/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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. * * StandardManipulator code Copyright (C) 2010 PCJohn (Jan Peciva) * while some pieces of code were taken from OSG. * Thanks to company Cadwork (www.cadwork.ch) and * Brno University of Technology (www.fit.vutbr.cz) for open-sourcing this work. */ #ifndef OSGGA_CAMERA_MANIPULATOR #define OSGGA_CAMERA_MANIPULATOR 1 #include namespace osgGA { /** StandardManipulator class provides basic functionality for user controlled manipulation.*/ class OSGGA_EXPORT StandardManipulator : public CameraManipulator { typedef CameraManipulator inherited; public: // flags enum UserInteractionFlags { UPDATE_MODEL_SIZE = 0x01, COMPUTE_HOME_USING_BBOX = 0x02, PROCESS_MOUSE_WHEEL = 0x04, SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT = 0x08, DEFAULT_SETTINGS = UPDATE_MODEL_SIZE /*| COMPUTE_HOME_USING_BBOX*/ | PROCESS_MOUSE_WHEEL }; StandardManipulator( int flags = DEFAULT_SETTINGS ); StandardManipulator( const StandardManipulator& m, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY ); // We are not using META_Object as this is abstract class. // Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes. virtual const char* className() const { return "StandardManipulator"; } /** Sets manipulator by eye position and eye orientation.*/ virtual void setTransformation( const osg::Vec3d& eye, const osg::Quat& rotation ) = 0; /** Sets manipulator by eye position, center of rotation, and up vector.*/ virtual void setTransformation( const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up ) = 0; /** Gets manipulator's eye position and eye orientation.*/ virtual void getTransformation( osg::Vec3d& eye, osg::Quat& rotation ) const = 0; /** Gets manipulator's focal center, eye position, and up vector.*/ virtual void getTransformation( osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up ) const = 0; virtual void setNode( osg::Node* ); virtual const osg::Node* getNode() const; virtual osg::Node* getNode(); virtual void setVerticalAxisFixed( bool value ); inline bool getVerticalAxisFixed() const; inline bool getAllowThrow() const; virtual void setAllowThrow( bool allowThrow ); virtual void setAnimationTime( const double t ); double getAnimationTime() const; bool isAnimating() const; virtual void finishAnimation(); virtual void home( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual void home( double ); virtual void init( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual void getUsage( osg::ApplicationUsage& usage ) const; protected: virtual bool handleFrame( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleResize( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleMouseMove( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleMouseDrag( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleMousePush( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleMouseRelease( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleKeyDown( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleKeyUp( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleMouseWheel( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool handleMouseDeltaMovement( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool performMovement(); virtual bool performMovementLeftMouseButton( const double eventTimeDelta, const double dx, const double dy ); virtual bool performMovementMiddleMouseButton( const double eventTimeDelta, const double dx, const double dy ); virtual bool performMovementRightMouseButton( const double eventTimeDelta, const double dx, const double dy ); virtual bool performMouseDeltaMovement( const float dx, const float dy ); virtual bool performAnimationMovement( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual void applyAnimationStep( const double currentProgress, const double prevProgress ); void addMouseEvent( const osgGA::GUIEventAdapter& ea ); void flushMouseEventStack(); virtual bool isMouseMoving() const; float getThrowScale( const double eventTimeDelta ) const; virtual void centerMousePointer( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); static void rotateYawPitch( osg::Quat& rotation, const double yaw, const double pitch, const osg::Vec3d& localUp = osg::Vec3d( 0.,0.,0.) ); static void fixVerticalAxis( osg::Quat& rotation, const osg::Vec3d& localUp, bool disallowFlipOver ); void fixVerticalAxis( osg::Vec3d& eye, osg::Quat& rotation, bool disallowFlipOver ); static void fixVerticalAxis( const osg::Vec3d& forward, const osg::Vec3d& up, osg::Vec3d& newUp, const osg::Vec3d& localUp, bool disallowFlipOver ); virtual bool setCenterByMousePointerIntersection( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); virtual bool startAnimationByMousePointerIntersection( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); // mouse state bool _thrown; bool _allowThrow; float _mouseCenterX, _mouseCenterY; // internal event stack comprising last two mouse events. osg::ref_ptr< const osgGA::GUIEventAdapter > _ga_t1; osg::ref_ptr< const osgGA::GUIEventAdapter > _ga_t0; /** 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; // scene data osg::ref_ptr< osg::Node > _node; double _modelSize; bool _verticalAxisFixed; // animation stuff class OSGGA_EXPORT AnimationData : public osg::Referenced { public: double _animationTime; bool _isAnimating; double _startTime; double _phase; AnimationData(); void start( const double startTime ); }; osg::ref_ptr< AnimationData > _animationData; virtual void allocAnimationData() { _animationData = new AnimationData(); } // flags int _flags; // flags indicating that a value is relative to model size int _relativeFlags; inline bool getRelativeFlag( int index ) const; inline void setRelativeFlag( int index, bool value ); static int numRelativeFlagsAllocated; static int allocateRelativeFlag(); }; // // inline methods // inline bool StandardManipulator::getRelativeFlag( int index ) const { return ( _relativeFlags & (0x01 << index) ) != 0; } inline void StandardManipulator::setRelativeFlag( int index, bool value ) { if( value ) _relativeFlags |= (0x01 << index); else _relativeFlags &= (~0x01 << index); } /// Returns whether manipulator preserves camera's "UP" vector. inline bool StandardManipulator::getVerticalAxisFixed() const { return _verticalAxisFixed; } /// Returns true if the camera can be thrown, false otherwise. It defaults to true. inline bool StandardManipulator::getAllowThrow() const { return _allowThrow; } } #endif /* OSGGA_CAMERA_MANIPULATOR */