/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2016 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program 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 * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ #include #include #include #include #include using namespace vcg; using namespace vcg::trackutils; // Track mode implementation, dummy. void TrackMode::Apply (Trackball * , float ){} void TrackMode::Apply (Trackball * , Point3f ){} void TrackMode::Draw(Trackball * ){} void TrackMode::SetAction (){} void TrackMode::Reset (){} bool TrackMode::IsAnimating(const Trackball *){ return false; } void TrackMode::Animate(unsigned int, Trackball *){ } bool TrackMode::isSticky() { return false; } void TrackMode::Undo(){} // draw an inactive trackball void InactiveMode::Draw(Trackball * tb){ DrawSphereIcon(tb,false); } // Sphere mode implementation. // the most important function; given a new point in window coord, // it update the transformation computed by the trackball. // General scheme : the transformation is a function of just // the begin and current mouse positions, with greater precision // is function of just two 3d points over the manipulator. void SphereMode::Apply (Trackball * tb, Point3f new_point) { Point3f hitOld = HitSphere (tb, tb->last_point); Point3f hitNew = HitSphere (tb, new_point); tb->Hits.push_back (hitNew); Point3f center = tb->center; Point3f axis = (hitNew - center) ^ (hitOld - center); vcg::Normalize(axis); // Figure out how much to rotate around that axis. // float phi = Distance (hitNew, hitOld) / tb->radius; // float phi = vcg::Angle(hitNew - center,hitOld - center)*(Distance(hitNew,center)/tb->radius); float phi = max(vcg::Angle(hitNew - center,hitOld - center),(Distance(hitNew,hitOld)/tb->radius)) ; tb->track.rot = Quaternionf (-phi, axis) * tb->last_track.rot; } void SphereMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); } // Pan mode implementation. void PanMode::Apply (Trackball * tb, Point3f new_point) { Point3f hitOld = HitViewPlane (tb, tb->last_point); Point3f hitNew = HitViewPlane (tb, new_point); tb->Translate (hitNew - hitOld); } void PanMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); DrawUglyPanMode(tb); } // Z mode implementation. void ZMode::Apply (Trackball * tb, float WheelNotch) { Point3f dir= (GetViewPlane (tb->camera, tb->center)).Direction(); dir.Normalize(); tb->Translate (dir * (-WheelNotch)); } void ZMode::Apply (Trackball * tb, Point3f new_point) { Point3f dir= (GetViewPlane (tb->camera, tb->center)).Direction(); dir.Normalize(); tb->Translate (dir * ( -2.0f * getDeltaY(tb,new_point))); } void ZMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); DrawUglyZMode(tb); } // Scale mode implementation. void ScaleMode::Apply (Trackball * tb, float WheelNotch) { tb->track.sca *= pow (1.2f, -WheelNotch); } void ScaleMode::Apply (Trackball * tb, Point3f new_point) { tb->track.sca = tb->last_track.sca * pow (3.0f, -(getDeltaY(tb,new_point))); } void ScaleMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); DrawUglyScaleMode(tb); } // Axis mode implementation. void AxisMode::Apply (Trackball * tb, float WheelNotch) { tb->Translate (axis.Direction () * (WheelNotch / 10.0f)); } void AxisMode::Apply (Trackball * tb, Point3f new_point) { std::pair< Point3f,bool > hitOld = HitNearestPointOnAxis (tb, axis, tb->last_point); std::pair< Point3f,bool > hitNew = HitNearestPointOnAxis (tb, axis, new_point); if (hitOld.second && hitNew.second){ tb->Translate (hitNew.first - hitOld.first); } } void AxisMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); DrawUglyAxisMode(tb,axis); } // Plane