vcglib/wrap/gui/trackball.cpp

377 lines
10 KiB
C++

/****************************************************************************
* 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 1.11 2004/09/28 15:30:12 ponchio
Added a 'else'.
Revision 1.10 2004/09/09 14:38:52 ponchio
#include <gl... -> #include <GL...
Revision 1.9 2004/07/11 22:06:55 cignoni
Added scaling by wheel
Revision 1.8 2004/06/09 14:01:13 cignoni
Heavily restructured. To be completed only rotation works...
Revision 1.7 2004/05/14 03:15:09 ponchio
Redesigned partial version.
Revision 1.6 2004/05/12 20:55:18 ponchio
*** empty log message ***
Revision 1.5 2004/05/07 12:46:08 cignoni
Restructured and adapted in a better way to opengl
Revision 1.4 2004/04/07 10:54:10 cignoni
Commented out unused parameter names and other minor warning related issues
Revision 1.3 2004/03/31 15:08:03 ponchio
Fixed current_action initialization.
Revision 1.2 2004/03/25 14:55:25 ponchio
Adding copyright.
****************************************************************************/
#include <GL/glew.h>
#include "trackball.h"
#include <wrap/gl/math.h>
#include <wrap/gl/space.h>
using namespace vcg;
#include <iostream> //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<int, TrackMode *>::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();
/* //lets get view matrix
Similarityf m = last_track;
Point3f c_obj = m*center; //coordinate of the center of the trackball in obj coords
Point3f ScreenCenter = camera.Project(c_obj); //center of the trackball in screen coords.
Point3f ScreenRadius = 10.0f/Distance(center, camera.UnProject(Point3f(ScreenCenter[0] + 10, ScreenCenter[1], ScreenCenter[2])));
Point3f X, Y, Z, C;
X = camera.UnProject(Point3f(ScreenCenter[0] + 100, ScreenCenter[1], ScreenCenter[2]));
Y = camera.UnProject(Point3f(ScreenCenter[0], ScreenCenter[1] - 100, ScreenCenter[2]));
Z = camera.UnProject(Point3f(ScreenCenter[0], ScreenCenter[1], ScreenCenter[2] + 0.1f));
C = c_obj;
X = X - C; X.Normalize();
Y = Y - C; Y.Normalize();
Z = X ^ Y;
Matrix44f view_axis; //this is before applying last (or track...)
view_axis.SetIdentity();
view_axis.element(0, 0) = X[0]; view_axis.element(0, 1) = X[1]; view_axis.element(0, 2) = X[2];
view_axis.element(1, 0) = Y[0]; view_axis.element(1, 1) = Y[1]; view_axis.element(1, 2) = Y[2];
view_axis.element(2, 0) = Z[0]; view_axis.element(2, 1) = Z[1]; view_axis.element(2, 2) = Z[2];
view.SetIdentity();
view.FromMatrix(view_axis); */
}
void Trackball::Apply() {
glTranslate(center);
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::Draw() {
glPushMatrix();
ApplyInverse();
/* glBegin(GL_POINTS);
for(vector<Point3f>::iterator vi=Hits.begin();vi!=Hits.end();++vi)
glVertex(*vi);
glEnd()*/;
glPopMatrix();
glPushMatrix();
glTranslate(center);
glScalef(radius,radius,radius);
glScalef(1.0f/track.sca,1.0f/track.sca,1.0f/track.sca);
/// 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);
/* switch(current_action) {
case TRACK_ROTATE_X:
case TRACK_ROTATE_Y:
case TRACK_ROTATE_Z:
//Point3d raxt(0,0,0),rax;// compute the rotation axis
//raxt[current_action.motion-ROTATE_X]=1;
//RotM.Apply(rax,raxt);
//
//glDisable(GL_LIGHTING);
//glBegin(GL_LINE_STRIP);
// glVertex(Manip.c-raxt*TrackballRadius*1.3);
// glVertex(Manip.c+raxt*TrackballRadius*1.3);
//glEnd();
break;
case DRAG_XY:
glPushMatrix();
//glTranslate(Manip.c);
DrawPlane();
glPopMatrix();
break;
case DRAG_XY:
glPushMatrix();
//glTranslate(Manip.c);
glRotatef(90,1,0,0);
DrawPlane();
glPopMatrix();
break;
case DRAG_XY:
glPushMatrix();
//glTranslate(Manip.c);
glRotatef(90,0,1,0);
DrawPlane();
glPopMatrix();
break;
default:
break;
}*/
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;
//}