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ManipulatorNode.hh
1/*===========================================================================*\
2 * *
3 * OpenFlipper *
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5 * Department of Computer Graphics and Multimedia *
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7 * www.openflipper.org *
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40\*===========================================================================*/
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46
47//=============================================================================
48//
49// CLASS ManipulatorNode
50//
51//=============================================================================
52
53
54#ifndef ACG_MANIPULATOR_NODE_HH
55#define ACG_MANIPULATOR_NODE_HH
56
57
58//== INCLUDES =================================================================
59
60// GMU
61#include "BaseNode.hh"
62#include "TransformNode.hh"
63#include <ACG/GL/GLPrimitives.hh>
64
65// Qt
66#include <QEvent>
67#include <QMouseEvent>
68
69
70
71
72//== NAMESPACES ===============================================================
73
74namespace ACG {
75namespace SceneGraph {
76
77
78//== CLASS DEFINITION =========================================================
79
80
86class ACGDLLEXPORT ManipulatorNode : public TransformNode
87{
88public:
89
90
92 ManipulatorNode( BaseNode* _parent=0,
93 const std::string& _name="<ManipulatorNode>" );
94
97
98
101
102
103 //
104 // METHODS
105 //
106
107
108
109 virtual void setIdentity() override;
110
112 void set_draw_cylinder(bool _b) { draw_cylinder_ = _b; }
113
115 bool draw_cylinder() const { return draw_cylinder_; }
116
119 void set_direction(Vec3d& _v);
120
123 Vec3d direction() const;
124
126 void set_size( double _size) { cylinder_height_ = _size;
127 cylinder_radius_ = _size/10.0;}
128
130 double size() const { return cylinder_height_; }
131
133 void translate(double _s) {
134 Vec3d rel_dir = rotation().transform_vector(direction_);
135 TransformNode::translate(_s * rel_dir);
136 }
137
139 void draw(GLState& _state, const DrawModes::DrawMode& _drawMode) override;
140
142 void pick(GLState& _state, PickTarget _target) override;
143
145 virtual void mouseEvent(GLState& _state, QMouseEvent* _event) override;
146
150 bool touched() { return touched_; };
151
153 void reset_touched() { touched_ = false; };
154
155
156private:
157
158 void setup_sphere_system(GLState& _state);
159 void setup_cylinder_system(GLState& _state);
160
161 bool mapToSphere(GLState& _state, const Vec2i& _v2, Vec3d& _v3);
162 bool hitSphere(GLState& _state, const Vec2i& _v2);
163 bool mapToCylinder (GLState& _state, const Vec2i& _v2, double& axis_hit);
164
165
166
167
168
169 // ELEMENTS
170 bool draw_cylinder_;
171
172 Vec3d direction_;
173 GLCylinder* cylinder_;
174 double cylinder_radius_;
175 double cylinder_height_;
176 int cylinder_slices_;
177 int cylinder_stacks_;
178
179
180 bool cylinder_clicked_;
181 bool sphere_clicked_;
182
183 Vec2i oldPoint2D_;
184
187};
188
189
190//=============================================================================
191} // namespace SceneGraph
192} // namespace ACG
193//=============================================================================
194#endif // ACG_MANIPUKATOR_NODE_HH defined
195//=============================================================================
196
void reset_touched()
Reset the touched flag ( see touched for details )
void set_size(double _size)
set cylindersize (height + radius)
bool touched_
if the manipulator is cklicked with a mouse, this flag will be set to true
ACG_CLASSNAME(ManipulatorNode)
class name
void set_draw_cylinder(bool _b)
set draw_cylinder_
bool draw_cylinder() const
get drawCylinder
void translate(double _s)
translate in cylinder direction
double size() const
get cylindersize
PickTarget
What target to use for picking.
Definition PickTarget.hh:74
Namespace providing different geometric functions concerning angles.