Files
OpenSceneGraph/include/osgGA/TrackballManipulator
Robert Osfield b1a99ba25f From Lee Bulter, "I noticed that when "throwing" things the rate of motion once thrown was
dependent on the complexity of the geometry. For complex scenes this
meant that it looked like you were "throwing" the display into molasses.
For simple geometry things get over-excited once thrown.

The fix is to factor in the frame rendering time to the caluclated
motion. I've implemented this for rotation and panning.

Now when things are thrown they maintain a rate very close to what was
happening when the mouse button was released."
2009-06-25 18:11:29 +00:00

182 lines
7.2 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.
*/
#ifndef OSGGA_TRACKBALLMANIPULATOR
#define OSGGA_TRACKBALLMANIPULATOR 1
#include <osgGA/MatrixManipulator>
#include <osg/Quat>
namespace osgGA{
class OSGGA_EXPORT TrackballManipulator : public MatrixManipulator
{
public:
TrackballManipulator();
virtual const char* className() const { return "Trackball"; }
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByMatrix(const osg::Matrixd& matrix);
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByInverseMatrix(const osg::Matrixd& matrix) { setByMatrix(osg::Matrixd::inverse(matrix)); }
/** get the position of the manipulator as 4x4 Matrix.*/
virtual osg::Matrixd getMatrix() const;
/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
virtual osg::Matrixd getInverseMatrix() const;
/** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/
virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE; }
/** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/
virtual float getFusionDistanceValue() const { return _distance; }
/** Attach a node to the manipulator.
Automatically detaches previously attached node.
setNode(NULL) detaches previously nodes.
Is ignored by manipulators which do not require a reference model.*/
virtual void setNode(osg::Node*);
/** Return node if attached.*/
virtual const osg::Node* getNode() const;
/** Return node if attached.*/
virtual osg::Node* getNode();
/** Move the camera to the default position.
May be ignored by manipulators if home functionality is not appropriate.*/
virtual void home(const GUIEventAdapter& ea,GUIActionAdapter& us);
virtual void home(double);
/** Start/restart the manipulator.*/
virtual void init(const GUIEventAdapter& ea,GUIActionAdapter& us);
/** handle events, return true if handled, false otherwise.*/
virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
/** Get the keyboard and mouse usage of this manipulator.*/
virtual void getUsage(osg::ApplicationUsage& usage) const;
/** set the minimum distance (as ratio) the eye point can be zoomed in towards the
center before the center is pushed forward.*/
void setMinimumZoomScale(double minimumZoomScale) { _minimumZoomScale=minimumZoomScale; }
/** get the minimum distance (as ratio) the eye point can be zoomed in */
double getMinimumZoomScale() const { return _minimumZoomScale; }
/** set the mouse scroll wheel zoom delta.
* Range -1.0 to +1.0, -ve value inverts wheel direction and zero switches off scroll wheel. */
void setScroolWheelZoomDelta(double zoomDelta) { _zoomDelta = zoomDelta; }
/** get the mouse scroll wheel zoom delta. */
double getScroolWheelZoomDelta() const { return _zoomDelta; }
/** Set the center of the trackball. */
void setCenter(const osg::Vec3d& center) { _center = center; }
/** Get the center of the trackball. */
const osg::Vec3d& getCenter() const { return _center; }
/** Set the rotation of the trackball. */
void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
/** Get the rotation of the trackball. */
const osg::Quat& getRotation() const { return _rotation; }
/** Set the distance of the trackball. */
void setDistance(double distance) { _distance = distance; }
/** Get the distance of the trackball. */
double getDistance() const { return _distance; }
/** Set the size of the trackball. */
void setTrackballSize(float size);
/** Get the size of the trackball. */
float getTrackballSize() const { return _trackballSize; }
/** Set the 'allow throw' flag. Releasing the mouse button while moving the camera results in a throw. */
void setAllowThrow(bool allowThrow) { _allowThrow = allowThrow; }
/** Returns true if the camera can be thrown, false otherwise. This defaults to true. */
bool getAllowThrow() const { return _allowThrow; }
protected:
virtual ~TrackballManipulator();
/** Reset the internal GUIEvent stack.*/
void flushMouseEventStack();
/** Add the current mouse GUIEvent to internal stack.*/
void addMouseEvent(const GUIEventAdapter& ea);
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();
// Internal event stack comprising last two mouse events.
osg::ref_ptr<const GUIEventAdapter> _ga_t1;
osg::ref_ptr<const GUIEventAdapter> _ga_t0;
osg::ref_ptr<osg::Node> _node;
double _modelScale;
double _minimumZoomScale;
bool _allowThrow;
bool _thrown;
/** Indicates whether "thrown" display should match rate of motion at time of throw.
* This is significant on systems where the delta between mouse events can be radically different
* from the delta in display update events.
*/
bool _rate_sensitive;
/** The approximate amount of time it is currently taking to draw a frame.
* This is used to compute the delta in translation/rotation during a thrown display update.
* It allows us to match an delta in position/rotation independent of the rendering frame rate.
*/
double _delta_frame_time;
/** The time the last frame started.
* Used when _rate_sensitive is true so that we can match display update rate to rotation/translation rate.
*/
double _last_frame_time;
osg::Vec3d _center;
osg::Quat _rotation;
double _distance;
float _trackballSize;
float _zoomDelta;
};
}
#endif