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ManipulatorNode.hh
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48 \*===========================================================================*/
49
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51
52
53 //=============================================================================
54 //
55 // CLASS ManipulatorNode
56 //
57 //=============================================================================
58
59
60 #ifndef ACG_MANIPULATOR_NODE_HH
61 #define ACG_MANIPULATOR_NODE_HH
62
63
64 //== INCLUDES =================================================================
65
66 // GMU
67 #include "BaseNode.hh"
68 #include "TransformNode.hh"
69
70 // Qt
71 #include <QEvent>
72 #include <QMouseEvent>
73
74 #include <ACG/GL/GLPrimitives.hh>
75
76
77 //== NAMESPACES ===============================================================
78
79 namespace ACG {
80 namespace SceneGraph {
81
82
83 //== CLASS DEFINITION =========================================================
84
85
91 class ACGDLLEXPORT ManipulatorNode : public TransformNode
92 {
93 public:
94
95
97 ManipulatorNode( BaseNode* _parent=0,
98 const std::string& _name="<ManipulatorNode>" );
99
101 ~ManipulatorNode();
102
103
105 ACG_CLASSNAME(ManipulatorNode);
106
107
108 //
109 // METHODS
110 //
111
112
113
114 virtual void setIdentity();
115
117 void set_draw_cylinder(bool _b) { draw_cylinder_ = _b; }
118
120 bool draw_cylinder() const { return draw_cylinder_; }
121
124 void set_direction(Vec3d& _v);
125
128 Vec3d direction() const;
129
131 void set_size( double _size) { cylinder_height_ = _size;
132 cylinder_radius_ = _size/10.0;}
133
135 double size() const { return cylinder_height_; }
136
138 void translate(double _s) {
139 Vec3d rel_dir = rotation().transform_vector(direction_);
140 TransformNode::translate(_s * rel_dir);
141 }
142
144 void draw(GLState& _state, const DrawModes::DrawMode& _drawMode);
145
147 void pick(GLState& _state, PickTarget _target);
148
150 virtual void mouseEvent(GLState& _state, QMouseEvent* _event);
151
155 bool touched() { return touched_; };
156
158 void reset_touched() { touched_ = false; };
159
160
161 private:
162
163 void setup_sphere_system(GLState& _state);
164 void setup_cylinder_system(GLState& _state);
165
166 bool mapToSphere(GLState& _state, const Vec2i& _v2, Vec3d& _v3);
167 bool hitSphere(GLState& _state, const Vec2i& _v2);
168 bool mapToCylinder (GLState& _state, const Vec2i& _v2, double& axis_hit);
169
170
171
172
173
174 // ELEMENTS
175 bool draw_cylinder_;
176
177 Vec3d direction_;
178 GLCylinder* cylinder_;
179 double cylinder_radius_;
180 double cylinder_height_;
181 int cylinder_slices_;
182 int cylinder_stacks_;
183
184
185 bool cylinder_clicked_;
186 bool sphere_clicked_;
187
188 Vec2i oldPoint2D_;
189
191 bool touched_;
192 };
193
194
195 //=============================================================================
196 } // namespace SceneGraph
197 } // namespace ACG
198 //=============================================================================
199 #endif // ACG_MANIPUKATOR_NODE_HH defined
200 //=============================================================================
201
ACG::SceneGraph::ManipulatorNode::size
double size() const
get cylindersize
Definition: ManipulatorNode.hh:135
ACG::SceneGraph::ManipulatorNode::translate
void translate(double _s)
translate in cylinder direction
Definition: ManipulatorNode.hh:138
ACG
Namespace providing different geometric functions concerning angles.
Definition: DBSCANT.cc:51
ACG::SceneGraph::BaseNode
Definition: BaseNode.hh:135
ACG::SceneGraph::PickTarget
PickTarget
What target to use for picking.
Definition: BaseNode.hh:99
ACG::SceneGraph::ManipulatorNode
Definition: ManipulatorNode.hh:91
ACG::GLState
Definition: GLState.hh:220
ACG::SceneGraph::ManipulatorNode::touched_
bool touched_
if the manipulator is cklicked with a mouse, this flag will be set to true
Definition: ManipulatorNode.hh:191
ACG::SceneGraph::ManipulatorNode::draw_cylinder
bool draw_cylinder() const
get drawCylinder
Definition: ManipulatorNode.hh:120
ACG::SceneGraph::DrawModes::DrawMode
Specifies a DrawMode.
Definition: DrawModes.hh:294
ACG::SceneGraph::ManipulatorNode::touched
bool touched()
Definition: ManipulatorNode.hh:155
ACG::SceneGraph::ManipulatorNode::reset_touched
void reset_touched()
Reset the touched flag ( see touched for details )
Definition: ManipulatorNode.hh:158
OpenMesh::VectorT
Definition: Vector11T.hh:83
ACG::SceneGraph::TransformNode
Definition: TransformNode.hh:95
ACG::SceneGraph::TransformNode::translate
void translate(const Vec3d &_v)
Add a translation to the current Transformation.
Definition: TransformNode.cc:131
ACG::GLCylinder
Definition: GLPrimitives.hh:216
ACG::SceneGraph::ManipulatorNode::set_draw_cylinder
void set_draw_cylinder(bool _b)
set draw_cylinder_
Definition: ManipulatorNode.hh:117
ACG::SceneGraph::ManipulatorNode::set_size
void set_size(double _size)
set cylindersize (height + radius)
Definition: ManipulatorNode.hh:131