Developer Documentation

CoordinateSystemNode.cc
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40 \*===========================================================================*/
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46
47 //=============================================================================
48 //
49 // CLASS CoordsysNode - IMPLEMENTATION
50 //
51 //=============================================================================
52
53 //== INCLUDES =================================================================
54
55 #include <ObjectTypes/Coordsys/CoordinateSystemNode.hh>
56
57
58
59 //== NAMESPACES ===============================================================
60
61 namespace ACG {
62 namespace SceneGraph {
63
64
65 //== IMPLEMENTATION ==========================================================
66
67
68 CoordinateSystemNode::CoordinateSystemNode( BaseNode* _parent,
69 std::string _name)
70 : BaseNode(_parent, _name),
71 coordsysSize_(1.0),
72 slices_(10),
73 stacks_(10),
74 loops_(10)
75 {
76 rotation_.identity();
77 sphere_ = new GLSphere(slices_, stacks_);
78 cone_ = new GLCone(slices_, stacks_, 1.0f, 1.0f, false, true);
79 cylinder_ = new GLCylinder(slices_, stacks_, 1.0f, false, false);
80 disk_ = new GLDisk(slices_, loops_, 0.1f, 1.0f);
81 }
82
83 //----------------------------------------------------------------------------
84
85 CoordinateSystemNode::~CoordinateSystemNode() {
86 if (sphere_)
87 delete sphere_;
88
89 if (cone_)
90 delete cone_;
91
92 if (cylinder_)
93 delete cylinder_;
94
95 if (disk_)
96 delete disk_;
97 }
98
99 //----------------------------------------------------------------------------
100
101 void
102 CoordinateSystemNode::
103 boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
104 {
105 //TODO!!
106 Vec3d topLeft = position_ + coordsysSize_ * ACG::Vec3d(1.0,1.0,1.0);
107
108 _bbMin.minimize( topLeft );
109 _bbMin.minimize( position_ );
110
111 _bbMax.maximize( topLeft );
112 _bbMax.maximize( position_ );
113
114 }
115
116
117 //----------------------------------------------------------------------------
118
119
120 DrawModes::DrawMode
121 CoordinateSystemNode::
122 availableDrawModes() const
123 {
124 return ( DrawModes::SOLID_SMOOTH_SHADED );
125 }
126
127
128 //----------------------------------------------------------------------------
129
130 void
131 CoordinateSystemNode::
132 drawCoordsys( GLState& _state) {
133
134 double topRadius = 0.1 * coordsysSize_;
135 double arrowLength = 0.4 * coordsysSize_;
136 double bodyRadius = 0.04 * coordsysSize_;
137 double bodyLength = 0.6 * coordsysSize_;
138 double sphereRadius = 0.1 * coordsysSize_;
139
140 // Origin
141 glColor3f(0.5, 0.5, 0.5);
142 sphere_->draw(_state, sphereRadius);
143
144 // X-Axis
145 glColor3f(1.0, 0.0, 0.0);
146 _state.push_modelview_matrix ();
147 _state.rotate (-90, 0, 1, 0);
148 _state.translate ( 0, 0, -bodyLength );
149 cylinder_->setBottomRadius(bodyRadius);
150 cylinder_->setTopRadius(bodyRadius);
151 cylinder_->draw(_state, bodyLength);
152 disk_->setInnerRadius(0.0f);
153 disk_->setOuterRadius(topRadius);
154 disk_->draw(_state);
155 _state.translate ( 0, 0, -arrowLength );
156 cone_->setBottomRadius(0.0f);
157 cone_->setTopRadius(topRadius);
158 cone_->draw(_state, arrowLength);
159 _state.pop_modelview_matrix ();
160
161 // Y-Axis
162 glColor3f(0.0, 1.0, 0.0);
163 _state.push_modelview_matrix ();
164 _state.rotate (90, 1, 0, 0);
