ResInsight/Fwk/VizFwk/LibRender/cvfOverlayNavigationCube.cpp
Sigurd Pettersen ce9a65ee41
VizFwk housekeeping (#11026)
Housekeeping in VizFwk in preparation for introducing support for QOpenGLWidget and Qt6

* Adjusted unit tests to changes in source code
* Use Qt5 as default and removed copying of Qt DLLs
* Removed support for Qt4
* Removed the CVF_OPENGL_ES define. If we ever want to re-introduce support fro OpenGLES/Angle it should be handled differently.
*Added include of <locale.h>
* Added target for running Glsl2Include in order to build cvfShaderSourceStrings.h
* Removed all usage of CVF_USING_CMAKE
* Removed visual studio project files
2024-01-09 14:38:57 +01:00

1527 lines
54 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfOverlayNavigationCube.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfGeometryBuilderDrawableGeo.h"
#include "cvfGeometryUtils.h"
#include "cvfViewport.h"
#include "cvfCamera.h"
#include "cvfTextDrawer.h"
#include "cvfFont.h"
#include "cvfShaderProgram.h"
#include "cvfUniform.h"
#include "cvfMatrixState.h"
#include "cvfDrawableVectors.h"
#include "cvfGeometryBuilderTriangles.h"
#include "cvfArrowGenerator.h"
#include "cvfBufferObjectManaged.h"
#include "cvfDrawableText.h"
#include "cvfTextureImage.h"
#include "cvfPrimitiveSet.h"
#include "cvfPrimitiveSetIndexedUShort.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceProvider.h"
#include "cvfRay.h"
#include "cvfRenderStateDepth.h"
#include "cvfTexture.h"
#include "cvfSampler.h"
#include "cvfRenderStateTextureBindings.h"
#include "cvfRect.h"
#include "cvfRenderState_FF.h"
#include "cvfTexture2D_FF.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::OverlayNavigationCube
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
/// Constructor
//--------------------------------------------------------------------------------------------------
OverlayNavigationCube::OverlayNavigationCube(Camera* camera, Font* font)
: m_camera(camera),
m_font(font),
m_xLabel("x"),
m_yLabel("y"),
m_zLabel("z"),
m_textColor(Color3::BLACK),
m_size(120, 120),
m_homeViewDirection(-Vec3f::Z_AXIS),
m_homeUp(Vec3f::Y_AXIS),
m_hightlightItem(NCI_NONE),
m_upVector(Vec3d::Z_AXIS),
m_frontVector(-Vec3d::Y_AXIS),
m_xFaceColor(Color3::RED),
m_yFaceColor(Color3::GREEN),
m_zFaceColor(Color3::BLUE),
m_itemHighlightColor(Color3::GRAY),
m_2dItemsColor(Color3::WHITE)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OverlayNavigationCube::~OverlayNavigationCube()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::setAxisLabels(const String& xLabel, const String& yLabel, const String& zLabel)
{
// Clipping of axis label text is depends on m_size and
// z-part of axisMatrix.setTranslation(Vec3d(0, 0, -4.4)) defined in OverlayNavigationCube::render()
CVF_ASSERT (xLabel.size() < 5 && yLabel.size() < 5 && zLabel.size() < 5);
m_xLabel = xLabel;
m_yLabel = yLabel;
m_zLabel = zLabel;
}
//--------------------------------------------------------------------------------------------------
/// Set color of the axis labels
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::setAxisLabelsColor(const Color3f& color)
{
m_textColor = color;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui OverlayNavigationCube::sizeHint()
{
return m_size;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::setSize(const Vec2ui& size)
{
m_size = size;
}
//--------------------------------------------------------------------------------------------------
/// Hardware rendering using shader programs
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
render(oglContext, position, size, false);
}
//--------------------------------------------------------------------------------------------------
/// Software rendering
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
render(oglContext, position, size, true);
}
//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
{
if (size.x() <= 0 || size.y() <= 0)
{
return;
}
if (software && ShaderProgram::supportedOpenGL(oglContext))
{
ShaderProgram::useNoProgram(oglContext);
}
if (m_axis.isNull())
{
createAxisGeometry(software);
}
if (m_cubeGeos.empty())
{
createCubeGeos();
if (!software)
{
// Create the shader for the cube geometry
ShaderProgramGenerator gen("CubeGeoShader", ShaderSourceProvider::instance());
gen.configureStandardHeadlightColor();
m_cubeGeoShader = gen.generate();
m_cubeGeoShader->linkProgram(oglContext);
{
ShaderProgramGenerator gen("CubeGeoTextureShader", ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(cvf::ShaderSourceRepository::src_Texture);
gen.addFragmentCode(cvf::ShaderSourceRepository::light_Headlight);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Standard);
m_cubeGeoTextureShader = gen.generate();
m_cubeGeoTextureShader->setDefaultUniform(new cvf::UniformFloat("u_specularIntensity", 0.1f));
m_cubeGeoTextureShader->setDefaultUniform(new cvf::UniformFloat("u_ambientIntensity", 0.2f));
m_cubeGeoTextureShader->setDefaultUniform(new cvf::UniformFloat("u_emissiveColor", cvf::Vec3f(0.0f, 0.0f, 0.0f)));
m_cubeGeoTextureShader->setDefaultUniform(new cvf::UniformFloat("u_ecLightPosition", cvf::Vec3f(0.5f, 5.0f, 7.0f)));
m_cubeGeoTextureShader->linkProgram(oglContext);
