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Revision 1.1.1.1 (vendor branch), Tue Aug 15 12:56:28 2000 UTC (17 years, 2 months ago) by naaman
Branch: sgi, MAIN
CVS Tags: start, release-2_1_5-9, release-2_1_5-8, release-2_1_5-10, HEAD
Changes since 1.1: +0 -0 lines

Initial check-in based on 2.1.5 (SGI IRIX) source tree.

/*
 *
 *  Copyright (C) 2000 Silicon Graphics, Inc.  All Rights Reserved. 
 *
 *  This library is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU Lesser General Public
 *  License as published by the Free Software Foundation; either
 *  version 2.1 of the License, or (at your option) any later version.
 *
 *  This library 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
 *  Lesser General Public License for more details.
 *
 *  Further, this software is distributed without any warranty that it is
 *  free of the rightful claim of any third person regarding infringement
 *  or the like.  Any license provided herein, whether implied or
 *  otherwise, applies only to this software file.  Patent licenses, if
 *  any, provided herein do not apply to combinations of this program with
 *  other software, or any other product whatsoever.
 * 
 *  You should have received a copy of the GNU Lesser General Public
 *  License along with this library; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
 *  Mountain View, CA  94043, or:
 * 
 *  http://www.sgi.com 
 * 
 *  For further information regarding this notice, see: 
 * 
 *  http://oss.sgi.com/projects/GenInfo/NoticeExplan/
 *
 */

/*
 * Copyright (C) 1990,91   Silicon Graphics, Inc.
 *
 _______________________________________________________________________
 ______________  S I L I C O N   G R A P H I C S   I N C .  ____________
 |
 |   $Revision: 1.1.1.1 $
 |
 |   Classes	: SoXtConstrainedViewer
 |
 |   Author(s)	: Alain Dumesny
 |
 ______________  S I L I C O N   G R A P H I C S   I N C .  ____________
 _______________________________________________________________________
 */


#include <Inventor/SoPickedPoint.h>
#include <Inventor/actions/SoGetBoundingBoxAction.h>
#include <Inventor/actions/SoRayPickAction.h>
#include <Inventor/nodes/SoCamera.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/Xt/viewers/SoXtConstrainedViewer.h>


/*
 * Defines
 */

#define MIN_ANGLE	(5*M_PI/180.)	// minimum angle between look at 
				    // direction and up direction (in rad)


////////////////////////////////////////////////////////////////////////
//
// Constructor
//
// Use: protected

SoXtConstrainedViewer::SoXtConstrainedViewer(
    Widget parent,
    const char *name, 
    SbBool buildInsideParent, 
    SoXtFullViewer::BuildFlag b, 
    SoXtViewer::Type t, 
    SbBool buildNow)
	: SoXtFullViewer(
	    parent,
	    name, 
	    buildInsideParent, 
	    b, 
	    t, 
	    FALSE) // tell GLWidget not to build just yet  
//
////////////////////////////////////////////////////////////////////////
{
    // init local vars
    upDirection.setValue(0, 1, 0);
    sceneHeight = 0.0;
    
    // assign decoration titles
    setBottomWheelString("Rotate");
    setLeftWheelString("Tilt");
    setRightWheelString("Dolly");
    
    // Build the widget tree, and let SoXtComponent know about our base widget.
    if (buildNow) {
	Widget w = buildWidget(getParentWidget());
	setBaseWidget(w);
    }
}

////////////////////////////////////////////////////////////////////////
//
// Destructor
//
// Use: protected

SoXtConstrainedViewer::~SoXtConstrainedViewer()
//
////////////////////////////////////////////////////////////////////////
{
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//  	redefines this set the scene size on max(width,depth) and update
//  the scene height (based on up direction)
//
// use: virtual public

void
SoXtConstrainedViewer::recomputeSceneSize()
//
////////////////////////////////////////////////////////////////////////
{
    if (! sceneGraph || ! sceneRoot) {
	sceneSize = sceneHeight = 0.0;
	return;
    }
    
