panda3d/panda/src/tform/trackball.cxx
2012-01-24 15:24:18 +00:00

654 lines
20 KiB
C++

// Filename: trackball.cxx
// Created by: drose (12Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "trackball.h"
#include "buttonEvent.h"
#include "buttonEventList.h"
#include "dataNodeTransmit.h"
#include "compose_matrix.h"
#include "mouseData.h"
#include "modifierButtons.h"
#include "linmath_events.h"
#include "mouseButton.h"
#include "keyboardButton.h"
TypeHandle Trackball::_type_handle;
// These are used internally.
#define B1_MASK 0x01
#define B2_MASK 0x02
#define B3_MASK 0x04
////////////////////////////////////////////////////////////////////
// Function: Trackball::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
Trackball::
Trackball(const string &name) :
MouseInterfaceNode(name)
{
_pixel_xy_input = define_input("pixel_xy", EventStoreVec2::get_class_type());
_transform_output = define_output("transform", TransformState::get_class_type());
_transform = TransformState::make_identity();
_rotscale = 0.3;
_fwdscale = 0.3;
_last_button = 0;
_lastx = _lasty = 0.5f;
_rotation = LMatrix4::ident_mat();
_translation.set(0.0f, 0.0f, 0.0f);
_mat = LMatrix4::ident_mat();
_orig = LMatrix4::ident_mat();
_invert = true;
_cs = get_default_coordinate_system();
_control_mode = CM_default;
// We want to track the state of these buttons.
watch_button(MouseButton::one());
watch_button(MouseButton::two());
watch_button(MouseButton::three());
if (trackball_use_alt_keys) {
// In OSX mode, we need to use the command and option key in
// conjunction with the (one) mouse button.
watch_button(KeyboardButton::control());
watch_button(KeyboardButton::meta());
watch_button(KeyboardButton::alt());
}
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
Trackball::
~Trackball() {
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::reset
// Access: Published
// Description: Reinitializes all transforms to identity.
////////////////////////////////////////////////////////////////////
void Trackball::
reset() {
_rotation = LMatrix4::ident_mat();
_translation.set(0.0f, 0.0f, 0.0f);
_orig = LMatrix4::ident_mat();
_mat = LMatrix4::ident_mat();
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_forward_scale
// Access: Published
// Description: Returns the scale factor applied to forward and
// backward motion. See set_forward_scale().
////////////////////////////////////////////////////////////////////
PN_stdfloat Trackball::
get_forward_scale() const {
return _fwdscale;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_forward_scale
// Access: Published
// Description: Changes the scale factor applied to forward and
// backward motion. The larger this number, the faster
// the model will move in response to dollying in and
// out.
////////////////////////////////////////////////////////////////////
void Trackball::
set_forward_scale(PN_stdfloat fwdscale) {
_fwdscale = fwdscale;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_pos
// Access: Published
// Description: Return the offset from the center of rotation.
////////////////////////////////////////////////////////////////////
const LPoint3 &Trackball::
get_pos() const {
return _translation;
}
PN_stdfloat Trackball::
get_x() const {
return _translation[0];
}
PN_stdfloat Trackball::
get_y() const {
return _translation[1];
}
PN_stdfloat Trackball::
get_z() const {
return _translation[2];
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_pos
// Access: Published
// Description: Directly set the offset from the rotational origin.
////////////////////////////////////////////////////////////////////
void Trackball::
set_pos(const LVecBase3 &vec) {
_translation = vec;
recompute();
}
void Trackball::
set_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
_translation.set(x, y, z);
recompute();
}
void Trackball::
set_x(PN_stdfloat x) {
_translation[0] = x;
recompute();
}
void Trackball::
set_y(PN_stdfloat y) {
_translation[1] = y;
recompute();
}
void Trackball::
set_z(PN_stdfloat z) {
_translation[2] = z;
recompute();
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_hpr
// Access: Published
// Description: Return the trackball's orientation.