165 _state.translate ( 0, 0, -bodyLength );
166 cylinder_->draw(_state, bodyLength);
167 disk_->draw(_state);
168 _state.translate ( 0, 0, -arrowLength );
169 cone_->draw(_state, arrowLength);
170 _state.pop_modelview_matrix ();
171
172 // Z-Axis
173 glColor3f(0.0, 0.0, 1.0);
174 _state.push_modelview_matrix ();
175 _state.rotate (180, 0, 1, 0);
176 _state.translate ( 0, 0, -bodyLength );
177 cylinder_->draw(_state, bodyLength);
178 disk_->draw(_state);
179 _state.translate ( 0, 0, -arrowLength );
180 cone_->draw(_state, arrowLength);
181 _state.pop_modelview_matrix ();
182 }
183
184 //============================================================================
185
186
187 void
188 CoordinateSystemNode::drawCoordsysPick( GLState& _state) {
189
190 double topRadius = 0.1 * coordsysSize_;
191 double arrowLength = 0.4 * coordsysSize_;
192 double bodyRadius = 0.04 * coordsysSize_;
193 double bodyLength = 0.6 * coordsysSize_;
194 double sphereRadius = 0.1 * coordsysSize_;
195
196 // Origin
197 _state.pick_set_name (1);
198 sphere_->draw(_state, sphereRadius);
199
200 // X-Axis
201 _state.pick_set_name (2);
202 _state.push_modelview_matrix ();
203 _state.rotate (-90, 0, 1, 0);
204 _state.translate ( 0, 0, -bodyLength );
205 cylinder_->setBottomRadius(bodyRadius);
206 cylinder_->setTopRadius(bodyRadius);
207 cylinder_->draw(_state, bodyLength);
208 disk_->setInnerRadius(0.0f);
209 disk_->setOuterRadius(topRadius);
210 disk_->draw(_state);
211 _state.translate ( 0, 0, -arrowLength );
212 cone_->setBottomRadius(0.0f);
213 cone_->setTopRadius(topRadius);
214 cone_->draw(_state, arrowLength);
215 _state.pop_modelview_matrix ();
216
217 // Y-Axis
218 _state.pick_set_name (3);
219 _state.push_modelview_matrix ();
220 _state.rotate (90, 1, 0, 0);
221 _state.translate ( 0, 0, -bodyLength );
222 cylinder_->draw(_state, bodyLength);
223 disk_->draw(_state);
224 _state.translate ( 0, 0, -arrowLength );
225 cone_->draw(_state, arrowLength);
226 _state.pop_modelview_matrix ();
227
228 // Z-Axis
229 _state.pick_set_name (4);
230 _state.push_modelview_matrix ();
231 _state.rotate (180, 0, 1, 0);
232 _state.translate ( 0, 0, -bodyLength );
233 cylinder_->draw(_state, bodyLength);
234 disk_->draw(_state);
235 _state.translate ( 0, 0, -arrowLength );
236 cone_->draw(_state, arrowLength);
237 _state.pop_modelview_matrix ();
238 }
239
240
241 //============================================================================
242
243
244 void
245 CoordinateSystemNode::
246 draw(GLState& _state , const DrawModes::DrawMode& /*_drawMode*/)
247 {
248 glPushAttrib(GL_ENABLE_BIT);
249
250 // Push Modelview-Matrix
251 _state.push_modelview_matrix();
252
253 Vec4f lastBaseColor = _state.base_color();
254
255 glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
256 ACG::GLState::enable(GL_COLOR_MATERIAL);
257 ACG::GLState::enable(GL_LIGHTING);
258 ACG::GLState::shadeModel(GL_SMOOTH);
259
260 // Translate to right position
261 _state.translate(position_);
262
263 // Apply rotation matrix
264 GLMatrixd modelview = _state.modelview();
265 modelview *= rotation_;
266 _state.set_modelview(modelview);
267
268 // Draw coordsys
269 drawCoordsys(_state);
270
271 glColor4fv(lastBaseColor.data());
272
273 // Reload old configuration
274 _state.pop_modelview_matrix();
275
276 glPopAttrib();
277 }
278
279
280 void
281 CoordinateSystemNode::
282 position(const Vec3d& _pos)
283 {
284 position_ = _pos;
285 }
286
287
288 Vec3d
289 CoordinateSystemNode::
