root/OpenSceneGraph/trunk/include/osgGA/MatrixManipulator @ 3322

Revision 3322, 7.0 kB (checked in by robert, 10 years ago)

Fixed getHomePosition

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under 
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14#ifndef OSGGA_MatrixManipulator
15#define OSGGA_MatrixManipulator 1
16
17#include <osg/Node>
18#include <osg/Matrixd>
19#include <osg/CoordinateSystemNode>
20
21#include <osgUtil/SceneView>
22
23#include <osgGA/Export>
24#include <osgGA/GUIEventHandler>
25#include <osgGA/GUIEventAdapter>
26#include <osgGA/GUIActionAdapter>
27
28namespace osgGA{
29
30#define NEW_HOME_POSITION
31
32/**
33
34MatrixManipulator is an abstract base class defining the interface, and a certain
35amount of default functionality, for classes which wish to control OSG cameras
36in response to GUI events.
37
38*/
39class OSGGA_EXPORT MatrixManipulator : public GUIEventHandler
40{
41public:
42
43
44        virtual const char* className() const { return "MatrixManipulator"; }
45       
46        /** callback class to use to allow matrix manipulators to querry the application for the local coordinate frame.*/
47        class CoordinateFrameCallback : public osg::Referenced
48        {
49        public:
50            virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0;
51        protected:
52            virtual ~CoordinateFrameCallback() {}
53        };
54       
55       
56
57        /** set the minimum distance (as ratio) the eye point can be zoomed in towards the
58            center before the center is pushed forward.*/       
59        virtual void setMinimumDistance(float minimumDistance) { _minimumDistance=minimumDistance; }
60
61        /** get the minimum distance (as ratio) the eye point can be zoomed in */
62        float getMinimumDistance() const { return _minimumDistance; }
63
64
65        /** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/
66        virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb) { _coordinateFrameCallback = cb; }
67
68        /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
69        CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); }
70
71        /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
72        const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); }
73       
74        /** get the coordinate frame.*/
75        osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const
76        {
77            if (_coordinateFrameCallback.valid()) return  _coordinateFrameCallback->getCoordinateFrame(position);
78            return osg::CoordinateFrame();
79        }
80       
81        osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); }
82        osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); }
83        osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); }
84
85        /** set the position of the matrix manipulator using a 4x4 Matrix.*/
86        virtual void setByMatrix(const osg::Matrixd& matrix) = 0;
87
88        /** set the position of the matrix manipulator using a 4x4 Matrix.*/
89        virtual void setByInverseMatrix(const osg::Matrixd& matrix) = 0;
90
91        /** get the position of the manipulator as 4x4 Matrix.*/
92        virtual osg::Matrixd getMatrix() const = 0;
93
94        /** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
95        virtual osg::Matrixd getInverseMatrix() const = 0;
96
97        /** Get the FusionDistanceMode. Used by SceneView for setting up setereo convergence.*/
98        virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; }
99
100        /** Get the FusionDistanceValue. Used by SceneView for setting up setereo convergence.*/
101        virtual float getFusionDistanceValue() const { return 1.0f; }
102
103
104        /**
105        Attach a node to the manipulator, automatically detaching any previously attached node.
106        setNode(NULL) detaches previous nodes.
107        May be ignored by manipulators which do not require a reference model.
108        */
109        virtual void setNode(osg::Node*) {}
110
111        /** Return const node if attached.*/
112        virtual const osg::Node* getNode() const { return NULL; }
113
114        /** Return node if attached.*/
115        virtual osg::Node* getNode() { return NULL; }
116
117        virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up)
118        {
119            _homeEye = eye;
120            _homeCenter = center;
121            _homeUp = up;
122        }
123       
124        virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up)
125        {
126            eye = _homeEye;
127            center = _homeCenter;
128            up = _homeUp;
129        }
130       
131        virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; }
132       
133        bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; }
134
135        virtual void computeHomePosition()
136        {
137            if(getNode())
138            {
139                const osg::BoundingSphere& boundingSphere=getNode()->getBound();
140
141                setHomePosition(boundingSphere._center+osg::Vec3( 0.0,-3.5f * boundingSphere._radius,0.0f),
142                                boundingSphere._center,
143                                osg::Vec3(0.0f,0.0f,1.0f));
144            }
145        }
146
147
148        /**
149        Move the camera to the default position.
150        May be ignored by manipulators if home functionality is not appropriate.
151        */
152        virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {}
153
154        /**
155        Start/restart the manipulator.
156        FIXME: what does this actually mean? Provide examples.
157        */
158        virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}
159
160        /** Handle events, return true if handled, false otherwise. */
161        virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
162
163        /** Handle visitations */
164        virtual void accept(GUIEventHandlerVisitor& v)    { v.visit(*this); }
165
166protected:
167
168        MatrixManipulator();
169        virtual ~MatrixManipulator();
170
171        double                  _minimumDistance;
172       
173        bool                    _autoComputeHomePosition;
174       
175        osg::Vec3d              _homeEye;
176        osg::Vec3d              _homeCenter;
177        osg::Vec3d              _homeUp;
178
179        osg::ref_ptr<CoordinateFrameCallback> _coordinateFrameCallback;
180};
181
182}
183
184#endif
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