////////////////////////////////////////////////////////////////////
LVecBase3 Trackball::
get_hpr() const {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
return hpr;
}
PN_stdfloat Trackball::
get_h() const {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
return hpr[0];
}
PN_stdfloat Trackball::
get_p() const {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
return hpr[1];
}
PN_stdfloat Trackball::
get_r() const {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
return hpr[2];
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_hpr
// Access: Published
// Description: Directly set the mover's orientation.
////////////////////////////////////////////////////////////////////
void Trackball::
set_hpr(const LVecBase3 &hpr) {
LVecBase3 scale, shear, old_hpr, translate;
decompose_matrix(_rotation, scale, shear, old_hpr, translate);
compose_matrix(_rotation, scale, shear, hpr, translate);
recompute();
}
void Trackball::
set_hpr(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
hpr.set(h, p, r);
compose_matrix(_rotation, scale, shear, hpr, translate);
recompute();
}
void Trackball::
set_h(PN_stdfloat h) {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
hpr[0] = h;
compose_matrix(_rotation, scale, shear, hpr, translate);
recompute();
}
void Trackball::
set_p(PN_stdfloat p) {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
hpr[1] = p;
compose_matrix(_rotation, scale, shear, hpr, translate);
recompute();
}
void Trackball::
set_r(PN_stdfloat r) {
LVecBase3 scale, shear, hpr, translate;
decompose_matrix(_rotation, scale, shear, hpr, translate);
hpr[2] = r;
compose_matrix(_rotation, scale, shear, hpr, translate);
recompute();
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::reset_origin_here
// Access: Published
// Description: Reposition the center of rotation to coincide with
// the current translation offset. Future rotations
// will be about the current origin.
////////////////////////////////////////////////////////////////////
void Trackball::
reset_origin_here() {
recompute();
_rotation = _orig;
_translation.set(0.0f, 0.0f, 0.0f);
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::move_origin
// Access: Published
// Description: Moves the center of rotation by the given amount.
////////////////////////////////////////////////////////////////////
void Trackball::
move_origin(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
_rotation = LMatrix4::translate_mat(LVecBase3(x, y, z)) * _rotation;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_origin
// Access: Published
// Description: Returns the current center of rotation.
////////////////////////////////////////////////////////////////////
LPoint3 Trackball::
get_origin() const {
return _rotation.get_row3(3);
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_origin
// Access: Published
// Description: Directly sets the center of rotation.
////////////////////////////////////////////////////////////////////
void Trackball::
set_origin(const LVecBase3 &origin) {
_rotation.set_row(3, LVecBase3(0.0f, 0.0f, 0.0f));
_rotation = LMatrix4::translate_mat(-origin) * _rotation;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_invert
// Access: Published
// Description: Sets the invert flag. When this is set, the inverse
// matrix is generated, suitable for joining to a
// camera, instead of parenting the scene under it.
////////////////////////////////////////////////////////////////////
void Trackball::
set_invert(bool flag) {
_invert = flag;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_invert
// Access: Published
// Description: Returns the invert flag. When this is set, the
// inverse matrix is generated, suitable for joining to
// a camera, instead of parenting the scene under it.
////////////////////////////////////////////////////////////////////
bool Trackball::
get_invert() const {
return _invert;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_control_mode
// Access: Published
// Description: Sets the control mode. Normally this is CM_default,
// which means each mouse button serves its normal
// function. When it is CM_truck, CM_pan, CM_dolly, or
// CM_roll, all of the mouse buttons serve the indicated
// function instead of their normal function. This can
// be used in conjunction with some external way of
// changing modes.
////////////////////////////////////////////////////////////////////
void Trackball::
set_control_mode(ControlMode control_mode) {
_control_mode = control_mode;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_control_mode
// Access: Published
// Description: Returns the control mode. See set_control_mode().