290 position() {
291 return position_;
292 }
293
294 void CoordinateSystemNode::rotation(const Matrix4x4d & _rotation)
295 {
296 rotation_ = _rotation;
297 }
298
299 Matrix4x4d CoordinateSystemNode::rotation()
300 {
301 return rotation_;
302 }
303
304
305 void
306 CoordinateSystemNode::
307 size(const double _size) {
308 coordsysSize_ = _size;
309 }
310
311 double
312 CoordinateSystemNode::
313 size() {
314 return coordsysSize_;
315 }
316
317
318 void
319 CoordinateSystemNode::pick(GLState& _state, PickTarget _target)
320 {
321
322
323 if (_target == PICK_ANYTHING) {
324
325 _state.pick_set_maximum(5);
326 _state.pick_set_name(0);
327
328 // Push Modelview-Matrix
329 _state.push_modelview_matrix();
330
331 // Translate to right position
332 _state.translate(position_);
333
334 // Apply rotation matrix
335 GLMatrixd modelview = _state.modelview();
336 modelview *= rotation_;
337 _state.set_modelview(modelview);
338
339 // Koordinatensystem zeichnen
340 drawCoordsysPick(_state);
341
342 // Reload old configuration
343 _state.pop_modelview_matrix();
344
345 }
346 }
347
348
349 //=============================================================================
350 } // namespace SceneGraph
351 } // namespace ACG
352 //=============================================================================
ACG::GLDisk
Definition: GLPrimitives.hh:252
ACG::GLState::pop_modelview_matrix
void pop_modelview_matrix()
pop modelview matrix
Definition: GLState.cc:1026
ACG::SceneGraph::CoordinateSystemNode::CoordinateSystemNode
CoordinateSystemNode(BaseNode *_parent=0, std::string _name="<TextNode>")
Definition: CoordinateSystemNode.cc:68
ACG::GLState
Definition: GLState.hh:213
ACG::SceneGraph::CoordinateSystemNode::~CoordinateSystemNode
~CoordinateSystemNode()
destructor
Definition: CoordinateSystemNode.cc:85
ACG
Namespace providing different geometric functions concerning angles.
Definition: BaseObjectData.hh:68
ACG::GLCone
Definition: GLPrimitives.hh:169
ACG::GLState::base_color
const Vec4f & base_color() const
get base color (used when lighting is off)
Definition: GLState.hh:926
ACG::SceneGraph::CoordinateSystemNode::coordsysSize_
double coordsysSize_
Size of the coordsys.
Definition: CoordinateSystemNode.hh:140
OpenMesh::VectorT
Definition: Vector11T.hh:83
ACG::Matrix4x4T::identity
void identity()
setup an identity matrix
Definition: Matrix4x4T_impl.hh:250
ACG::SceneGraph::CoordinateSystemNode::rotation
Matrix4x4d rotation()
Get current rotation of the coordinate system;.
Definition: CoordinateSystemNode.cc:299
OpenMesh::VectorT::maximize
vector_type & maximize(const vector_type &_rhs)
maximize values: same as *this = max(*this, _rhs), but faster
Definition: Vector11T.hh:568
ACG::SceneGraph::CoordinateSystemNode::boundingBox
void boundingBox(Vec3d &_bbMin, Vec3d &_bbMax) override
update bounding box
Definition: CoordinateSystemNode.cc:103
ACG::SceneGraph::DrawModes::SOLID_SMOOTH_SHADED
DrawMode SOLID_SMOOTH_SHADED
draw smooth shaded (Gouraud shaded) faces (requires halfedge normals)
Definition: DrawModes.cc:82
ACG::SceneGraph::CoordinateSystemNode::draw
void draw(GLState &_state, const DrawModes::DrawMode &_drawMode) override
draw Coordsys
Definition: CoordinateSystemNode.cc:246
OpenMesh::VectorT::data
Scalar * data()
access to Scalar array
Definition: Vector11T.hh:200
SceneGraph
Definition: QtPrincipalAxisDialog.hh:67
ACG::SceneGraph::CoordinateSystemNode::size
double size()
Get current size.
