test_pie/external/pmp/TrackballViewer.h

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//=============================================================================
// Copyright (C) 2011-2017 The pmp-library developers
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//=============================================================================
#pragma once
//=============================================================================
#include <pmp/Window.h>
#include <pmp/MatVec.h>
#include <string>
#include <vector>
//=============================================================================
namespace pmp {
//=============================================================================
//! \addtogroup gl gl
//! @{
//! A simple GLFW viewer with trackball user interface
class TrackballViewer : public Window
{
public: //------------------------------------------------------ public methods
//! constructor
TrackballViewer(const char* title, int width, int height,
bool showgui = true);
//! destructor
virtual ~TrackballViewer();
//! define the center and radius of the scene/
//! used for trackball rotation
void setScene(const vec3& center, float radius);
//! adjust camera such that the whole scene (defined by set_scene()) is visible
void viewAll();
protected: //----------------------------------- callbacks as member functions
//! this function is called when the scene has to be rendered. it
//! clears the buffers, calls the draw() method, and performs buffer swap
virtual void display(void) override;
//! this function handles keyboard events
virtual void keyboard(int key, int code, int action, int mods) override;
//! this function handles mouse button events
virtual void mouse(int button, int action, int mods) override;
//! this function handles mouse motion (passive/active position)
virtual void motion(double xpos, double ypos) override;
//! this function handles mouse scroll events
virtual void scroll(double xoffset, double yoffset) override;
//! this function is called if the window is resized
virtual void resize(int width, int height) override;
protected: //------------------------------------------- handling of draw modes
//! reset the list of draw modes
void clearDrawModes();
//! add a draw mode
unsigned int addDrawMode(const std::string& drawMode);
//! activate a draw mode
void setDrawMode(const std::string& drawMode);
protected: //-------------------------------------------------------- rendering
//! initialize all OpenGL states
virtual void init();
//! this function is responsible for rendering the scene
virtual void draw(const std::string& drawMode) = 0;
protected: //-------------------------------------------- trackball interaction
//! turn a mouse event into a rotation around the scene center. calls rotate().
void rotation(int x, int y);
//! turn a mouse event into a translation in the view plane. calls translate().
void translation(int x, int y);
//! turn a mouse event into a zoom, i.e., translation in z-direction. calls translate().
void zoom(int x, int y);
//! get 3D position under the mouse cursor
bool pick(int x, int y, vec3& result);
//! fly toward the position under the mouse cursor and set rotation center to it
void flyTo(int x, int y);
//! translate the scene and update modelview matrix
void translate(const vec3& trans);
//! rotate the scene (around its center) and update modelview matrix
void rotate(const vec3& axis, float angle);
//! virtual trackball: map 2D screen point to unit sphere. used by rotate().
bool mapToSphere(const ivec2& point, vec3& result);
protected: //----------------------------------------------------- private data
//! draw modes
unsigned int m_drawMode;
unsigned int m_nDrawModes;
std::vector<std::string> m_drawModeNames;
//! scene position and dimension
vec3 m_center;
float m_radius;
//! projection parameters
float m_near, m_far, m_fovy;
//! OpenGL matrices
mat4 m_projectionMatrix;
mat4 m_modelviewMatrix;
//! trackball helpers
vec2 m_mousePos2D;
ivec2 m_lastPoint2D;
vec3 m_lastPoint3D;
bool m_lastPointOk;
bool m_buttonDown[7];
int m_modifiers;
int m_wheelPos;
};
//=============================================================================
//! @}
//=============================================================================
} // namespace pmp
//=============================================================================