}
}
}
if (m_2dGeos.empty())
{
create2dGeos();
}
// Setup camera
Camera cam;
configureLocalCamera(&cam, position, size);
// Setup viewport
cam.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH);
cam.applyOpenGL();
// Do the actual rendering
MatrixState matrixState(cam);
if (software)
{
renderAxisImmediateMode(oglContext, matrixState);
}
else
{
renderAxis(oglContext, matrixState);
}
renderCubeGeos(oglContext, software, matrixState);
renderAxisLabels(oglContext, software, matrixState);
render2dItems(oglContext, position, size, software);
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::renderAxis(OpenGLContext* oglContext, const MatrixState& matrixState)
{
CVF_ASSERT(m_axis.notNull());
OpenGLResourceManager* resourceManager = oglContext->resourceManager();
ref<ShaderProgram> vectorProgram = resourceManager->getLinkedVectorDrawerShaderProgram(oglContext);
if (vectorProgram->useProgram(oglContext))
{
vectorProgram->clearUniformApplyTracking();
vectorProgram->applyFixedUniforms(oglContext, matrixState);
}
// Draw X, Y and Z vectors
m_axis->render(oglContext, vectorProgram.p(), matrixState);
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::renderAxisImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState)
{
m_axis->renderImmediateMode(oglContext, matrixState);
}
//--------------------------------------------------------------------------------------------------
/// Create the geometry used to draw the axis (vector arrows) and the two triangles
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::createAxisGeometry(bool software)
{
CVF_ASSERT(m_axis.isNull());
// Axis colors
ref<Color3fArray> colorArray = new Color3fArray;
colorArray->resize(3);
colorArray->set(0, Color3::RED); // X axis
colorArray->set(1, Color3::GREEN); // Y axis
colorArray->set(2, Color3::BLUE); // Z axis
// Positions of the vectors - All in origo
Vec3f cp[8];
navCubeCornerPoints(cp);
ref<cvf::Vec3fArray> vertexArray = new Vec3fArray;
vertexArray->resize(3);
vertexArray->set(0, cp[0]); // X axis
vertexArray->set(1, cp[0]); // Y axis
vertexArray->set(2, cp[0]); // Z axis
// Direction & magnitude of the vectors
float arrowLength = 0.8f;
ref<cvf::Vec3fArray> vectorArray = new Vec3fArray;
vectorArray->resize(3);
vectorArray->set(0, arrowLength*Vec3f::X_AXIS);
vectorArray->set(1, arrowLength*Vec3f::Y_AXIS);
vectorArray->set(2, arrowLength*Vec3f::Z_AXIS);
// Create the arrow glyph for the vector drawer
GeometryBuilderTriangles arrowBuilder;
ArrowGenerator gen;
gen.setShaftRelativeRadius(0.020f);
gen.setHeadRelativeRadius(0.05f);
gen.setHeadRelativeLength(0.1f);
gen.setNumSlices(30);
gen.generate(&arrowBuilder);
if (software)
{
m_axis = new DrawableVectors();
}
else
{
m_axis = new DrawableVectors("u_transformationMatrix", "u_color");
}
m_axis->setVectors(vertexArray.p(), vectorArray.p());
m_axis->setColors(colorArray.p());
m_axis->setGlyph(arrowBuilder.trianglesUShort().p(), arrowBuilder.vertices().p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::updateTextureBindings(OpenGLContext* oglContext, bool software)
{
m_faceTextureBindings.clear();
for (size_t i = 0; i < 6; i++)
{
NavCubeFace face = static_cast<NavCubeFace>(i);
std::map<NavCubeFace, ref<TextureImage> >::iterator it = m_faceTextures.find(face);
if (it != m_faceTextures.end())
{
if (software)
{
// Use fixed function texture setup
ref<Texture2D_FF> texture = new Texture2D_FF(it->second.p());
texture->setWrapMode(Texture2D_FF::CLAMP);
texture->setMinFilter(Texture2D_FF::NEAREST);
texture->setMagFilter(Texture2D_FF::NEAREST);
texture->setupTexture(oglContext);
texture->setupTextureParams(oglContext);
ref<RenderStateTextureMapping_FF> textureMapping = new RenderStateTextureMapping_FF(texture.p());
textureMapping->setTextureFunction(RenderStateTextureMapping_FF::MODULATE);
m_faceTextureBindings[face] = textureMapping;
}
else
{
ref<cvf::Texture> texture = new cvf::Texture(it->second.p());
ref<cvf::Sampler> sampler = new cvf::Sampler;
texture->enableMipmapGeneration(true);
sampler->setWrapMode(Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(Sampler::LINEAR_MIPMAP_LINEAR);
sampler->setMagFilter(Sampler::NEAREST);
ref<cvf::RenderStateTextureBindings> texBind = new cvf::RenderStateTextureBindings;
texBind->addBinding(texture.p(), sampler.p(), "u_texture2D");
texBind->setupTextures(oglContext);
m_faceTextureBindings[face] = texBind;
}
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::renderCubeGeos(OpenGLContext* oglContext, bool software, const MatrixState& matrixState)
{
CVF_UNUSED(software);
if (m_faceTextureBindings.size() != m_faceTextures.size())
{
updateTextureBindings(oglContext, software);
}
if (software)
{
RenderStateMaterial_FF mat;
mat.enableColorMaterial(true);
mat.applyOpenGL(oglContext);
RenderStateLighting_FF light;
light.applyOpenGL(oglContext);
}
for (size_t i = 0; i < 6; i++)
{
NavCubeFace face = static_cast<NavCubeFace>(i);
std::map<NavCubeFace, ref<TextureImage> >::iterator it = m_faceTextures.find(m_cubeGeoFace[i]);
ShaderProgram* shader = NULL;
bool hasTexture = it != m_faceTextures.end();
if (hasTexture)
{
RenderState* textureBinding = m_faceTextureBindings[face].p();
CVF_ASSERT(textureBinding);
