrix TestManipulator::getInverseMatrix() const
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{
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return osg::Matrix::translate(-_center)*osg::Matrix::rotate(_rotation.inverse());
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}
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void TestManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up)
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{
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osg::Vec3 f(lv);
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f.normalize();
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osg::Vec3 s(f^_camera->getUpVector());
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osg::Vec3 s(f^up);
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s.normalize();
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osg::Vec3 u(s^f);
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u.normalize();
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osg::Matrix rotation_matrix(s[0], u[0], -f[0], 0.0f,
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s[1], u[1], -f[1], 0.0f,
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s[2], u[2], -f[2], 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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_center = _camera->getCenterPoint();
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_distance = _camera->getLookDistance();
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_center = eye+lv;
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_distance = lv.length();
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_rotation.set(rotation_matrix);
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_rotation = _rotation.inverse();
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}
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void TestManipulator::computeCameraFromLocalData()
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{
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osg::Matrix new_rotation;
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new_rotation.makeRotate(_rotation);
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osg::Vec3 up = osg::Vec3(0.0f,1.0f,0.0) * new_rotation;
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osg::Vec3 eye = (osg::Vec3(0.0f,0.0f,_distance) * new_rotation) + _center;
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_camera->setLookAt(eye,_center,up);
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}
|
||||
|
||||
|
||||
@@ -262,8 +241,6 @@ bool TestManipulator::calcMovement()
|
||||
|
||||
_rotation = _rotation*new_rotate;
|
||||
|
||||
computeCameraFromLocalData();
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
@@ -276,104 +253,24 @@ bool TestManipulator::calcMovement()
|
||||
|
||||
_center += dv;
|
||||
|
||||
computeCameraFromLocalData();
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
else if (buttonMask==GUIEventAdapter::RIGHT_MOUSE_BUTTON)
|
||||
{
|
||||
|
||||
osg::Vec3 uv = _camera->getUpVector();
|
||||
osg::Vec3 sv = _camera->getSideVector();
|
||||
osg::Matrix rotation_matrix;
|
||||
_rotation.get(rotation_matrix);
|
||||
|
||||
|
||||
osg::Vec3 uv = osg::Vec3(0.0f,1.0f,0.0f)*rotation_matrix;
|
||||
osg::Vec3 sv = osg::Vec3(1.0f,0.0f,0.0f)*rotation_matrix;
|
||||
osg::Vec3 fv = uv ^ sv;
|
||||
osg::Vec3 dv = fv*(dy*-500.0f)-sv*(dx*500.0f);
|
||||
|
||||
_center += dv;
|
||||
computeCameraFromLocalData();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* This size should really be based on the distance from the center of
|
||||
* rotation to the point on the object underneath the mouse. That
|
||||
* point would then track the mouse as closely as possible. This is a
|
||||
* simple example, though, so that is left as an Exercise for the
|
||||
* Programmer.
|
||||
*/
|
||||
const float TRACKBALLSIZE = 0.8f;
|
||||
|
||||
/*
|
||||
* Ok, simulate a track-ball. Project the points onto the virtual
|
||||
* trackball, then figure out the axis of rotation, which is the cross
|
||||
* product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
|
||||
* Note: This is a deformed trackball-- is a trackball in the center,
|
||||
* but is deformed into a hyperbolic sheet of rotation away from the
|
||||
* center. This particular function was chosen after trying out
|
||||
* several variations.
|
||||
*
|
||||
* It is assumed that the arguments to this routine are in the range
|
||||
* (-1.0 ... 1.0)
|
||||
*/
|
||||
void TestManipulator::trackball(osg::Vec3& axis,float& angle, float p1x, float p1y, float p2x, float p2y)
|
||||
{
|
||||
/*
|
||||
* First, figure out z-coordinates for projection of P1 and P2 to
|
||||
* deformed sphere
|
||||
*/
|
||||
|
||||
osg::Vec3 uv = _camera->getUpVector();
|
||||
osg::Vec3 sv = _camera->getSideVector();
|
||||
osg::Vec3 lv = _camera->getLookVector();
|
||||
|
||||
osg::Vec3 p1 = sv*p1x+uv*p1y-lv*tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y);
|
||||
osg::Vec3 p2 = sv*p2x+uv*p2y-lv*tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y);
|
||||
|
||||
/*
|
||||
* Now, we want the cross product of P1 and P2
|
||||
*/
|
||||
|
||||
axis = p2^p1;
|
||||
axis.normalize();
|
||||
|
||||
/*
|
||||
* Figure out how much to rotate around that axis.
