vcglib/wrap/gui/trackball.cpp

225 lines
6.0 KiB
C++

#include "trackball.h"
#include <wrap/gl/wrap.h>
using namespace vcg;
#include <iostream> //debug!
using namespace std;
Transform::Transform() {
local.SetIdentity();
track.SetIdentity();
}
Trackball::Trackball(): current_button(0), last_x(-1), last_y(-1), dragging(false),
spinnable(true), spinning(false), history_size(10) {
//qui si aggiungono tutte le actions
actions[0] = Action(LOCAL, NONE);
actions[BUTTON_LEFT] = Action(VIEW, ROTATE);
actions[BUTTON_LEFT | KEY_CTRL] = Action(VIEW, DRAG_XY);
actions[BUTTON_LEFT | KEY_SHIFT] = Action(VIEW, SCALE);
actions[WHEEL] = Action(SCREEN, SCALE);
current_action = Action(LOCAL, NONE);
}
void Trackball::SetIdentity() {
local.SetIdentity();
Reset();
}
void Trackball::SetPosition(const Similarityf &m, int millisec) {
local = m;
//millisec ignored at the moment.
}
//operating
void Trackball::GetView() {
camera.GetView();
//lets get view matrix
Similarityf m = local * last_track;
Point3f c_obj = Point3f(0, 0, 0) * m; //coordinate of the center of the trackball in obj coords
Point3f c_view = camera.Project(c_obj); //center of the trackball in screen coords.
Point3f X, Y, Z, C;
X = camera.UnProject(Point3f(c_view[0] + 100, c_view[1], c_view[2]));
Y = camera.UnProject(Point3f(c_view[0], c_view[1] - 100, c_view[2]));
Z = camera.UnProject(Point3f(c_view[0], c_view[1], c_view[2] + 0.1));
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);
//view = view * Inverse(Similarityf(track.rot));
//spinning ignored
}
void Trackball::Apply() {
glMultMatrix(track.Matrix());
}
void Trackball::Draw() {
glPushMatrix();
glMultMatrix(local.Matrix());
//Disegnamo un cubo:
glColor3f(1, 0, 0);
glScalef(0.5, 0.5, 0.5);
glBegin(GL_LINE_STRIP);
glVertex3f(-1, -1, -1);
glVertex3f( 1, -1, -1);
glVertex3f( 1, 1, -1);
glVertex3f(-1, 1, -1);
glVertex3f(-1, 1, 1);
glVertex3f( 1, 1, 1);
glVertex3f( 1, -1, 1);
glVertex3f(-1, -1, 1);
glVertex3f(-1, -1, 1);
glEnd();
glPopMatrix();
}
void Trackball::Reset() {
track.SetIdentity();
}
//interface
void Trackball::MouseDown(int x, int y, Trackball::Button button) {
current_button |= button;
SetCurrentAction();
last_x = x;
last_y = y;
}
void Trackball::MouseMove(int x, int y) {
if(current_action.motion == NONE) return;
if(last_x == -1 && last_y == -1) { //changed mode in the middle of moving
last_x = x;
last_y = y;
return;
}
Point3f origin = camera.ViewportToScreen(ScreenOrigin());
Point3f new_point = camera.ViewportToScreen(Point3f(x, y, 0)) - origin;
Point3f old_point = camera.ViewportToScreen(Point3f(last_x, last_y, 0)) - origin;
new_point *= 2;
old_point *= 2;
Similarityf u;
TrackMode *mode = CurrentMode();
Similarityf new_track = mode->Apply(new_point, u);
Similarityf old_track = mode->Apply(old_point, u);
delete mode;
Invert(old_track);
new_track = old_track * new_track;
Similarityf diff;
switch(current_action.system) {
case VIEW:
u = last_view * Similarityf((-local.tra) * Similarityf(last_track.rot)) * Similarityf(-last_track.tra);
diff = Inverse(u) * new_track * u;
break;
default: break;
}
track = diff * last_track;
}
void Trackball::MouseUp(int x, int y, Trackball::Button button) {
current_button &= (~button);
SetCurrentAction();
}
void Trackball::MouseWheel(Trackball::Button 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(actions.count(0));
if(!actions.count(current_button))
current_action = actions[0];
else
current_action = actions[current_button];
last_x = -1;
last_y = -1;
last_track = track;
last_view = view;
}
TrackMode *Trackball::CurrentMode() {
Point3f x(1, 0, 0), y(0, 1, 0), z(0, 0, 1);
TrackMode *mode = NULL;
switch(current_action.motion) {
case NONE: mode = new TrackMode(); break;
case ROTATE: mode = new SphereMode(); break;
case ROTATE_DUMMY: mode = new GravityMode(); break;
case ROTATE_X: mode = new CylinderMode(x); break;
case ROTATE_Y: mode = new CylinderMode(y); break;
case ROTATE_Z: mode = new CylinderMode(z); break;
case DRAG_X: mode = new LineMode(x); break;
case DRAG_Y: mode = new LineMode(y); break;
case DRAG_Z: mode = new LineMode(z); break;
case DRAG_XY: mode = new PlaneMode(x, y); break;
case DRAG_YZ: mode = new PlaneMode(y, z); break;
case DRAG_XZ: mode = new PlaneMode(z, x); break;
case SCALE: mode = new ScaleMode(); break;
default: break;
}
return mode;
}
//return center of trackball in Screen coordinates.
Point3f Trackball::ScreenOrigin() {
return camera.Project(ModelOrigin());
}
//return center of trackball in Model coordinates
Point3f Trackball::ModelOrigin() {
Similarityf m = local * last_track;
return Point3f(0, 0, 0) * m;
}
Matrix44f Trackball::ScreenToModel() {
return camera.inverse;
}
Similarityf Trackball::ModelToLocal() {
Similarityf m = local * last_track;
return m;
}