textureBinding->applyOpenGL(oglContext);
}
if (!software)
{
shader = hasTexture ? m_cubeGeoTextureShader.p() : m_cubeGeoShader.p();
if (shader->useProgram(oglContext))
{
shader->applyFixedUniforms(oglContext, matrixState);
}
}
Color3f faceColor = Color3f(Color3::WHITE);
if (!hasTexture)
{
switch (face)
{
case NCF_X_POS:
case NCF_X_NEG: faceColor = m_xFaceColor; break;
case NCF_Y_POS:
case NCF_Y_NEG: faceColor = m_yFaceColor; break;
case NCF_Z_POS:
case NCF_Z_NEG: faceColor = m_zFaceColor; break;
}
}
for (size_t i = 0; i < m_cubeGeos.size(); ++i)
{
if (m_cubeGeoFace[i] == face)
{
Color3f renderFaceColor = faceColor;
cvf::Vec3f emissiveColor = cvf::Vec3f(0.0f, 0.0f, 0.0f);
if (m_cubeItemType[i] == m_hightlightItem)
{
renderFaceColor = m_itemHighlightColor;
emissiveColor = cvf::Vec3f(-0.25f, -0.25f, -0.25f);
}
if (software)
{
glColor3fv(renderFaceColor.ptr());
m_cubeGeos[i]->renderImmediateMode(oglContext, matrixState);
}
else
{
if (hasTexture)
{
UniformFloat uniform("u_emissiveColor", emissiveColor);
shader->applyUniform(oglContext, uniform);
}
else
{
UniformFloat uniform("u_color", Color4f(renderFaceColor));
shader->applyUniform(oglContext, uniform);
}
m_cubeGeos[i]->render(oglContext, m_cubeGeoShader.p(), matrixState);
}
}
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::render2dItems(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
{
Camera cam;
cam.setViewport(position.x(), position.y(), size.x(), size.y());
cam.setProjectionAsUnitOrtho();
// Setup viewport
cam.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH);
cam.applyOpenGL();
RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
MatrixState matrixState(cam);
if (software)
{
RenderStateLighting_FF light(false);
light.applyOpenGL(oglContext);
glColor3fv(m_hightlightItem == NCI_HOME ? m_itemHighlightColor.ptr() : m_2dItemsColor.ptr());
m_homeGeo->renderImmediateMode(oglContext, matrixState);
}
else
{
if (m_cubeGeoShader->useProgram(oglContext))
{
m_cubeGeoShader->applyFixedUniforms(oglContext, matrixState);
}
UniformFloat colorUniform("u_color", Color4f(m_hightlightItem == NCI_HOME ? m_itemHighlightColor : m_2dItemsColor));
m_cubeGeoShader->applyUniform(oglContext, colorUniform);
m_homeGeo->render(oglContext, m_cubeGeoShader.p(), matrixState);
}
if (isFaceAlignedViewPoint())
{
for (size_t i = 0; i < m_2dGeos.size(); ++i)
{
Color3f renderFaceColor = Color3f(1,1,1);
if (m_2dItemType[i] == m_hightlightItem)
{
renderFaceColor = m_itemHighlightColor;
}
if (software)
{
glColor3fv(renderFaceColor.ptr());
m_2dGeos[i]->renderImmediateMode(oglContext, matrixState);
}
else
{
UniformFloat colorUniform("u_color", Color4f(renderFaceColor));
m_cubeGeoShader->applyUniform(oglContext, colorUniform);
m_2dGeos[i]->render(oglContext, m_cubeGeoShader.p(), matrixState);
}
}
}
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
if (software)
{
RenderStateLighting_FF resetLight;
resetLight.applyOpenGL(oglContext);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::create2dGeos()
{
// "Home" aka. House geometry
{
m_homeGeo = new DrawableGeo;
ref<Vec3fArray> vertexArray = new Vec3fArray(12);
vertexArray->set(0, Vec3f(-0.97f, 0.86f, 0.0f));
vertexArray->set(1, Vec3f(-0.68f, 0.86f, 0.0f));
vertexArray->set(2, Vec3f(-0.825f, 1.0f, 0.0f));
vertexArray->set(3, Vec3f(-0.825f, 1.0f, 0.0f));
vertexArray->set(4, Vec3f(-0.9f, 0.76f, 0.0f));
vertexArray->set(5, Vec3f(-0.75f, 0.76f, 0.0f));
vertexArray->set(6, Vec3f(-0.75f, 0.86f, 0.0f));
vertexArray->set(7, Vec3f(-0.9f, 0.86f, 0.0f));
vertexArray->set(8, Vec3f(-0.77f, 0.86f, 0.0f));
vertexArray->set(9, Vec3f(-0.75f, 0.86f, 0.0f));
vertexArray->set(10, Vec3f(-0.75f, 1.0f, 0.0f));
vertexArray->set(11, Vec3f(-0.77f, 1.0f, 0.0f));
for (size_t i = 0; i < vertexArray->size(); ++i)
{
Vec3f v = vertexArray->get(i);
v.x() = 0.5f + v.x()/2.0f;
v.y() = 0.5f + v.y()/2.0f;
vertexArray->set(i, v);
}
m_homeGeo->setVertexArray(vertexArray.p());
ref<cvf::UShortArray> indices = new cvf::UShortArray(18);
indices->set(0, 0); indices->set(1, 1); indices->set(2, 2);
indices->set(3, 0); indices->set(4, 2); indices->set(5, 3);
indices->set(6, 4); indices->set(7, 5); indices->set(8, 6);
indices->set(9, 4); indices->set(10, 6); indices->set(11, 7);
indices->set(12, 8); indices->set(13, 9); indices->set(14, 10);
indices->set(15, 8); indices->set(16, 10); indices->set(17, 11);
ref<cvf::PrimitiveSetIndexedUShort> primSet = new cvf::PrimitiveSetIndexedUShort(cvf::PT_TRIANGLES);
primSet->setIndices(indices.p());
m_homeGeo->addPrimitiveSet(primSet.p());
m_homeGeo->computeNormals();
}
m_2dGeos.push_back(create2dArrow(Vec3f(-0.7f, 0,0), Vec3f(-0.9f, 0,0)).p()); m_2dItemType.push_back(NCI_ARROW_LEFT);
m_2dGeos.push_back(create2dArrow(Vec3f(0.7f, 0,0), Vec3f(0.9f, 0,0)).p()); m_2dItemType.push_back(NCI_ARROW_RIGHT);
m_2dGeos.push_back(create2dArrow(Vec3f(0, -0.7f,0), Vec3f(0, -0.9f,0)).p()); m_2dItemType.push_back(NCI_ARROW_BOTTOM);
m_2dGeos.push_back(create2dArrow(Vec3f(0, 0.7f,0), Vec3f(0, 0.9f,0)).p()); m_2dItemType.push_back(NCI_ARROW_TOP);
// Rotate arrows
m_2dGeos.push_back(create2dArrow(Vec3f(0.75f, 0.65f, 0.0f), Vec3f(0.87f,0.49f, 0.0f)).p()); m_2dItemType.push_back(NCI_ROTATE_CW);