|
||||
*/
|
||||
float t = (p2-p1).length() / (2.0*TRACKBALLSIZE);
|
||||
|
||||
/*
|
||||
* Avoid problems with out-of-control values...
|
||||
*/
|
||||
if (t > 1.0) t = 1.0;
|
||||
if (t < -1.0) t = -1.0;
|
||||
angle = inRadians(asin(t));
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
|
||||
* if we are away from the center of the sphere.
|
||||
*/
|
||||
float TestManipulator::tb_project_to_sphere(float r, float x, float y)
|
||||
{
|
||||
float d, t, z;
|
||||
|
||||
d = sqrt(x*x + y*y);
|
||||
/* Inside sphere */
|
||||
if (d < r * 0.70710678118654752440)
|
||||
{
|
||||
z = sqrt(r*r - d*d);
|
||||
} /* On hyperbola */
|
||||
else
|
||||
{
|
||||
t = r / 1.41421356237309504880;
|
||||
z = t*t / d;
|
||||
}
|
||||
return z;
|
||||
}
|
||||
|
||||
@@ -5,15 +5,28 @@
|
||||
#ifndef OSGGA_TESTMANIPULATOR
|
||||
#define OSGGA_TESTMANIPULATOR 1
|
||||
|
||||
#include <osgGA/CameraManipulator>
|
||||
#include <osgGA/MatrixManipulator>
|
||||
#include <osg/Quat>
|
||||
|
||||
class TestManipulator : public osgGA::CameraManipulator
|
||||
class TestManipulator : public osgGA::MatrixManipulator
|
||||
{
|
||||
public:
|
||||
|
||||
TestManipulator();
|
||||
virtual ~TestManipulator();
|
||||
|
||||
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
|
||||
virtual void setByMatrix(const osg::Matrix& matrix);
|
||||
|
||||
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
|
||||
virtual void setByInverseMatrix(const osg::Matrix& matrix) { setByMatrix(osg::Matrix::inverse(matrix)); }
|
||||
|
||||
/** get the position of the manipulator as 4x4 Matrix.*/
|
||||
virtual osg::Matrix getMatrix() const;
|
||||
|
||||
/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
|
||||
virtual osg::Matrix getInverseMatrix() const;
|
||||
|
||||
/** Attach a node to the manipulator.
|
||||
Automatically detaches previously attached node.
|
||||
setNode(NULL) detaches previously nodes.
|
||||
@@ -44,18 +57,12 @@ class TestManipulator : public osgGA::CameraManipulator
|
||||
/** Add the current mouse GUIEvent to internal stack.*/
|
||||
void addMouseEvent(const osgGA::GUIEventAdapter& ea);
|
||||
|
||||
void computeLocalDataFromCamera();
|
||||
|
||||
void computeCameraFromLocalData();
|
||||
void computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up);
|
||||
|
||||
/** For the give mouse movement calculate the movement of the camera.
|
||||
Return true is camera has moved and a redraw is required.*/
|
||||
bool calcMovement();
|
||||
|
||||
void trackball(osg::Vec3& axis,float& angle, float p1x, float p1y, float p2x, float p2y);
|
||||
float tb_project_to_sphere(float r, float x, float y);
|
||||
|
||||
|
||||
/** Check the speed at which the mouse is moving.
|
||||
If speed is below a threshold then return false, otherwise return true.*/
|
||||
bool isMouseMoving();
|
||||
|
||||
@@ -386,9 +386,7 @@ int main(int argc, char **argv)
|
||||
viewer.setSceneData(root);
|
||||
|
||||
// create the windows and run the threads.
|
||||
// viewer.realize();
|
||||
// run single threaded since osgParticle still writes during cull.
|
||||
viewer.realize(Producer::CameraGroup::SingleThreaded);
|
||||
viewer.realize();
|
||||
|
||||
while( !viewer.done() )
|
||||
{
|
||||
|
||||
@@ -513,7 +513,6 @@ int main( int argc, char **argv )
|
||||
sceneview->setCullMaskLeft(0x00000001);
|
||||
sceneview->setCullMaskRight(0x00000002);
|
||||
sceneview->setFusionDistance(osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE,radius);
|
||||
sceneview->setCamera(0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user