Definition: CoordinateSystemNode.cc:313
ACG::SceneGraph::PickTarget
PickTarget
What target to use for picking.
Definition: PickTarget.hh:73
ACG::GLState::push_modelview_matrix
void push_modelview_matrix()
push modelview matrix
Definition: GLState.cc:1010
ACG::GLState::set_modelview
void set_modelview(const GLMatrixd &_m)
set modelview
Definition: GLState.hh:728
ACG::SceneGraph::CoordinateSystemNode::position_
Vec3d position_
3d position of the coordsys origin
Definition: CoordinateSystemNode.hh:134
ACG::SceneGraph::CoordinateSystemNode::position
Vec3d position()
Get current position of the coordinate system;.
Definition: CoordinateSystemNode.cc:290
ACG::GLMatrixT< double >
ACG::SceneGraph::PICK_ANYTHING
pick any of the prior targets (should be implemented for all nodes)
Definition: PickTarget.hh:84
ACG::SceneGraph::CoordinateSystemNode::availableDrawModes
ACG::SceneGraph::DrawModes::DrawMode availableDrawModes() const override
return available draw modes
Definition: CoordinateSystemNode.cc:122
ACG::GLState::pick_set_maximum
bool pick_set_maximum(size_t _idx)
Set the maximal number of primitives/components of your object.
Definition: GLState.cc:1051
OpenMesh::VectorT::minimize
vector_type & minimize(const vector_type &_rhs)
minimize values: same as *this = min(*this, _rhs), but faster
Definition: Vector11T.hh:540
ACG::SceneGraph::CoordinateSystemNode::pick
void pick(GLState &_state, PickTarget _target) override
draw Coordsys for object picking
Definition: CoordinateSystemNode.cc:319
ACG::GLSphere
Definition: GLPrimitives.hh:139
ACG::Matrix4x4T< double >
ACG::SceneGraph::BaseNode
Definition: BaseNode.hh:104
ACG::GLState::rotate
void rotate(double _angle, double _x, double _y, double _z, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
rotate around axis (_x, _y, _z) by _angle
Definition: GLState.cc:564
ACG::SceneGraph::DrawModes::DrawMode
Specifies a DrawMode.
Definition: DrawModes.hh:288
ACG::GLState::pick_set_name
void pick_set_name(size_t _idx)
sets the current name/color (like glLoadName(_idx))
Definition: GLState.cc:1061
ACG::GLState::modelview
const GLMatrixd & modelview() const
get modelview matrix
Definition: GLState.hh:791
ACG::SceneGraph::ACG::GLState::enable
static void enable(GLenum _cap, bool _warnRemoved=true)
replaces glEnable, but supports locking
ACG::SceneGraph::CoordinateSystemNode::rotation_
Matrix4x4d rotation_
Orientation of coordsys.
Definition: CoordinateSystemNode.hh:137
ACG::GLCylinder
Definition: GLPrimitives.hh:218
ACG::SceneGraph::ACG::GLState::shadeModel
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking
ACG::GLState::translate
void translate(double _x, double _y, double _z, MultiplyFrom _mult_from=MULT_FROM_RIGHT)
translate by (_x, _y, _z)
Definition: GLState.cc:533
ACG::Vec3d
VectorT< double, 3 > Vec3d
Definition: VectorT.hh:121