m_2dGeos.push_back(create2dArrow(Vec3f(0.71f, 0.70f, 0.0f), Vec3f(0.59f,0.86f, 0.0f)).p()); m_2dItemType.push_back(NCI_ROTATE_CCW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<DrawableGeo> OverlayNavigationCube::create2dArrow(const Vec3f& start, const Vec3f& end)
{
float fWidth = 0.042f;
float fArrowWidth = 0.12f;
float fBaseRelLength = 0.50f;
float fLength = (end - start).length();
Vec3f vUp = Vec3f(0,0,1);
Vec3f vDir = (end - start);
Vec3f vRight = vUp^vDir;
vDir.normalize();
vRight.normalize();
Vec3f vBaseBL = start + vDir*fLength*fBaseRelLength + vRight*fWidth;
Vec3f vBaseBR = start + vRight*fWidth;
Vec3f vBaseTL = start + vDir*fLength*fBaseRelLength - vRight*fWidth;
Vec3f vBaseTR = start - vRight*fWidth;
Vec3f vArrowB = start + vDir*fLength*fBaseRelLength + vRight*fArrowWidth;
Vec3f vArrowT = start + vDir*fLength*fBaseRelLength - vRight*fArrowWidth;
ref<DrawableGeo> geo = new DrawableGeo;
ref<Vec3fArray> vertexArray = new Vec3fArray(7);
vertexArray->set(0, vBaseBL);
vertexArray->set(1, vBaseBR);
vertexArray->set(2, vBaseTR);
vertexArray->set(3, vBaseTL);
vertexArray->set(4, vArrowT);
vertexArray->set(5, end);
vertexArray->set(6, vArrowB);
for (size_t i = 0; i < vertexArray->size(); ++i)
{
Vec3f v = vertexArray->get(i);
v.x() = 0.5f + v.x()/2.0f;
v.y() = 0.5f + v.y()/2.0f;
vertexArray->set(i, v);
}
geo->setVertexArray(vertexArray.p());
ref<cvf::UShortArray> indices = new cvf::UShortArray(9);
indices->set(0, 0); indices->set(1, 1); indices->set(2, 2);
indices->set(3, 0); indices->set(4, 2); indices->set(5, 3);
indices->set(6, 4); indices->set(7, 5); indices->set(8, 6);
ref<cvf::PrimitiveSetIndexedUShort> primSet = new cvf::PrimitiveSetIndexedUShort(cvf::PT_TRIANGLES);
primSet->setIndices(indices.p());
geo->addPrimitiveSet(primSet.p());
geo->computeNormals();
m_2dGeos.push_back(geo.p());
m_2dItemType.push_back(NCI_HOME);
return geo;
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis labels
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::renderAxisLabels(OpenGLContext* oglContext, bool software, const MatrixState& matrixState)
{
if (m_xLabel.isEmpty() && m_yLabel.isEmpty() && m_zLabel.isEmpty())
{
return;
}
float fBoxLength = 0.65f;
// Multiply with 1.08 will slightly pull the labels away from the corresponding arrow head
Vec3f xPos(0.5f, -fBoxLength/2.0f, -fBoxLength/2.0f);
Vec3f yPos(-fBoxLength/2.0f, 0.5f, -fBoxLength/2.0f);
Vec3f zPos(-fBoxLength/2.0f, -fBoxLength/2.0f, 0.5f);
DrawableText drawableText;
drawableText.setFont(m_font.p());
drawableText.setCheckPosVisible(false);
drawableText.setUseDepthBuffer(true);
drawableText.setDrawBorder(false);
drawableText.setDrawBackground(false);
drawableText.setVerticalAlignment(TextDrawer::CENTER);
drawableText.setTextColor(m_textColor);
if (!m_xLabel.isEmpty()) drawableText.addText(m_xLabel, xPos);
if (!m_yLabel.isEmpty()) drawableText.addText(m_yLabel, yPos);
if (!m_zLabel.isEmpty()) drawableText.addText(m_zLabel, zPos);
// Do the actual rendering
// -----------------------------------------------
if (software)
{
drawableText.renderSoftware(oglContext, matrixState);
}
else
{
ref<ShaderProgram> textShader = oglContext->resourceManager()->getLinkedTextShaderProgram(oglContext);
drawableText.render(oglContext, textShader.p(), matrixState);
}
}
//--------------------------------------------------------------------------------------------------
/// Face (with local indices):
/// 7---------6 4 3
/// /| /| |z |---|----------|---|
/// / | / | | / y |TL | TOP |TR |
/// 4---------5 | | / |---|----------|---|
/// | 3------|--2 *---x | | | |
/// | / | / | L | CENTER | R |
/// |/ |/ | | | |
/// 0---------1 |---|----------|---|
/// |BL | BOTTOM |BR |
/// |---|----------|---|
/// 1 2
///
/// Items:
/// Faces:
/// +X : VT_NCI_X_POS : RIGHT : 0 2 6 5
/// -X : VT_NCI_X_NEG : LEFT : 3 0 4 7
/// +Y : VT_NCI_Y_POS : BACK : 2 3 7 6
/// -Y : VT_NCI_Y_NEG : FRONT : 0 1 5 4
/// +Z : VT_NCI_Z_POS : TOP : 4 5 6 7
/// -Z : VT_NCI_Z_NEG : BOTTOM : 3 2 1 0
///
/// Corners:
/// 0 : VT_NCI_CORNER_XN_YN_ZN
/// 1 : VT_NCI_CORNER_XP_YN_ZN
/// 2 : VT_NCI_CORNER_XP_YP_ZN
/// 3 : VT_NCI_CORNER_XN_YP_ZN
/// 4 : VT_NCI_CORNER_XN_YN_ZP
/// 5 : VT_NCI_CORNER_XP_YN_ZP
/// 6 : VT_NCI_CORNER_XP_YP_ZP
/// 7 : VT_NCI_CORNER_XN_YP_ZP
///
/// Edges:
/// 01: VT_NCI_EDGE_YN_ZN
/// 12: VT_NCI_EDGE_XP_ZN
/// 23: VT_NCI_EDGE_YP_ZN
/// 03: VT_NCI_EDGE_XN_ZN
/// 45: VT_NCI_EDGE_YN_ZP
/// 56: VT_NCI_EDGE_XP_ZP
/// 67: VT_NCI_EDGE_YP_ZP
/// 47: VT_NCI_EDGE_XN_ZP
/// 04: VT_NCI_EDGE_XN_YN
/// 15: VT_NCI_EDGE_XP_YN
/// 26: VT_NCI_EDGE_XP_YP
/// 37: VT_NCI_EDGE_XN_YP
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::createCubeGeos()
{
Vec3f cp[8];
navCubeCornerPoints(cp);
m_cubeGeos.clear();
createCubeFaceGeos(NCF_Y_NEG, cp[0], cp[1], cp[5], cp[4]);
createCubeFaceGeos(NCF_Y_POS, cp[2], cp[3], cp[7], cp[6]);
createCubeFaceGeos(NCF_Z_POS, cp[4], cp[5], cp[6], cp[7]);
createCubeFaceGeos(NCF_Z_NEG, cp[3], cp[2], cp[1], cp[0]);
createCubeFaceGeos(NCF_X_NEG, cp[3], cp[0], cp[4], cp[7]);
createCubeFaceGeos(NCF_X_POS, cp[1], cp[2], cp[6], cp[5]);
}
//--------------------------------------------------------------------------------------------------
/// Face (with local indices):
/// 4 3
