/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * 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. * * * ****************************************************************************/ /**************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.13 2005/04/17 17:48:24 ganovelli modes deallocation commented (quick and dirty solution..to debug) Revision 1.12 2004/12/17 10:28:10 ricciodimare *** empty log message *** Revision 1.11 2004/09/28 15:30:12 ponchio Added a 'else'. Revision 1.10 2004/09/09 14:38:52 ponchio #include #include #include "trackball.h" #include #include using namespace vcg; #include //debug! using namespace std; Transform::Transform() { track.SetIdentity(); radius=1.0f; center=Point3f(0,0,0); } Trackball::Trackball(): current_button(0), current_mode(NULL), dragging(false), spinnable(true), spinning(false), history_size(10) { //here we add mode modes[0] = NULL; modes[BUTTON_LEFT] = new SphereMode(); modes[BUTTON_LEFT | KEY_CTRL] = new PlaneMode(Plane3f(0, Point3f(1, 0, 0))); modes[BUTTON_LEFT | KEY_SHIFT] = new ScaleMode(); modes[WHEEL] = new ScaleMode(); SetCurrentAction(); } Trackball::~Trackball() { map::iterator i; //for(i = modes.begin(); i != modes.end(); i++) // delete (*i).second; } void Trackball::SetIdentity() { track.SetIdentity(); Reset(); } void Trackball::SetPosition(const Point3f &c, int /* millisec */) { center = c; } void Trackball::GetView() { camera.GetView(); } void Trackball::Apply(bool ToDraw) { glTranslate(center); if(ToDraw) { glPushMatrix(); Matrix44f r; track.rot.ToMatrix(r); glMultMatrix(r); DrawIcon(); glPopMatrix(); } glMultMatrix(track.Matrix()); glTranslate(-center); } void Trackball::ApplyInverse() { glTranslate(center); glMultMatrix(track.InverseMatrix()); glTranslate(-center); } /***************************************************************/ void Trackball::DrawCircle() { int nside=DH.CircleStep; const double pi2=3.14159265*2.0; glBegin(GL_LINE_STRIP); for(double i=0;i<=nside;i++){ glNormal3d(cos(i*pi2/nside), sin(i*pi2/nside), 0.0); glVertex3d(cos(i*pi2/nside), sin(i*pi2/nside), 0.0); } glEnd(); DrawPlaneHandle(); } void Trackball::DrawPlane() { const int nl=10; float w=5.0f/3.0f; float u; glBegin(GL_LINES); glNormal3f(0.0,0.0,1.0); for( u=-w; u<=w+0.01f; u+=2*w/nl){ glVertex3f(-w, +u, 0); glVertex3f(+w, +u, 0); glVertex3f(+u, -w, 0); glVertex3f(+u, +w, 0); } glEnd(); } void Trackball::DrawPlaneHandle() { float r=1.0; float dr=r/10.0f; glBegin(GL_LINE_STRIP); glVertex3f(+r+dr, +r, 0.0); glVertex3f(+r , +r+dr,0.0); glVertex3f(+r-dr, +r, 0.0); glVertex3f(+r , +r-dr,0.0); glVertex3f(+r+dr, +r, 0.0); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-r+dr, -r, 0.0); glVertex3f(-r , -r+dr,0.0); glVertex3f(-r-dr, -r, 0.0); glVertex3f(-r , -r-dr,0.0); glVertex3f(-r+dr, -r, 0.0); glEnd(); } void Trackball::DrawIcon() { glPushMatrix(); glScale(radius); /// Here start the real drawing stuff float amb[4] ={.3f,.3f,.3f,1.0f}; float col[4] ={.5f,.5f,.8f,1.0f}; //float col2[4]={.9f,.9f,1.0f,1.0f}; glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_CURRENT_BIT | GL_LIGHTING_BIT); glLineWidth(2.0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,amb); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,col); glPushMatrix(); DrawCircle(); glPushMatrix(); glRotatef(90,1,0,0); DrawCircle(); glRotatef(90,0,1,0); DrawCircle(); glPopMatrix(); glPopMatrix(); glColor4f(1.0,.8f,.8f,1.0f); glPopAttrib(); glPopMatrix(); } void Trackball::Reset() { track.SetIdentity(); } //interface void Trackball::MouseDown(int x, int y, int button) { current_button |= button; SetCurrentAction(); last_point = Point3f((float)x, (float)y, 0); Hits.clear(); } void Trackball::MouseMove(int x, int y) { if(current_mode == NULL) return; if(last_point[2] == -1) { //changed mode in the middle of moving last_point = Point3f((float)x, (float)y, 0); return; } current_mode->Apply(this, Point3f(float(x), float(y), 0)); } void Trackball::MouseUp(int /* x */, int /* y */, int button) { current_button &= (~button); SetCurrentAction(); } // it assumes that a notch of 1.0 is a single step of the wheel void Trackball::MouseWheel(float notch ) { if(current_mode == NULL) { SphereMode tm; tm.TrackMode::Apply(this, notch); } else current_mode->Apply(this, notch); } void Trackball::ButtonDown(Trackball::Button button) { current_button |= button; SetCurrentAction(); } void Trackball::ButtonUp(Trackball::Button button) { current_button &= (~button); SetCurrentAction(); } //spinning interface void Trackball::SetSpinnable(bool /* on*/ ){} bool Trackball::IsSpinnable() { return spinnable; } void Trackball::SetSpinning(Quaternionf &/* spin*/){} void Trackball::StopSpinning(){} bool Trackball::IsSpinning() { return spinning; } //interfaccia navigation: void Trackball::Back(){} void Trackball::Forward(){} void Trackball::Home(){} void Trackball::HistorySize(int /* lenght */){} void Trackball::SetCurrentAction() { //I use strict matching. assert(modes.count(0)); if(!modes.count(current_button)) current_mode = NULL; else current_mode = modes[current_button]; last_point = Point3f(0, 0, -1); last_track = track; // last_view = view; } ////return center of trackball in Window coordinates. //Point3f Trackball::ScreenOrigin() { // return camera.Project(ModelOrigin()); //} //return center of trackball in Model coordinates //Point3f Trackball::ModelOrigin() { // return center; //} //Matrix44f Trackball::ScreenToModel() { // return camera.inverse; //} // //Similarityf Trackball::ModelToLocal() { // Similarityf m = local * last_track; // return m; //}