mode implementation. void PlaneMode::Apply (Trackball * tb, Point3f new_point) { std::pair< Point3f, bool > hitOld = HitPlane(tb,tb->last_point,plane); std::pair< Point3f, bool > hitNew = HitPlane(tb,new_point,plane); if(hitOld.second && hitNew.second){ tb->Translate (hitNew.first - hitOld.first); } } void PlaneMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); DrawUglyPlaneMode(tb, plane); } // Cylinder mode implementation. void CylinderMode::Apply (Trackball * tb, float WheelNotch) { const float PI2=6.283185307179586232f; float angle= (snap==0.0) ? WheelNotch/(tb->radius * PI2) : WheelNotch * snap; tb->track.rot = tb->last_track.rot * Quaternionf (angle,axis.Direction()); } void CylinderMode::Apply (Trackball * tb, Point3f new_point) { Plane3f viewplane=GetViewPlane (tb->camera, tb->center); Line3f axisproj; axisproj=ProjectLineOnPlane(axis,viewplane); float angle; const float EPSILON=0.005f; // this IS scale independent if(axisproj.Direction().Norm() < EPSILON){ angle=(10.0f * getDeltaY(tb,new_point)) / tb->radius; } else { Point3f hitOld = HitViewPlane (tb, tb->last_point); Point3f hitNew = HitViewPlane (tb, new_point); axisproj.Normalize(); Point3f plusdir= viewplane.Direction() ^ axisproj.Direction(); float distOld = signedDistance(axisproj,hitOld,plusdir); float distNew = signedDistance(axisproj,hitNew,plusdir); angle= (distNew-distOld) / tb->radius; } if(snap>0.0){ angle = ((angle<0)?-1:1)* floor((((angle<0)?-angle:angle)/snap)+0.5f)*snap; } // tb->track.rot = tb->last_track.rot * Quaternionf (angle,axis.Direction()); tb->track.rot = Quaternionf (-angle,axis.Direction()) * tb->last_track.rot; } void CylinderMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); DrawUglyCylinderMode(tb,axis); } // Path mode implementation. void PathMode::Init(const std::vector < Point3f > &pts) { unsigned int npts = int(pts.size()); assert(npts >= 2); points.reserve(npts); for(unsigned int i=0;i(Segment3f(p0,p1),point,segment_point,distance); // float distance=Distance(segment_point,point); if(distance= 0.0 ); if(nearest_state > 1.0){ nearest_state=1.0; nearest_point=( wrap ? points[0] : points[npts-1] ); } initial_state=nearest_state; return nearest_point; } void PathMode::GetPoints(float state, Point3f & point, Point3f & prev_point, Point3f & next_point) { assert(state >= 0.0f); assert(state <= 1.0f); float remaining_norm=state; Point3f p0(0,0,0),p1(0,0,0); unsigned int npts = int(points.size()); for(unsigned int i = 1;i <= npts;i++){ if( i == npts){ if (wrap){ p0=points[npts-1]; p1=points[0]; } else { break; } } else { p0=points[i-1]; p1=points[i]; } float segment_norm= Distance(p0,p1) / path_length; if (segment_norm < remaining_norm){ remaining_norm -= segment_norm; continue; } prev_point = p0; next_point = p1; float ratio= remaining_norm / segment_norm; point = prev_point + (( next_point - prev_point ) * ratio); const float EPSILON=min_seg_length * 0.01f; if(Distance(point,prev_point) < EPSILON){ point=prev_point; if (i > 1){ prev_point=points[i-2]; } else if (wrap){ prev_point=points[npts-1]; } } else if (Distance(point,next_point) < EPSILON){ point=next_point; if( i < (npts-1)){ next_point=points[i+1]; } else { if (wrap){ next_point=points[1]; } else { next_point=points[npts-1]; } } } return; } // rounding errors can lead out of the for.. prev_point = p0; point = p1; if (wrap){ next_point=points[1]; }else{ next_point = points[npts-1]; } } void PathMode::Apply (Trackball * tb, float WheelNotch) { undo_current_state=current_state; undo_old_hitpoint=old_hitpoint; const float STEP_COEFF = min_seg_length * 0.5f; float delta=(WheelNotch*STEP_COEFF)/path_length; Point3f old_point,new_point,prev_point,next_point; GetPoints(current_state,old_point,prev_point,next_point); current_state=Normalize(current_state+delta); GetPoints(current_state,new_point,prev_point,next_point); tb->Translate (new_point - old_point); } float PathMode::Normalize(float state) { if ( wrap ) { double intpart; float fractpart; fractpart =(float) modf(state,&intpart); if( fractpart < 0.0f ) fractpart += 1.0f; return fractpart; } if ( state < 0.0f ) return 0.0f; if ( state > 1.0f ) return 1.0f; return state; } int PathMode::Verse(Point3f reference_point,Point3f current_point,Point3f prev_point,Point3f next_point) { Point3f reference_dir = reference_point - current_point ; Point3f prev_dir = prev_point - current_point ; Point3f next_dir = next_point - current_point ; const float EPSILON=min_seg_length * 0.005f; if (reference_dir.Norm() < EPSILON) reference_dir = Point3f(0,0,0); if (prev_dir.Norm() < EPSILON) prev_dir = Point3f(0,0,0); if (next_dir.Norm() < EPSILON) next_dir = Point3f(0,0,0); reference_dir.Normalize(); prev_dir.Normalize(); next_dir.Normalize(); float prev_coeff,next_coeff; prev_coeff = prev_dir.dot(reference_dir); next_coeff = next_dir.dot(reference_dir); if (prev_coeff < 0.0f) prev_coeff = 0.0f; if (next_coeff < 0.0f) next_coeff = 0.0f; if( (prev_coeff == 0.0f) && (next_coeff == 0.0f)){ return 0; } if ( prev_coeff <= next_coeff ){ return 1; } return -1; } float PathMode::HitPoint(float state, Ray3fN ray, Point3f &hit_point) { Point3f current_point, next_point, prev_point; GetPoints(state,current_point,prev_point,next_point); Point3f closest_point; closest_point=ray.ClosestPoint(current_point); int verse=Verse(closest_point,current_point,prev_point,next_point); if (verse == 0){ hit_point=current_point; return 0.0f; } Segment3f active_segment; if (verse > 0){ active_segment=Segment3f(current_point,next_point); } else { active_segment= Segment3f(current_point,prev_point); } //hit_point=ClosestPoint(active_segment,closest_point); float dist; vcg::SegmentPointDistance(active_segment,closest_point,hit_point,dist); return verse * ((hit_point-current_point).Norm() / path_length); } void PathMode::SetAction (){ Point3f temp1,temp2; GetPoints(current_state,old_hitpoint,temp1,temp2); } void PathMode::Apply (Trackball * tb, Point3f new_point) { undo_current_state=current_state; undo_old_hitpoint=old_hitpoint; Ray3fN ray = line2ray(tb->camera.ViewLineFromWindow (new_point)); Point3f hit_point; float delta_state=HitPoint(current_state,ray,hit_point); current_state=Normalize(current_state+delta_state); tb->Translate (hit_point - old_hitpoint); } bool PathMode::isSticky() { return true; } void PathMode::Undo(){ current_state=undo_current_state; old_hitpoint=undo_old_hitpoint; } void PathMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); Point3f current_point,prev_point,next_point; GetPoints(current_state,current_point,prev_point,next_point); DrawUglyPathMode(tb,points,current_point,prev_point, next_point,old_hitpoint,wrap); } // Area mode implementation. void AreaMode::Init(const std::vector < Point3f > &pts) { unsigned int npts = int(pts.size()); assert(npts >= 3); //get the plane Point3f p0=pts[0]; unsigned int onethird=(unsigned int)floor(npts/3.0); const float EPSILON = 0.005f; bool pts_not_in_line=false; Point3f a,b; for(unsigned int i=0;i EPSILON; if(pts_not_in_line){ plane.Init( pts[i%npts], pts[(i+(onethird))%npts], pts[(i+(2*onethird))%npts]); break; } } assert(pts_not_in_line); float