/// |z |---|----------|---|
/// | / y |TL | TOP |TR |
/// | / |---|----------|---|
/// *---x | | | |
/// | L | CENTER | R |
/// | | | |
/// |---|----------|---|
/// |BL | BOTTOM |BR |
/// |---|----------|---|
/// 1 2
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::createCubeFaceGeos(NavCubeFace face, Vec3f p1, Vec3f p2, Vec3f p3, Vec3f p4)
{
Vec2f t1(0,0);
Vec2f t2(1,0);
Vec2f t3(1,1);
Vec2f t4(0,1);
float fCornerFactor = 0.175f;
float fOneMinusCF = 1.0f - fCornerFactor;
Vec3f p12 = p1 + (p2 - p1)*fCornerFactor; Vec2f t12(fCornerFactor, 0);
Vec3f p14 = p1 + (p4 - p1)*fCornerFactor; Vec2f t14(0, fCornerFactor);
Vec3f pi1 = p1 + (p12 - p1) + (p14 - p1); Vec2f ti1(fCornerFactor, fCornerFactor);
Vec3f p21 = p2 + (p1 - p2)*fCornerFactor; Vec2f t21(fOneMinusCF, 0);
Vec3f p23 = p2 + (p3 - p2)*fCornerFactor; Vec2f t23(1.0, fCornerFactor);
Vec3f pi2 = p2 + (p21 - p2) + (p23 - p2); Vec2f ti2(fOneMinusCF, fCornerFactor);
Vec3f p32 = p3 + (p2 - p3)*fCornerFactor; Vec2f t32(1.0, fOneMinusCF);
Vec3f p34 = p3 + (p4 - p3)*fCornerFactor; Vec2f t34(fOneMinusCF, 1.0);
Vec3f pi3 = p3 + (p32 - p3) + (p34 - p3); Vec2f ti3(fOneMinusCF, fOneMinusCF);
Vec3f p41 = p4 + (p1 - p4)*fCornerFactor; Vec2f t41(0, fOneMinusCF);
Vec3f p43 = p4 + (p3 - p4)*fCornerFactor; Vec2f t43(fCornerFactor, 1.0);
Vec3f pi4 = p4 + (p41 - p4) + (p43 - p4); Vec2f ti4(fCornerFactor, fOneMinusCF);
// Bottom left
m_cubeItemType.push_back(navCubeItem(face, NCFI_BOTTOM_LEFT));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p1, p12, pi1, p14, t1, t12, ti1, t14).p());
// Bottom right
m_cubeItemType.push_back(navCubeItem(face, NCFI_BOTTOM_RIGHT));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p2, p23, pi2, p21, t2, t23, ti2, t21).p());
// Top right
m_cubeItemType.push_back(navCubeItem(face, NCFI_TOP_RIGHT));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p3, p34, pi3, p32, t3, t34, ti3, t32).p());
// Top left
m_cubeItemType.push_back(navCubeItem(face, NCFI_TOP_LEFT));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p4, p41, pi4, p43, t4, t41, ti4, t43).p());
// Bottom
m_cubeItemType.push_back(navCubeItem(face, NCFI_BOTTOM));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p12, p21, pi2, pi1, t12, t21, ti2, ti1).p());
// Top
m_cubeItemType.push_back(navCubeItem(face, NCFI_TOP));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p34, p43, pi4, pi3, t34, t43, ti4, ti3).p());
// Right
m_cubeItemType.push_back(navCubeItem(face, NCFI_RIGHT));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p23, p32, pi3, pi2, t23, t32, ti3, ti2).p());
// Left
m_cubeItemType.push_back(navCubeItem(face, NCFI_LEFT));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(p41, p14, pi1, pi4, t41, t14, ti1, ti4).p());
// Inner part
m_cubeItemType.push_back(navCubeItem(face, NCFI_CENTER));
m_cubeGeoFace.push_back(face);
m_cubeGeos.push_back(createQuadGeo(pi1, pi2, pi3, pi4, ti1, ti2, ti3, ti4).p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<DrawableGeo> OverlayNavigationCube::createQuadGeo(const Vec3f& v1, const Vec3f& v2, const Vec3f& v3, const Vec3f& v4, const Vec2f& t1, const Vec2f& t2, const Vec2f& t3, const Vec2f& t4)
{
ref<DrawableGeo> geo = new DrawableGeo;
ref<Vec3fArray> vertexArray = new Vec3fArray(4);
vertexArray->set(0, v1);
vertexArray->set(1, v2);
vertexArray->set(2, v3);
vertexArray->set(3, v4);
ref<Vec2fArray> textureCoordArray = new Vec2fArray(4);
textureCoordArray->set(0, t1);
textureCoordArray->set(1, t2);
textureCoordArray->set(2, t3);
textureCoordArray->set(3, t4);
geo->setVertexArray(vertexArray.p());
geo->setTextureCoordArray(textureCoordArray.p());
ref<cvf::UShortArray> indices = new cvf::UShortArray(6);
indices->set(0, 0);
indices->set(1, 1);
indices->set(2, 2);
indices->set(3, 0);
indices->set(4, 2);
indices->set(5, 3);
ref<cvf::PrimitiveSetIndexedUShort> primSet = new cvf::PrimitiveSetIndexedUShort(cvf::PT_TRIANGLES);
primSet->setIndices(indices.p());
geo->addPrimitiveSet(primSet.p());
geo->computeNormals();
return geo;
}
//--------------------------------------------------------------------------------------------------
/// 7---------6
/// /| /| |z
/// / | / | | / y
/// 4---------5 | | /
/// | 3------|--2 *---x
/// | / | /
/// |/ |/
/// 0---------1
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::navCubeCornerPoints(Vec3f points[8])
{
float fBoxLength = 0.65f;
Vec3f min(-fBoxLength/2.0f, -fBoxLength/2.0f, -fBoxLength/2.0f);
Vec3f max(fBoxLength/2.0f, fBoxLength/2.0f, fBoxLength/2.0f);
points[0].set(min.x(), min.y(), min.z());
points[1].set(max.x(), min.y(), min.z());
points[2].set(max.x(), max.y(), min.z());
points[3].set(min.x(), max.y(), min.z());
points[4].set(min.x(), min.y(), max.z());
points[5].set(max.x(), min.y(), max.z());
points[6].set(max.x(), max.y(), max.z());
points[7].set(min.x(), max.y(), max.z());
}
//--------------------------------------------------------------------------------------------------
/// Convert face + faceItem to NavCubeItem
//--------------------------------------------------------------------------------------------------
OverlayNavigationCube::NavCubeItem OverlayNavigationCube::navCubeItem(NavCubeFace face, NavCubeFaceItem faceItem) const
{
NavCubeItem item = NCI_NONE;
