Files
OpenSceneGraph/include/osgManipulator/Dragger
Robert Osfield 49217e8a88 From Frauciel Luc, "Added support for other pointers than mouses by using a nearpoint and farpoint instead of mousex,mousey + Camera (see Dragger and Dragger.cpp).
The major modification concern the LineProjector class in Projector.cpp. The intersection was previously done in window space, I've modified it to compute it in object space."
2007-05-28 10:14:29 +00:00

233 lines
7.3 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):
_nearPoint(rhs._nearPoint),
_farPoint(rhs._farPoint),
_eyeDir(rhs._eyeDir),
_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::Vec3 getLocalIntersectPoint() const { return _hitIter->second; }
void setNearFarPoints (osg::Vec3 nearPoint, osg::Vec3 farPoint) {
_nearPoint = nearPoint;
_farPoint=farPoint;
_eyeDir = farPoint - nearPoint;
}
const osg::Vec3& getEyeDir() const {return _eyeDir;}
void getNearFarPoints( osg::Vec3& nearPoint, osg::Vec3& farPoint) const {
nearPoint = _nearPoint;
farPoint = _farPoint;
}
bool contains(const osg::Node* node) const;
void setCamera(osg::Camera* camera)
{
if (camera)
{
_MVPW = camera->getViewMatrix() * camera->getProjectionMatrix();
if (camera->getViewport()) _MVPW.postMult(camera->getViewport()->computeWindowMatrix());
_inverseMVPW.invert(_MVPW);
osg::Vec3 eye, center, up;
camera->getViewMatrix().getLookAt(eye, center, up);
_eyeDir = eye - center;
}
else
{
_MVPW.makeIdentity();
_inverseMVPW.makeIdentity();
_eyeDir = osg::Vec3(0,0,1);
}
}
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)
{
projectWindowXYIntoObject(osg::Vec2(pixel_x, pixel_y), _nearPoint, _farPoint);
}
protected:
bool projectWindowXYIntoObject(const osg::Vec2& windowCoord, osg::Vec3& nearPoint, osg::Vec3& farPoint) const;
public:
IntersectionList _hitList;
IntersectionList::iterator _hitIter;
protected:
osg::Vec3 _nearPoint,_farPoint;
osg::Vec3 _eyeDir;
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 OSGMANIPULATOR_EXPORT setDrawableToAlwaysCull(osg::Drawable& drawable);
/**
* Convenience function for setting the material color on a node.
*/
void OSGMANIPULATOR_EXPORT setMaterialColor(const osg::Vec4& color, osg::Node& node);
}
#endif