    // Use assignment notation to disambiguate from expression (edison)
    SoGetBoundingBoxAction bboxAct = SoGetBoundingBoxAction(SbViewportRegion(getGlxSize()));
    bboxAct.apply(sceneRoot);
    SbBox3f bbox = bboxAct.getBoundingBox();
    
    if (bbox.isEmpty()) {
	sceneSize = sceneHeight = 0.0;
	return;
    }
    
    // ??? this assumes Y is up right now (for sceneHeight)
    float x, z;
    bbox.getSize(x, sceneHeight, z);
    sceneSize = (x > z) ? x : z;
    
    if (sceneSize <= 0.0)
	sceneSize = 0.0;
    if (sceneHeight <= 0.0)
	sceneHeight = 0.0;
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Sets the viewer new up direction, and rotates the camera to align
//  it correctly
//
// Use: public

void
SoXtConstrainedViewer::setUpDirection(const SbVec3f &newUpDirection)
//
////////////////////////////////////////////////////////////////////////
{
    SbRotation rot(upDirection, newUpDirection);
    upDirection = newUpDirection;
    
    // rotate the camera and check for constrain
    if (camera != NULL) {
	camera->orientation = rot * camera->orientation.getValue();
	checkForCameraUpConstrain();
    }
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Sets the camera to use (done in base class) and makes sure that
//  camera constrains are satisfied.
//
// Use: virtual public
void
SoXtConstrainedViewer::setCamera(SoCamera *newCamera)
//
////////////////////////////////////////////////////////////////////////
{
    // call base class routine
    SoXtFullViewer::setCamera(newCamera);
    
    // now check for constrains
    if (camera != NULL)
	checkForCameraUpConstrain();
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Calls the parent class and also save the up direction
//
// Use: virtual public

void
SoXtConstrainedViewer::saveHomePosition()
//
////////////////////////////////////////////////////////////////////////
{
    // call the parent class
    SoXtFullViewer::saveHomePosition();
    
    origUpDirection = upDirection;
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Calls the parent class and also restores the up direction
//
// Use: virtual public

void
SoXtConstrainedViewer::resetToHomePosition()
//
////////////////////////////////////////////////////////////////////////
{
    // call the parent class
    SoXtFullViewer::resetToHomePosition();
    
    upDirection = origUpDirection;
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Rotates the camera around the up direction (called by thumb wheel).
//
// Use: virtual protected

void
SoXtConstrainedViewer::bottomWheelMotion(float newVal)
//
////////////////////////////////////////////////////////////////////////
{
    if (camera == NULL)
	return;
    
    // get rotation and apply to camera
    SbRotation rot(upDirection, bottomWheelVal - newVal);
    camera->orientation = camera->orientation.getValue() * rot;
    
    bottomWheelVal = newVal;
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Tilts the camera up/down (called by thumb wheel).
//
// Use: virtual protected

void
SoXtConstrainedViewer::leftWheelMotion(float newVal)
//
////////////////////////////////////////////////////////////////////////
{
    tiltCamera(leftWheelVal - newVal);
    
    leftWheelVal = newVal;
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Tilts the camera, restraining it to 180 degree rotation from the
//  up direction. A positive angle tilts the camera up.
//
// Use: protected

void
SoXtConstrainedViewer::tiltCamera(float deltaAngle)
//
////////////////////////////////////////////////////////////////////////
{
    if (camera == NULL)
	return;
    
    // get camera forward direction
    SbMatrix mx;
    mx = camera->orientation.getValue();
    SbVec3f forward(-mx[2][0], -mx[2][1], -mx[2][2]);
    
    // get the angle between the foward and up direction
    // as well as the axis of rotation
    SbRotation rot(forward, upDirection);
    SbVec3f axis;
    float angle;
    rot.getValue(axis, angle);
    // make angle in [-PI,PI] range
    if (angle > M_PI)
	angle -= 2*M_PI;
    else if (angle < -M_PI)
	angle += 2*M_PI;
    // make rotation toward up direction positive angle
    if (angle < 0.0) {
	angle = -angle;
	axis = -axis;
    }
    
    // check if we are already looking almost along the up direction
    if ( (angle <= MIN_ANGLE && deltaAngle > 0) || 
	 (angle >= (M_PI - MIN_ANGLE) && deltaAngle < 0) )
    return;
    
    // clamp the angle change as to not get too close along the up direction
    if (deltaAngle > 0 && deltaAngle > (angle - MIN_ANGLE))
	deltaAngle = angle - MIN_ANGLE;
    else if (deltaAngle < 0 && deltaAngle < (angle + MIN_ANGLE - M_PI))
	deltaAngle = angle + MIN_ANGLE - M_PI;
    