switch(face)
{
case NCF_X_POS:
{
switch(faceItem)
{
case NCFI_CENTER: item = NCI_FACE_X_POS; break;
case NCFI_TOP: item = NCI_EDGE_XP_ZP; break;
case NCFI_BOTTOM: item = NCI_EDGE_XP_ZN; break;
case NCFI_LEFT: item = NCI_EDGE_XP_YN; break;
case NCFI_RIGHT: item = NCI_EDGE_XP_YP; break;
case NCFI_TOP_LEFT: item = NCI_CORNER_XP_YN_ZP; break;
case NCFI_TOP_RIGHT: item = NCI_CORNER_XP_YP_ZP; break;
case NCFI_BOTTOM_LEFT: item = NCI_CORNER_XP_YN_ZN; break;
case NCFI_BOTTOM_RIGHT: item = NCI_CORNER_XP_YP_ZN; break;
case NCFI_NONE: item = NCI_NONE; break;
}
break;
}
case NCF_X_NEG:
{
switch(faceItem)
{
case NCFI_CENTER: item = NCI_FACE_X_NEG; break;
case NCFI_TOP: item = NCI_EDGE_XN_ZP; break;
case NCFI_BOTTOM: item = NCI_EDGE_XN_ZN; break;
case NCFI_LEFT: item = NCI_EDGE_XN_YP; break;
case NCFI_RIGHT: item = NCI_EDGE_XN_YN; break;
case NCFI_TOP_LEFT: item = NCI_CORNER_XN_YP_ZP; break;
case NCFI_TOP_RIGHT: item = NCI_CORNER_XN_YN_ZP; break;
case NCFI_BOTTOM_LEFT: item = NCI_CORNER_XN_YP_ZN; break;
case NCFI_BOTTOM_RIGHT: item = NCI_CORNER_XN_YN_ZN; break;
case NCFI_NONE: item = NCI_NONE; break;
}
break;
}
case NCF_Y_POS:
{
switch(faceItem)
{
case NCFI_CENTER: item = NCI_FACE_Y_POS; break;
case NCFI_TOP: item = NCI_EDGE_YP_ZP; break;
case NCFI_BOTTOM: item = NCI_EDGE_YP_ZN; break;
case NCFI_LEFT: item = NCI_EDGE_XP_YP; break;
case NCFI_RIGHT: item = NCI_EDGE_XN_YP; break;
case NCFI_TOP_LEFT: item = NCI_CORNER_XP_YP_ZP; break;
case NCFI_TOP_RIGHT: item = NCI_CORNER_XN_YP_ZP; break;
case NCFI_BOTTOM_LEFT: item = NCI_CORNER_XP_YP_ZN; break;
case NCFI_BOTTOM_RIGHT: item = NCI_CORNER_XN_YP_ZN; break;
case NCFI_NONE: item = NCI_NONE; break;
}
break;
}
case NCF_Y_NEG:
{
switch(faceItem)
{
case NCFI_CENTER: item = NCI_FACE_Y_NEG; break;
case NCFI_TOP: item = NCI_EDGE_YN_ZP; break;
case NCFI_BOTTOM: item = NCI_EDGE_YN_ZN; break;
case NCFI_LEFT: item = NCI_EDGE_XN_YN; break;
case NCFI_RIGHT: item = NCI_EDGE_XP_YN; break;
case NCFI_TOP_LEFT: item = NCI_CORNER_XN_YN_ZP; break;
case NCFI_TOP_RIGHT: item = NCI_CORNER_XP_YN_ZP; break;
case NCFI_BOTTOM_LEFT: item = NCI_CORNER_XN_YN_ZN; break;
case NCFI_BOTTOM_RIGHT: item = NCI_CORNER_XP_YN_ZN; break;
case NCFI_NONE: item = NCI_NONE; break;
}
break;
}
case NCF_Z_POS:
{
switch(faceItem)
{
case NCFI_CENTER: item = NCI_FACE_Z_POS; break;
case NCFI_TOP: item = NCI_EDGE_YP_ZP; break;
case NCFI_BOTTOM: item = NCI_EDGE_YN_ZP; break;
case NCFI_LEFT: item = NCI_EDGE_XN_ZP; break;
case NCFI_RIGHT: item = NCI_EDGE_XP_ZP; break;
case NCFI_TOP_LEFT: item = NCI_CORNER_XN_YP_ZP; break;
case NCFI_TOP_RIGHT: item = NCI_CORNER_XP_YP_ZP; break;
case NCFI_BOTTOM_LEFT: item = NCI_CORNER_XN_YN_ZP; break;
case NCFI_BOTTOM_RIGHT: item = NCI_CORNER_XP_YN_ZP; break;
case NCFI_NONE: item = NCI_NONE; break;
}
break;
}
case NCF_Z_NEG:
{
switch(faceItem)
{
case NCFI_CENTER: item = NCI_FACE_Z_NEG; break;
case NCFI_TOP: item = NCI_EDGE_YN_ZN; break;
case NCFI_BOTTOM: item = NCI_EDGE_YP_ZN; break;
case NCFI_LEFT: item = NCI_EDGE_XN_ZN; break;
case NCFI_RIGHT: item = NCI_EDGE_XP_ZN; break;
case NCFI_TOP_LEFT: item = NCI_CORNER_XN_YN_ZN; break;
case NCFI_TOP_RIGHT: item = NCI_CORNER_XP_YN_ZN; break;
case NCFI_BOTTOM_LEFT: item = NCI_CORNER_XN_YP_ZN; break;
case NCFI_BOTTOM_RIGHT: item = NCI_CORNER_XP_YP_ZN; break;
case NCFI_NONE: item = NCI_NONE; break;
}
break;
}
}
return item;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool OverlayNavigationCube::pick(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size)
{
return pickItem(winCoordX, winCoordY, position, size) != cvf::UNDEFINED_SIZE_T;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool OverlayNavigationCube::updateHighlight(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size)
{
// Early out
if (winCoordX < position.x() || winCoordX > (position.x() + static_cast<int>(size.x())) ||
winCoordY < position.y() || winCoordY > (position.y() + static_cast<int>(size.y())))
{
bool redraw = m_hightlightItem != NCI_NONE;
m_hightlightItem = NCI_NONE;
return redraw;
}
NavCubeItem item2d = pick2dItem(winCoordX, winCoordY, position, size);
if (item2d != NCI_NONE)
{
bool redraw = m_hightlightItem != item2d;
m_hightlightItem = item2d;
return redraw;
}
size_t itemIndex = pickItem(winCoordX, winCoordY, position, size);
bool redraw = false;
if (itemIndex == cvf::UNDEFINED_SIZE_T)
{
if (m_hightlightItem != NCI_NONE)
{
m_hightlightItem = NCI_NONE;
redraw = true;
}
}
else
{
if (m_hightlightItem != m_cubeItemType[itemIndex])
{
m_hightlightItem = m_cubeItemType[itemIndex];
redraw = true;
}
}
return redraw;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool OverlayNavigationCube::processSelection(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size, Vec3d* viewDir, Vec3d* up)
{
*viewDir = Vec3d::UNDEFINED;
*up = Vec3d::UNDEFINED;
NavCubeItem faceItem = pick2dItem(winCoordX, winCoordY, position, size);
if (faceItem == NCI_NONE)
{
size_t minIndex = pickItem(winCoordX, winCoordY, position, size);
if (minIndex == cvf::UNDEFINED_SIZE_T)
{
return false;
}
faceItem = m_cubeItemType[minIndex];
}
if (faceItem == NCI_NONE)
{
return false;
}
viewConfigurationFromNavCubeItem(faceItem, viewDir, up);
