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