////////////////////////////////////////////////////////////////////
Trackball::ControlMode Trackball::
get_control_mode() const {
return _control_mode;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_rel_to
// Access: Published
// Description: Sets the NodePath that all trackball manipulations
// are to be assumed to be relative to. For instance,
// set your camera node here to make the trackball
// motion camera relative. The default is the empty
// path, which means trackball motion is in global
// space.
////////////////////////////////////////////////////////////////////
void Trackball::
set_rel_to(const NodePath &rel_to) {
_rel_to = rel_to;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_rel_to
// Access: Published
// Description: Returns the NodePath that all trackball manipulations
// are relative to, or the empty path.
////////////////////////////////////////////////////////////////////
const NodePath &Trackball::
get_rel_to() const {
return _rel_to;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_coordinate_system
// Access: Published
// Description: Sets the coordinate system of the Trackball.
// Normally, this is the default coordinate system.
// This changes the axes the Trackball manipulates so
// that the user interface remains consistent across
// different coordinate systems.
////////////////////////////////////////////////////////////////////
void Trackball::
set_coordinate_system(CoordinateSystem cs) {
_cs = cs;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_coordinate_system
// Access: Published
// Description: Returns the coordinate system of the Trackball.
// See set_coordinate_system().
////////////////////////////////////////////////////////////////////
CoordinateSystem Trackball::
get_coordinate_system() const {
return _cs;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::set_mat
// Access: Published
// Description: Stores the indicated transform in the trackball.
// This is a transform in global space, regardless of
// the rel_to node.
////////////////////////////////////////////////////////////////////
void Trackball::
set_mat(const LMatrix4 &mat) {
_orig = mat;
if (_invert) {
_mat = invert(_orig);
} else {
_mat = _orig;
}
reextract();
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_mat
// Access: Published
// Description: Returns the matrix represented by the trackball
// rotation.
////////////////////////////////////////////////////////////////////
const LMatrix4 &Trackball::
get_mat() const {
return _orig;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::get_trans_mat
// Access: Published
// Description: Returns the actual transform that will be applied to
// the scene graph. This is the same as get_mat(),
// unless invert is in effect.
////////////////////////////////////////////////////////////////////
const LMatrix4 &Trackball::
get_trans_mat() const {
return _mat;
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::apply
// Access: Private
// Description: Applies the operation indicated by the user's mouse
// motion to the current state. Returns the matrix
// indicating the new state.
////////////////////////////////////////////////////////////////////
void Trackball::
apply(double x, double y, int button) {
if (button && !_rel_to.is_empty()) {
// If we have a rel_to node, we must first adjust our rotation and
// translation to be in those local coordinates.
reextract();
}
if (button == B1_MASK && _control_mode != CM_default) {
// We have a control mode set; this may change the meaning of
// button 1. Remap button to match the current control mode
// setting.
switch (_control_mode) {
case CM_truck:
button = B1_MASK;
break;
case CM_pan:
button = B2_MASK;
break;
case CM_dolly:
button = B3_MASK;
break;
case CM_roll:
button = B2_MASK | B3_MASK;
break;
case CM_default:
// Not possible due to above logic.
nassertv(false);
}
}
if (button == B1_MASK) {
// Button 1: translate in plane parallel to screen.
_translation +=
x * _fwdscale * LVector3::right(_cs) +
y * _fwdscale * LVector3::down(_cs);
} else if (button == (B2_MASK | B3_MASK)) {
// Buttons 2 + 3: rotate about the vector perpendicular to the
// screen.
_rotation *=
LMatrix4::rotate_mat_normaxis((x - y) * _rotscale,
LVector3::forward(_cs), _cs);
} else if ((button == B2_MASK) || (button == (B1_MASK | B3_MASK))) {
// Button 2, or buttons 1 + 3: rotate about the right and up
// vectors. (We alternately define this as buttons 1 + 3, to
// support two-button mice.)