ncx,ncy,ncz; ncx=fabs(plane.Direction()[0]); ncy=fabs(plane.Direction()[1]); ncz=fabs(plane.Direction()[2]); if(( ncx > ncy ) && ( ncx > ncz )){ first_coord_kept=1; second_coord_kept=2; } else if(( ncy > ncx ) && ( ncy > ncz)){ first_coord_kept=0; second_coord_kept=2; } else { first_coord_kept=0; second_coord_kept=1; } points.reserve(npts); for(unsigned int i=0;icamera.Project(status)-new_point; begin_action=false; } std::pair< Point3f, bool > hitNew = HitPlane(tb,new_point+delta_mouse,plane); if(! hitNew.second){ return; } Point3f hit_point=hitNew.first; Point3f delta_status=Move(status,hit_point); status += delta_status; tb->Translate (status - old_status); rubberband_handle=hit_point; } void AreaMode::SetAction () { begin_action=true; old_status=status; path.clear(); path.push_back(status); rubberband_handle=status; } Point3f AreaMode::Move(Point3f start,Point3f end) { const float EPSILON=min_side_length*0.001f; Point3f pt=start; bool done=false; bool end_inside=Inside(end); while(!done){ path.push_back(pt); Segment3f segment(pt,end); bool p_on_side = false; bool hit=false; Point3f pside(0,0,0),phit(0,0,0); bool slide=false,mid_inside=false; int np = int(points.size()), i, j; for (i = 0, j = np-1; i < np; j = i++) { Segment3f side(points[i],points[j]); Point3f pseg,psid; //std::pair res=SegmentSegmentDistance(segment,side,pseg,psid); std::pair res; vcg::SegmentSegmentDistance(segment,side,res.first,res.second,pseg,psid); if(res.first < EPSILON && ! res.second){ float dist= Distance(pt,pseg); if(dist < EPSILON){ //Point3f pn=ClosestPoint(side,end); Point3f pn; float dist; vcg::SegmentPointDistance(side,end,pn,dist); if(!p_on_side || (Distance(pn,end) EPSILON; if (hit) mid_inside = Inside( pt + ( ( phit - pt ) / 2) ); if ( !hit && end_inside ){ pt = end; done = true; } else if ( hit && (!p_on_side || (p_on_side && mid_inside))) { pt = phit; } else if ( p_on_side && slide) { pt = pside; } else { done = true; } } path.push_back(pt); return pt - start; } // adapted from the original C code by W. Randolph Franklin // http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html bool AreaMode::Inside(Point3f point) { bool inside=false; float x=point[first_coord_kept]; float y=point[second_coord_kept]; float yi, yj, xi, xj; int i, j, np=int(points.size()); for (i = 0, j = np-1; i < np; j = i++) { xi=points[i][first_coord_kept]; yi=points[i][second_coord_kept]; xj=points[j][first_coord_kept]; yj=points[j][second_coord_kept]; if ( ( ( (yi<=y) && (y(side,candidate,side_point,distance); if( distance < nearest_distance ){ nearest_point=side_point; nearest_distance=distance; } } initial_status=nearest_point; return initial_status; } bool AreaMode::isSticky() { return true; } void AreaMode::Undo(){ begin_action=undo_begin_action; status=undo_status; delta_mouse=undo_delta_mouse; old_status=undo_old_status; rubberband_handle=undo_rubberband_handle; for(size_t i=path.size() - 1; i > undo_path_index; --i) path.pop_back(); } void AreaMode::Draw(Trackball * tb) { DrawSphereIcon(tb,true ); DrawUglyAreaMode(tb,points,status,old_status,plane,path,rubberband_handle); } // Polar mode implementation. void PolarMode::Apply (Trackball * tb, Point3f new_point) { Point3f hitOld = HitViewPlane (tb, tb->last_point); Point3f hitNew = HitViewPlane (tb, new_point); float dx = (hitNew.X() - hitOld.X()); float dy = (hitNew.Y() - hitOld.Y()); const float scale = float(0.5*M_PI); //sensitivity of the mouse const float top = float(0.9*M_PI/2); //maximum top view angle float anglex = dx/(tb->radius * scale); float angley = -dy/(tb->radius * scale); enda = alpha + anglex; endb = beta + angley; if(endb > top) endb = top; if(endb < -top) endb = -top; tb->track.rot = Quaternionf (endb, Point3f(1,0,0)) * Quaternionf (enda, Point3f(0,1,0)) ; } void PolarMode::SetAction() { alpha = enda; beta = endb; } void PolarMode::Reset() { alpha = beta = enda = endb = 0; } void PolarMode::Draw(Trackball * tb){ DrawSphereIcon(tb,true ); } // Navigator WASD implementation NavigatorWasdMode::NavigatorWasdMode() { _flipH=1; _flipV=1; SetTopSpeedsAndAcc(1,1,4); step_height = step_length = 0; Reset(); }; void NavigatorWasdMode::Reset() { alpha=0; beta=0; current_speed.SetZero(); step_x=0.0f; step_current = step_last = 0.0; } void NavigatorWasdMode::FlipH(){ _flipH*=-1; } void NavigatorWasdMode::FlipV(){ _flipV*=-1; } void NavigatorWasdMode::SetAction() { } bool NavigatorWasdMode::IsAnimating(const Trackball * tb){ const unsigned int MOVEMENT_KEY_MASK = (const unsigned int)(~Trackball::MODIFIER_MASK); if (tb->current_button & MOVEMENT_KEY_MASK) return true; if (current_speed!=Point3f(0,0,0)) return true; if (step_current>0.0) return true; return false; } void NavigatorWasdMode::Animate(unsigned int msec, Trackball * tb){ vcg::Point3f acc(0,0,0); float sa = sin(-alpha); float ca = cos(-alpha); if (tb->current_button & Trackball::KEY_UP ) acc += vcg::Point3f( sa,0,ca)*(accY*_flipH); if (tb->current_button & Trackball::KEY_DOWN ) acc -= vcg::Point3f( sa,0,ca)*(accY*_flipH); if (tb->current_button & Trackball::KEY_LEFT ) acc -= vcg::Point3f(-ca,0,sa)*accX; if (tb->current_button & Trackball::KEY_RIGHT ) acc += vcg::Point3f(-ca,0,sa)*accX; if (tb->current_button & Trackball::KEY_PGUP ) acc -= vcg::Point3f( 0,1, 0)*accZ; if (tb->current_button & Trackball::KEY_PGDOWN) acc += vcg::Point3f( 0,1, 0)*accZ; float sec = msec/1.0f; current_speed += acc*sec; tb->track.tra+=current_speed*sec; // compute step height. Point3f current_speed_h = current_speed; current_speed_h[1]=0; float vel = current_speed_h.Norm(); if (veltrack.tra[1]+=step_last; tb->track.tra[1]-=step_current; step_last=step_current; //tb->track.tra[1]+=0.01; } void NavigatorWasdMode::Apply (Trackball * tb, Point3f new_point) { Point3f hitOld = tb->last_point; Point3f hitNew = new_point; tb->last_point=new_point; float dx = (hitNew.X() - hitOld.X()); float dy = (hitNew.Y() - hitOld.Y()); const float scale = float(150*M_PI); //sensitivity of the mouse const float top = float(0.9f*M_PI/2); //maximum top view angle float anglex = dx/(tb->radius * scale); float angley = -dy/(tb->radius * scale * 0.5f); alpha+= anglex*_flipH; beta += angley*_flipV; if(beta > +top) beta = +top; if(beta < -top) beta = -top; Point3f viewpoint = tb->track.InverseMatrix()*Point3f(0,0,0); tb->track.tra = tb->track.rot.Inverse().Rotate(tb->track.tra + viewpoint ) ; tb->track.rot = Quaternionf (beta , Point3f(1,0,0)) * Quaternionf (alpha, Point3f(0,1,0)) ; tb->track.tra = tb->track.rot.Rotate(tb->track.tra) - viewpoint ; tb->track.tra[1]+=step_last; tb->track.tra[1]-=step_current; step_last=step_current; } void NavigatorWasdMode::SetTopSpeedsAndAcc(float hspeed, float vspeed, float acc){ // conversion to msec hspeed /= 1000; vspeed /= 1000; acc /= 1000000; accX = accY = acc; dumping = hspeed / ( hspeed + acc ); accZ = ( vspeed / dumping ) - vspeed; if (acc==0) { accX = accY = hspeed; accZ = vspeed; dumping=0.0; } topSpeedH = hspeed; topSpeedV=vspeed; } void NavigatorWasdMode::SetStepOnWalk(float width, float height){ step_length = width; step_height = height; } void NavigatorWasdMode::Apply (Trackball * tb, float WheelNotch) { tb->Translate(Point3f(0,topSpeedV,0)*(-WheelNotch*100)); } bool NavigatorWasdMode::isSticky(){ return false; }