    // finally rotate the camera by the given angle
    rot.setValue(axis, deltaAngle);
    camera->orientation = camera->orientation.getValue() * rot;
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//	computes what the final camera seek orientation should be.
//  
// Use: virtual protected

void
SoXtConstrainedViewer::computeSeekFinalOrientation()
//
////////////////////////////////////////////////////////////////////////
{
    SbMatrix mx;
    SbVec3f viewVector;
    
    // find the camera final orientation
    if ( isDetailSeek() ) {
	
	// get the camera unconstrained new orientation
	mx = camera->orientation.getValue();
	viewVector.setValue(-mx[2][0], -mx[2][1], -mx[2][2]);
	SbRotation changeOrient;
	changeOrient.setValue(viewVector, seekPoint - camera->position.getValue());
	newCamOrientation = camera->orientation.getValue() * changeOrient;
	
	// check for constrains
	camera->orientation = newCamOrientation;
	checkForCameraUpConstrain();
	newCamOrientation = camera->orientation.getValue();
    }
    else
	newCamOrientation = camera->orientation.getValue();
}


////////////////////////////////////////////////////////////////////////
//
// Description:
//	This routine checks the camera orientation and makes sure that the
//  current right vector and the ideal right vector (cross between the
//  view vector and world up direction) are the same (i.e. no unwanted
//  roll), else it fixes it. This keeps the up direction valid.
//
//  Use: protected
//
void 
SoXtConstrainedViewer::checkForCameraUpConstrain()
//
////////////////////////////////////////////////////////////////////////
{
    if (camera == NULL)
	return;
    
    // adjust the camera if necessary so that the new right vector
    // lies in a plane parallel to our old right vector
    SbMatrix mx;
    mx = camera->orientation.getValue();
    SbVec3f newForward(-mx[2][0], -mx[2][1], -mx[2][2]);
    SbVec3f newRight(mx[0][0], mx[0][1], mx[0][2]);
    
    // idealRight is the right vector computed from the pasted forward
    // and the existing world up vector
    SbVec3f idealRight = newForward.cross(upDirection);
    idealRight.normalize();
    
    // if idealRight is 0, then the newForward is looking in the
    // same direction as the world up. In this case, we have to choose
    // a right vector, so we choose the newRight. Otherwise, we have
    // to rotate our orientation from the newRight to the idealRight.
    if (idealRight != SbVec3f(0.0, 0.0, 0.0)) {
	// rotate to idealRight!
	SbRotation rot(newRight, idealRight);
	camera->orientation.setValue(
	    camera->orientation.getValue() * rot);
    }	
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//	Change the values of our camera to newCamera,
//  keeping the right vector in a parallel plane.
//  ??? animate from old values to new?
//
//  Use: virtual, protected
//
void 
SoXtConstrainedViewer::changeCameraValues(SoCamera *newCamera)
//
////////////////////////////////////////////////////////////////////////
{
    if (camera == NULL)
	return;
    
    // only paste cameras of the same type
    if (camera->getTypeId() != newCamera->getTypeId())
	return;

    // let the base class copy camera values
    SoXtFullViewer::changeCameraValues(newCamera);
    
    // now check for constrains
    checkForCameraUpConstrain();
}

////////////////////////////////////////////////////////////////////////
//
// Description:
//    Does a picking at the mouse location and sets the Up direction to
//  the normal of the picked point.
//  ??? should we animate
//
// Use: protected

void
SoXtConstrainedViewer::findUpDirection(const SbVec2s &mouseLocation)
//
////////////////////////////////////////////////////////////////////////
{
    if (camera == NULL)
	return;
    
    // do the picking
    SbVec2s size = getGlxSize();
    SoRayPickAction pick( size );
    pick.setPoint(mouseLocation);
    pick.setRadius(1.0);
    pick.setPickAll(FALSE);
    pick.apply(sceneRoot);
    
    // makes sure something got picked, then
    // get the picked point.
    SoPickedPoint *pp = pick.getPickedPoint();
    if (pp == NULL)
	return;
    SbVec3f normal = pp->getNormal();
    
    // check whether the normal is pointing toward the camera, else
    // flip the normal around.
    SbVec3f point = pp->getPoint();;
    if ( normal.dot(camera->position.getValue() - point) < 0 )
	normal.negate();
    
//printf("%f %f %f\n", normal[0], normal[1], normal[2]);
    
    setUpDirection(normal);
}