289 lines
10 KiB
C++
289 lines
10 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.11 2005/02/02 16:46:41 pietroni
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some warning corrected
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Revision 1.10 2005/01/14 15:44:03 ganovelli
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PlaneMode completed
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Revision 1.9 2004/09/09 22:59:21 cignoni
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Removed many small warnings
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Revision 1.8 2004/07/18 06:54:08 cignoni
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Added Scaling
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Revision 1.7 2004/07/11 22:06:56 cignoni
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Added scaling by wheel
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Revision 1.6 2004/06/09 14:01:13 cignoni
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Heavily restructured. To be completed only rotation works...
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Revision 1.5 2004/05/14 03:15:09 ponchio
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Redesigned partial version.
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Revision 1.4 2004/05/07 12:46:08 cignoni
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Restructured and adapted in a better way to opengl
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Revision 1.3 2004/04/07 10:54:11 cignoni
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Commented out unused parameter names and other minor warning related issues
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Revision 1.2 2004/03/25 14:55:25 ponchio
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Adding copyright.
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****************************************************************************/
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#include <wrap/gui/trackmode.h>
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#include <wrap/gui/trackball.h>
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#include <vcg/space/intersection3.h>
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#include <vcg/math/similarity.h>
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#include <iostream>
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using namespace std;
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using namespace vcg;
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void TrackMode::Apply(Trackball *trackball, float WheelNotch) {
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trackball->track.sca*=pow(1.2f,WheelNotch);
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}
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void ScaleMode::Apply(Trackball *tb, Point3f new_point) {
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float ScreenHeight= float(tb->camera.viewport[3]-tb->camera.viewport[1]);
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float dist=(new_point[1]-tb->last_point[1])/ScreenHeight;
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tb->track.sca= tb->last_track.sca*pow(3.0f,-dist);
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}
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/// Compute the plane plane perpedicular to view dir and passing through manip center
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Plane3f TrackMode::GetViewPlane(const View<float> &camera, const Point3f ¢er) {
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Point3f vp = camera.ViewPoint();
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Plane3f pl;
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Point3f plnorm= vp - center;
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plnorm.Normalize();
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pl.Set(plnorm, plnorm*center);
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return pl;
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}
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/// Given a point p in window coordinate it compute the point where the lie p
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/// over the plane paralell the viewplane and passing through the center of the trackball
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Point3f TrackMode::HitViewPlane(Trackball *tb, const Point3f &p) {
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// plane perpedicular to view direction and passing through manip center
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Plane3f vp = GetViewPlane(tb->camera, tb->center);
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Line3fN ln= tb->camera.ViewLineFromWindow(Point3f(p[0],p[1],0));
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Point3f PonVP;
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/*bool res = */Intersection<float>(vp,ln,PonVP);
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return PonVP;
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}
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// the most important function; given a new point in window coord, it update the transformation computed by the trackball.
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// 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.
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void SphereMode::Apply(Trackball *tb, Point3f new_point) {
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Point3f hitOld=Hit(tb, tb->last_point);
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Point3f hitNew=Hit(tb, new_point);
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// tb->Hits.push_back(hitNew);
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Point3f center = tb->track.tra+tb->center;
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Point3f axis = (hitNew- center)^(hitOld- center);
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// Figure out how much to rotate around that axis.
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//float phi=Angle((hitNew- tb->center),(hitOld- tb->center));
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float phi = Distance(hitNew,hitOld) / tb->radius;
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tb->track.rot = tb->last_track.rot * Quaternionf(phi,axis);
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/* Codice Originale Ponchio
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Point3f ref = (tb->camera.ViewPoint() - tb->center).Normalize();
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Point3f axis = hitNew^ref;
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axis.Normalize();
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float dist = (hitNew - ref).Norm()/2;
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float phi = 2 * math::Asin(dist);
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Point3f oaxis = hitOld^ref;
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oaxis.Normalize();
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float odist = (hitOld - ref).Norm()/2;
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float ophi = 2 * math::Asin(odist);
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Quaternionf r = tb->last_track.rot;
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Quaternionf diff = r * Quaternionf(phi, axis) *
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Quaternionf(-ophi, oaxis) * Inverse(r);
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tb->track = Similarityf().SetRotate(diff) * tb->last_track;*/
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}
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/*
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dato un punto in coordinate di schermo e.g. in pixel stile opengl
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calcola il punto di intersezione tra la viewline che passa per viewpoint e per hitplane e l'iperboloide.
