More work on converting the old InteractionHandler to new methods

This commit is contained in:
Alexander Bock
2014-10-13 00:27:20 +02:00
parent d67c9ffe8d
commit d62e6296aa
3 changed files with 202 additions and 1 deletions

View File

@@ -25,6 +25,11 @@
#ifndef __CONTROLLER_H__
#define __CONTROLLER_H__
#include <openspace/scenegraph/scenegraphnode.h>
#include <ghoul/glm.h>
#include <glm/gtx/vector_angle.hpp>
namespace openspace {
namespace interaction {
@@ -32,20 +37,98 @@ class InteractionHandler;
class Controller {
public:
Controller() :
_handler(nullptr)
{}
void setHandler(InteractionHandler* handler) {
_handler = handler;
}
protected:
SceneGraphNode* focusNode() const {
assert(_handler);
return _handler->_focusNode;
}
Camera* camera() const {
assert(_handler);
return _handler->_camera;
}
double deltaTime() const {
assert(_handler);
return _handler->_deltaTime;
}
void orbitDelta(const glm::quat& rotation) {
assert(_handler);
_handler->lockControls();
// the camera position
psc relative = _handler->_camera->position();
// should be changed to something more dynamic =)
psc origin;
if (_handler->_focusNode) {
origin = _handler->_focusNode->worldPosition();
}
psc relative_origin_coordinate = relative - origin;
//glm::mat4 rotation_matrix = glm::mat4_cast(glm::inverse(rotation));
//relative_origin_coordinate = relative_origin_coordinate.vec4() * glm::inverse(rotation);
relative_origin_coordinate = glm::inverse(rotation) * relative_origin_coordinate.vec4();
relative = relative_origin_coordinate + origin;
_handler->_camera->setPosition(relative);
//camera_->rotate(rotation);
//camera_->setRotation(glm::mat4_cast(rotation));
glm::mat4 la = glm::lookAt(_handler->_camera->position().vec3(), origin.vec3(), glm::rotate(rotation, _handler->_camera->lookUpVector()));
_handler->_camera->setRotation(la);
//camera_->setLookUpVector();
_handler->unlockControls();
}
void rotateDelta(const glm::quat& rotation) {
assert(_handler);
_handler->lockControls();
_handler->_camera->rotate(rotation);
_handler->unlockControls();
}
void distanceDelta(const PowerScaledScalar& distance) {
assert(_handler);
_handler->lockControls();
psc relative = _handler->_camera->position();
const psc origin = (_handler->_focusNode) ? _handler->_focusNode->worldPosition() : psc();
psc relative_origin_coordinate = relative - origin;
const glm::vec3 dir(relative_origin_coordinate.direction());
glm:: vec3 newdir = dir * distance[0];
relative_origin_coordinate = newdir;
relative_origin_coordinate[3] = distance[1];
relative = relative + relative_origin_coordinate;
relative_origin_coordinate = relative - origin;
newdir = relative_origin_coordinate.direction();
// update only if on the same side of the origin
if(glm::angle(newdir, dir) < 90.0f)
_handler->_camera->setPosition(relative);
_handler->unlockControls();
}
void lookAt(const glm::quat& rotation) {
assert(_handler);
}
void setRotation(const glm::quat& rotation) {
assert(_handler);
}
private:

View File

@@ -110,6 +110,8 @@ public:
}
private:
friend class Controller;
InteractionHandler(const InteractionHandler&) = delete;
InteractionHandler& operator=(const InteractionHandler&) = delete;
InteractionHandler(InteractionHandler&&) = delete;