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
size_t OverlayNavigationCube::pickItem(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size) const
{
Camera cam;
configureLocalCamera(&cam, position, size);
ref<cvf::Ray> ray = cam.rayFromWindowCoordinates(winCoordX, winCoordY);
double minDistSq = cvf::UNDEFINED_DOUBLE_THRESHOLD;
size_t minIndex = cvf::UNDEFINED_SIZE_T;
for (size_t i = 0; i < m_cubeGeos.size(); ++i)
{
Vec3d intersectionPoint;
ref<HitDetail> detail;
if (m_cubeGeos[i]->rayIntersectCreateDetail(*ray, &intersectionPoint, &detail))
{
double distSq = ray->origin().pointDistanceSquared(intersectionPoint);
if (distSq < minDistSq)
{
minDistSq = distSq;
minIndex = i;
}
}
}
return minIndex;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OverlayNavigationCube::NavCubeItem OverlayNavigationCube::pick2dItem(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size) const
{
Vec2f vpOrigin;
vpOrigin.x() = static_cast<float>(position.x()) + static_cast<float>(size.x())*0.5f;
vpOrigin.y() = static_cast<float>(position.y()) + static_cast<float>(size.y())*0.5f;
Vec2f relCoord;
relCoord.x() = (static_cast<float>(winCoordX) - vpOrigin.x())/(static_cast<float>(size.x())*0.5f);
relCoord.y() = (static_cast<float>(winCoordY) - vpOrigin.y())/(static_cast<float>(size.y())*0.5f);
// Check for home
Rectf home(-0.97f, 0.76f, 0.21f, 0.24f);
if (home.contains(relCoord)) return NCI_HOME;
if (isFaceAlignedViewPoint())
{
float fEnd = 0.9f;
float fStart = 0.7f;
float fWidth = 0.12f;
Rectf leftArrow(-fEnd, -fWidth, 0.2f, 2*fWidth);
Rectf rightArrow(fStart, -fWidth, 0.2f, 2*fWidth);
Rectf topArrow(-fWidth, fStart, 2*fWidth, 0.2f);
Rectf bottomArrow(-fWidth, -fEnd, 2*fWidth, 0.2f);
Rectf rotateCW(0.75f, 0.49f, 0.12f, 0.16f);
Rectf rotateCCW(0.59f, 0.70f, 0.12f, 0.16f);
if (leftArrow.contains(relCoord)) return NCI_ARROW_LEFT;
else if (rightArrow.contains(relCoord)) return NCI_ARROW_RIGHT;
else if (topArrow.contains(relCoord)) return NCI_ARROW_TOP;
else if (bottomArrow.contains(relCoord)) return NCI_ARROW_BOTTOM;
else if (rotateCW.contains(relCoord)) return NCI_ROTATE_CW;
else if (rotateCCW.contains(relCoord)) return NCI_ROTATE_CCW;
}
return NCI_NONE;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::configureLocalCamera(Camera* camera, const Vec2i& position, const Vec2ui& size) const
{
// Position the camera far enough away to make the axis and the text fit within the viewport
Mat4d axisMatrix = m_camera->viewMatrix();
axisMatrix.setTranslation(Vec3d(0, 0, -2.0));
// Setup camera
camera->setProjectionAsPerspective(40.0, 0.05, 100.0);
camera->setViewMatrix(axisMatrix);
camera->setViewport(position.x(), position.y(), size.x(), size.y());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::viewConfigurationFromNavCubeItem(NavCubeItem item, Vec3d* viewDir, Vec3d* up)
{
// Handle Home and Rotate specially, as they do not fall into the simple "view from" category
if (item == NCI_HOME)
{
*viewDir = m_homeViewDirection;
*up = m_homeUp;
return;
}
else if ((item == NCI_ROTATE_CW) || (item == NCI_ROTATE_CCW))
{
*viewDir = m_camera->direction();
*up = m_camera->up();
Mat4d mat = Mat4d::fromRotation(*viewDir, Math::toRadians(item == NCI_ROTATE_CW ? -90.0 : 90.0));
up->transformVector(mat);
return;
}
// Determine the view from point based on the VTNavCubeItem
Vec3d viewFrom;
switch(item)
{
case NCI_ARROW_LEFT:
case NCI_ARROW_RIGHT:
case NCI_ARROW_TOP:
case NCI_ARROW_BOTTOM:
{
Vec3d currentViewDir = m_camera->direction();
Vec3d currentUp = m_camera->up();
Vec3d rightVec = currentViewDir^currentUp;
if (item == NCI_ARROW_LEFT) viewFrom = -rightVec;
else if (item == NCI_ARROW_RIGHT) viewFrom = rightVec;
else if (item == NCI_ARROW_TOP) viewFrom = currentUp;
else if (item == NCI_ARROW_BOTTOM) viewFrom = -currentUp;
break;
}
case NCI_CORNER_XN_YN_ZN: viewFrom = Vec3d(-1, -1, -1); break;
case NCI_CORNER_XP_YN_ZN: viewFrom = Vec3d( 1, -1, -1); break;
case NCI_CORNER_XP_YP_ZN: viewFrom = Vec3d( 1, 1, -1); break;
case NCI_CORNER_XN_YP_ZN: viewFrom = Vec3d(-1, 1, -1); break;
case NCI_CORNER_XN_YN_ZP: viewFrom = Vec3d(-1, -1, 1); break;
case NCI_CORNER_XP_YN_ZP: viewFrom = Vec3d( 1, -1, 1); break;
case NCI_CORNER_XP_YP_ZP: viewFrom = Vec3d( 1, 1, 1); break;
case NCI_CORNER_XN_YP_ZP: viewFrom = Vec3d(-1, 1, 1); break;
case NCI_EDGE_YN_ZN: viewFrom = Vec3d( 0, -1, -1); break;
case NCI_EDGE_XP_ZN: viewFrom = Vec3d( 1, 0, -1); break;
case NCI_EDGE_YP_ZN: viewFrom = Vec3d( 0, 1, -1); break;
case NCI_EDGE_XN_ZN: viewFrom = Vec3d(-1, 0, -1); break;
case NCI_EDGE_YN_ZP: viewFrom = Vec3d( 0, -1, 1); break;
case NCI_EDGE_XP_ZP: viewFrom = Vec3d( 1, 0, 1); break;
case NCI_EDGE_YP_ZP: viewFrom = Vec3d( 0, 1, 1); break;
case NCI_EDGE_XN_ZP: viewFrom = Vec3d(-1, 0, 1); break;
case NCI_EDGE_XN_YN: viewFrom = Vec3d(-1, -1, 0); break;
case NCI_EDGE_XP_YN: viewFrom = Vec3d( 1, -1, 0); break;
case NCI_EDGE_XP_YP: viewFrom = Vec3d( 1, 1, 0); break;
case NCI_EDGE_XN_YP: viewFrom = Vec3d(-1, 1, 0); break;
case NCI_FACE_X_POS: viewFrom = Vec3d( 1, 0, 0); break;
case NCI_FACE_X_NEG: viewFrom = Vec3d(-1, 0, 0); break;
case NCI_FACE_Y_POS: viewFrom = Vec3d( 0, 1, 0); break;
case NCI_FACE_Y_NEG: viewFrom = Vec3d( 0, -1, 0); break;