_rotation *=
LMatrix4::rotate_mat_normaxis(x * _rotscale, LVector3::up(_cs), _cs) *
LMatrix4::rotate_mat_normaxis(y * _rotscale, LVector3::right(_cs), _cs);
} else if ((button == B3_MASK) || (button == (B1_MASK | B2_MASK))) {
// Button 3, or buttons 1 + 2: dolly in and out along the forward
// vector. (We alternately define this as buttons 1 + 2, to
// support two-button mice.)
_translation -= y * _fwdscale * LVector3::forward(_cs);
}
if (button) {
recompute();
}
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::reextract
// Access: Private
// Description: Given a correctly computed _orig matrix, rederive the
// translation and rotation elements.
////////////////////////////////////////////////////////////////////
void Trackball::
reextract() {
LMatrix4 m = _orig;
if (!_rel_to.is_empty()) {
NodePath root;
m = _orig * root.get_transform(_rel_to)->get_mat();
}
m.get_row3(_translation,3);
_rotation = m;
_rotation.set_row(3, LVecBase3(0.0f, 0.0f, 0.0f));
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::recompute
// Access: Private
// Description: Rebuilds the matrix according to the stored rotation
// and translation components.
////////////////////////////////////////////////////////////////////
void Trackball::
recompute() {
_orig = _rotation * LMatrix4::translate_mat(_translation);
if (!_rel_to.is_empty()) {
NodePath root;
_orig = _orig * _rel_to.get_transform(root)->get_mat();
}
if (_invert) {
_mat = invert(_orig);
} else {
_mat = _orig;
}
}
////////////////////////////////////////////////////////////////////
// Function: Trackball::do_transmit_data
// Access: Protected, Virtual
// Description: The virtual implementation of transmit_data(). This
// function receives an array of input parameters and
// should generate an array of output parameters. The
// input parameters may be accessed with the index
// numbers returned by the define_input() calls that
// were made earlier (presumably in the constructor);
// likewise, the output parameters should be set with
// the index numbers returned by the define_output()
// calls.
////////////////////////////////////////////////////////////////////
void Trackball::
do_transmit_data(DataGraphTraverser *, const DataNodeTransmit &input,
DataNodeTransmit &output) {
// First, update our modifier buttons.
bool required_buttons_match;
check_button_events(input, required_buttons_match);
// Now, check for mouse motion.
if (required_buttons_match && input.has_data(_pixel_xy_input)) {
const EventStoreVec2 *pixel_xy;
DCAST_INTO_V(pixel_xy, input.get_data(_pixel_xy_input).get_ptr());
const LVecBase2 &p = pixel_xy->get_value();
PN_stdfloat this_x = p[0];
PN_stdfloat this_y = p[1];
int this_button = 0;
if (is_down(MouseButton::one())) {
if (is_down(KeyboardButton::alt())) {
// B1 + alt (option) = B2.
this_button |= B2_MASK;
if (is_down(KeyboardButton::meta()) || is_down(KeyboardButton::control())) {
this_button |= B3_MASK;
}
} else if (is_down(KeyboardButton::meta()) || is_down(KeyboardButton::control())) {
// B1 + meta (command) = B3.
this_button |= B3_MASK;
} else {
// Without a special key, B1 is B1.
this_button |= B1_MASK;
}
}
if (is_down(MouseButton::two())) {
this_button |= B2_MASK;
}
if (is_down(MouseButton::three())) {
this_button |= B3_MASK;
}
PN_stdfloat x = this_x - _lastx;
PN_stdfloat y = this_y - _lasty;
if (this_button == _last_button) {
apply(x, y, this_button);
}
_last_button = this_button;
_lastx = this_x;
_lasty = this_y;
} else {
_last_button = 0;
}
// Now send our matrix down the pipe.
_transform = TransformState::make_mat(_mat);
output.set_data(_transform_output, EventParameter(_transform));
}