View File

@@ -29,14 +29,130 @@
#include <openspace/interaction/mouse.h>
#include <ghoul/glm.h>
namespace openspace {
namespace interaction {
class MouseController : public Controller {
public:
MouseController()
: _lastTrackballPos(0.f)
, _isMouseBeingPressedAndHeld(false)
{}
virtual void button(MouseAction action, MouseButton button) = 0;
virtual void move(float x, float y) = 0;
virtual void scrollWheel(float z) = 0;
virtual void scrollWheel(int pos) = 0;
protected:
glm::vec3 _lastTrackballPos;
bool _isMouseBeingPressedAndHeld;
glm::vec3 mapToTrackball(glm::vec2 mousePos) {
const float RADIUS = 0.5; // Sphere radius
glm::vec3 out = glm::vec3(mousePos.x-0.5, -1.0*(mousePos.y-0.5), 0);
// Mapping according to Holroyds trackball
// Piece-wise sphere + hyperbolic sheet
if (out.x*out.x + out.y*out.y <= RADIUS*RADIUS/2.0) {
//Spherical Region
out.z = RADIUS*RADIUS - (out.x*out.x + out.y*out.y);
out.z = out.z > 0.0 ? sqrtf(out.z) : 0.0;
} else { //Hyperbolic Region - for smooth z values
out.z = (RADIUS*RADIUS)/(2.0*sqrt(out.x*out.x + out.y*out.y));
}
return glm::normalize(out);
}
glm::vec3 mapToCamera(glm::vec3 trackballPos) {
// return glm::vec3((sgct::Engine::instance()->getActiveViewMatrix() * glm::vec4(trackballPos,0)));
//Get x,y,z axis vectors of current camera view
glm::vec3 currentViewYaxis = glm::normalize(camera()->lookUpVector());
psc viewDir = camera()->position() - focusNode()->worldPosition();
glm::vec3 currentViewZaxis = glm::normalize(viewDir.vec3());
glm::vec3 currentViewXaxis = glm::normalize(glm::cross(currentViewYaxis, currentViewZaxis));
//mapping to camera co-ordinate
currentViewXaxis*=trackballPos.x;
currentViewYaxis*=trackballPos.y;
currentViewZaxis*=trackballPos.z;
return (currentViewXaxis + currentViewYaxis + currentViewZaxis);
}
void trackballRotate(int x, int y) {
// Normalize mouse coordinates to [0,1]
float width = sgct::Engine::instance()->getActiveXResolution();
float height = sgct::Engine::instance()->getActiveYResolution();
glm::vec2 mousePos = glm::vec2((float)x/width, (float)y/height);
mousePos = glm::clamp(mousePos, -0.5, 1.5); // Ugly fix #1: Camera position becomes NaN on mouse values outside [-0.5, 1.5]
//mousePos[1] = 0.5; // Ugly fix #2: Tempoarily only allow rotation around y
glm::vec3 curTrackballPos = mapToTrackball(mousePos);
// LDEBUG(mousePos.x << ", " << mousePos.y << " = " << curTrackballPos.x << ", " << curTrackballPos.y << ", " << curTrackballPos.z);
// Disable movement on the first click for extra smoothness
if (!_isMouseBeingPressedAndHeld) {
_lastTrackballPos = curTrackballPos;
_isMouseBeingPressedAndHeld = true;
}
if (curTrackballPos != _lastTrackballPos) {
// calculate rotation angle (in radians)
float rotationAngle = glm::angle(curTrackballPos, _lastTrackballPos);
rotationAngle *= deltaTime() * 100.0f;
// Map trackballpos to camera
// glm::vec3 trackballMappedToCamera = mapToCamera(_lastTrackballPos - curTrackballPos);
// psc currentCamPos = camera_->getPosition();
// glm::vec3 nextCamPos = currentCamPos.getVec3f() + trackballMappedToCamera;
// glm::vec3 rotationAxis = glm::cross(currentCamPos.getVec3f(), nextCamPos);
glm::vec3 rotationAxis = glm::cross(_lastTrackballPos, curTrackballPos);
rotationAxis = glm::normalize(rotationAxis);
glm::quat quaternion = glm::angleAxis(rotationAngle, rotationAxis);
// Apply quaternion to camera
orbitDelta(quaternion);
_lastTrackballPos = curTrackballPos;
}
}
};
class OrbitMouseController : public MouseController {
public:
void button(MouseAction action, MouseButton button) {
if (button == MouseButton::Left && action == MouseAction::Press)
_leftMouseButtonDown = true;
else if (button == MouseButton::Left && action == MouseAction::Release) {
_leftMouseButtonDown = false;
_isMouseBeingPressedAndHeld = false;
}
}
void move(float x, float y) {
if (_leftMouseButtonDown)
trackballRotate(x,y);
}
void scrollWheel(int pos) {
const double speed = 4.75;
const double dt = deltaTime();
if (pos < 0) {
PowerScaledScalar dist(speed * dt, 0.0);
distanceDelta(dist);
} else if(pos > 0) {
PowerScaledScalar dist(-speed * dt, 0.0);
distanceDelta(dist);
}
}
protected:
bool _leftMouseButtonDown;
};
} // namespace interaction