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l'iperboloide si assume essere quello di rotazione attorno alla retta viewpoint-center e di raggio rad
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si assume come sistema di riferimento quello con l'origine su center ecome x la retta center-viewpoint
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eq linea
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hitplane.y
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y = - ----------- * x + hitplane.y
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viewpoint.x
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eq hiperboloide di raggio r (e.g. che passa per (r/sqrt2,r/sqrt2)
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1
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y = --- * (r^2 /2.0)
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x
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hitplane.y
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----------- * x^2 - hitplane.y *x + (r^2/2.0) == 0
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viewpoint.x
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*/
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bool SphereMode::HitHyper(Point3f center, float radius, Point3f viewpoint, Plane3f vp, Point3f hitplane, Point3f &hit)
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{
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float hitplaney = Distance(center,hitplane);
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float viewpointx= Distance(center,viewpoint);
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float a = hitplaney/viewpointx;
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float b = -hitplaney;
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float c = radius*radius/2.0f;
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float delta = b*b - 4*a*c;
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float x1,x2,xval,yval;
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if(delta>0)
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{
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x1= (- b - sqrt(delta))/(2.0f*a);
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x2= (- b + sqrt(delta))/(2.0f*a);
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xval=x1; // always take the minimum value solution
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yval=c/xval; // alternatively it also oould be the other part of the equation yval=-(hitplaney/viewpointx)*xval+hitplaney;
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}
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else
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{
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return false;
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}
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// Computing the result in 3d space;
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Point3f dirRadial=hitplane-center;
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dirRadial.Normalize();
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Point3f dirView=vp.Direction();
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dirView.Normalize();
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hit= center +dirRadial*yval+dirView*xval;
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return true;
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}
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/* dato un punto in coordinate di schermo e.g. in pixel stile opengl
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restituisce un punto in coordinate di mondo sulla superficie
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della trackball.
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La superficie della trackball e' data da una sfera + una porzione
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di iperboloide di rotazione.
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Assumiamo la sfera di raggio unitario e centrata sull'origine e
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di guardare lungo la y negativa.
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X 0 sqrt(1/2) 1
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eq sfera: y=sqrt(1-x*x); 1 sqrt(1/2) 0
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eq iperboloide : y=1/2*x; inf sqrt(1/2) 1/2
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eq cono y=x+sqrt(2);
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*/
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Point3f SphereMode::Hit(Trackball *tb, const Point3f &p) {
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// const float Thr = tb->radius/math::Sqrt(2.0f);
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Line3fN vn = tb->camera.ViewLineFromModel(tb->center);
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Line3fN ln = tb->camera.ViewLineFromWindow(Point3f(p[0],p[1],0));
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Point3f viewpoint = tb->camera.ViewPoint();
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Plane3f vp = GetViewPlane(tb->camera, tb->center);
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Point3f hit,hitPlane,hitSphere,hitSphere1,hitSphere2,hitHyper;
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Intersection<float>(vp, ln, hitPlane);
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Sphere3f sphere(tb->center,tb->radius);
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bool resSp = Intersection<float>(sphere, ln, hitSphere1, hitSphere2);
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if(Distance(viewpoint,hitSphere1)<Distance(viewpoint,hitSphere2))
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hitSphere=hitSphere1;
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else hitSphere=hitSphere2;
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/*float dl=*/Distance(ln,tb->center);
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bool resHp = HitHyper(tb->center, tb->radius, viewpoint, vp, hitPlane, hitHyper) ;
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// four cases
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// 1) Degenerate line tangent to both sphere and hyperboloid!
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if((!resSp && !resHp) )
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{
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hit=ClosestPoint(ln,tb->center);
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//printf("closest point to line %f\n",Distance(hit,tb->center));
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return hit;
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}
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if((resSp && !resHp) ) return hitSphere; // 2) line cross only the sphere
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if((!resSp && resHp) ) return hitHyper; // 3) line cross only the hyperboloid
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// 4) line cross both sphere and hyperboloid: choose according angle.
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float angleDeg=math::ToDeg(Angle((viewpoint-tb->center),(hitSphere-tb->center)));
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//printf("Angle %f (%5.2f %5.2f %5.2f) (%5.2f %5.2f %5.2f)\n",angleDeg,hitSphere[0],hitSphere[1],hitSphere[2],hitHyper[0],hitHyper[1],hitHyper[2]);
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if(angleDeg<45) return hitSphere;
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else return hitHyper;
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//
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// Codice ORIGINALE PONCHIO
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//vp.SetOffset(vp.Offset() + Thr);
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//Point3f hit;
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//bool res = Intersection<float>(vp, ln, hit);
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//float d = Distance(tb->center - vn.Direction()*Thr, hit);
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//if(d < Thr) {
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// Point3f hit2;
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// Sphere3f sphere(tb->center, tb->radius);
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// bool res = Intersection<float>(sphere, ln, hit, hit2);
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// //find closest intersection to sphere
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// float d = (hit - viewpoint).Norm();
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// float d2 = (hit2 - viewpoint).Norm();
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// if(d > d2) hit = hit2;
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// hit -= tb->center;
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//} else {
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// if(d > 2.99 * Thr)
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// d = 2.99 * Thr;
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// Point3f norm = (hit - tb->center)^(viewpoint - tb->center);
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// norm.Normalize();
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// float phi = -M_PI/4 - 3*M_PI/8 *(d - Thr)/Thr;
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// Quaternionf q(phi, norm);
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// hit = q.Rotate((viewpoint - tb->center).Normalize() * tb->radius);
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//}
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// hit.Normalize();
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// return hit;
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}
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void PlaneMode::Apply(Trackball *tb, Point3f new_point) {
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Point3f hitOld = HitViewPlane(tb, tb->last_point);
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Point3f hitNew = HitViewPlane(tb, new_point);
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Matrix44f m; tb->track.rot.ToMatrix(m);
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tb->track.tra = tb->last_track.tra + Inverse(m)*Point3f(hitNew- hitOld);
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}
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