case NCI_FACE_Z_POS: viewFrom = Vec3d( 0, 0, 1); break;
case NCI_FACE_Z_NEG: viewFrom = Vec3d( 0, 0, -1); break;
case NCI_NONE:
case NCI_HOME:
case NCI_ROTATE_CW:
case NCI_ROTATE_CCW:
default: CVF_ASSERT(0); break;
}
*viewDir = Vec3d::ZERO - viewFrom;
// Find the new up vector
*up = computeNewUpVector(viewFrom, m_camera->up());
}
//--------------------------------------------------------------------------------------------------
/// Find the new up vector
//--------------------------------------------------------------------------------------------------
Vec3d OverlayNavigationCube::computeNewUpVector(const Vec3d& viewFrom, const Vec3d currentUp) const
{
Vec3d upVector = currentUp;
upVector.normalize();
// Snap to axis before rotate, give priority to Z axis if equal
upVector = snapToAxis(upVector, &Vec3d::Z_AXIS);
Vec3d currentUpVectorSnapped = upVector;
Vec3d viewDir = -viewFrom;
// New approach:
Vec3d currentViewDir = m_camera->direction();
Vec3d rotAxis;
if (vectorsParallelFuzzy(currentViewDir, viewDir))
{
// The current and new dirs are parallel, just use the up vector as it is perpendicular to the view dir
rotAxis = currentUp;
}
else
{
rotAxis = currentViewDir^viewDir;
}
rotAxis.normalize();
// Guard acos against out-of-domain input
const double dotProduct = Math::clamp(currentViewDir*viewDir, -1.0, 1.0);
const double angle = Math::acos(dotProduct);
Mat4d rotMat = Mat4d::fromRotation(rotAxis, angle);
upVector.transformVector(rotMat);
// Snap to closest axis
if (cvf::Math::abs(upVector*currentUpVectorSnapped) > 0.01)
{
upVector = currentUpVectorSnapped;
}
else
{
upVector = snapToAxis(upVector, &currentUpVectorSnapped);
}
if (vectorsParallelFuzzy(upVector, viewDir))
{
// The found up vector and view dir are parallel, select another axis based on the current up vector
if (vectorsParallelFuzzy(Vec3d::Z_AXIS, viewDir))
{
if (cvf::Math::abs(currentUp.y()) >= cvf::Math::abs(currentUp.x())) upVector = (currentUp.y() >= 0.0f) ? Vec3d::Y_AXIS : -Vec3d::Y_AXIS;
else upVector = (currentUp.x() >= 0.0f) ? Vec3d::X_AXIS : -Vec3d::X_AXIS;
}
else if (vectorsParallelFuzzy(Vec3d::Y_AXIS, viewDir))
{
if (cvf::Math::abs(currentUp.x()) >= cvf::Math::abs(currentUp.z())) upVector = (currentUp.x() >= 0.0f) ? Vec3d::X_AXIS : -Vec3d::X_AXIS;
else upVector = (currentUp.z() >= 0.0f) ? Vec3d::Z_AXIS : -Vec3d::Z_AXIS;
}
else
{
if (cvf::Math::abs(currentUp.y()) >= cvf::Math::abs(currentUp.z())) upVector = (currentUp.y() >= 0.0f) ? Vec3d::Y_AXIS : -Vec3d::Y_AXIS;
else upVector = (currentUp.z() >= 0.0f) ? Vec3d::Z_AXIS : -Vec3d::Z_AXIS;
}
}
return upVector;
}
//--------------------------------------------------------------------------------------------------
/// Static
//--------------------------------------------------------------------------------------------------
Vec3d OverlayNavigationCube::snapToAxis(const Vec3d& vector, const Vec3d* pPreferIfEqual)
{
// Snap to closest axis
int closestAxis = findClosestAxis(vector);
if (pPreferIfEqual)
{
int closestPreferAxis = findClosestAxis(*pPreferIfEqual);
if (closestAxis != closestPreferAxis)
{
if (cvf::Math::abs(cvf::Math::abs(vector[closestAxis]) - cvf::Math::abs(vector[closestPreferAxis])) < 0.01)
{
closestAxis = closestPreferAxis;
}
}
}
Vec3d snapVector = vector;
if (closestAxis == 0) snapVector = vector.x() >= 0.0f ? Vec3d::X_AXIS : -Vec3d::X_AXIS;
if (closestAxis == 1) snapVector = vector.y() >= 0.0f ? Vec3d::Y_AXIS : -Vec3d::Y_AXIS;
if (closestAxis == 2) snapVector = vector.z() >= 0.0f ? Vec3d::Z_AXIS : -Vec3d::Z_AXIS;
return snapVector;
}
//--------------------------------------------------------------------------------------------------
/// Static
//--------------------------------------------------------------------------------------------------
bool OverlayNavigationCube::vectorsParallelFuzzy(Vec3d v1, Vec3d v2)
{
v1.normalize();
v2.normalize();
if (cvf::Math::abs(v1*v2) < 0.999f) return false;
return true;
}
//--------------------------------------------------------------------------------------------------
/// Static
//--------------------------------------------------------------------------------------------------
int OverlayNavigationCube::findClosestAxis(const Vec3d& vector)
{
int retAxis = 0;
double largest = cvf::Math::abs(vector.x());
if (cvf::Math::abs(vector.y()) > largest)
{
largest = cvf::Math::abs(vector.y());
retAxis = 1;
}
if (cvf::Math::abs(vector.z()) > largest)
{
retAxis = 2;
}
return retAxis;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::setFaceTexture(NavCubeFace face, TextureImage* texture)
{
m_faceTextures[face] = texture;
m_faceTextureBindings.clear();
}
//--------------------------------------------------------------------------------------------------
/// Check if the current view dir is aligned with a face (principal axis)
//--------------------------------------------------------------------------------------------------
bool OverlayNavigationCube::isFaceAlignedViewPoint() const
{
Vec3d viewDir = m_camera->direction().getNormalized();
Vec3d upVector = m_camera->up().getNormalized();
// First check up vector
float fThreshold = 0.999f;
if ((Math::abs(upVector*Vec3d::X_AXIS) < fThreshold) &&
(Math::abs(upVector*Vec3d::Y_AXIS) < fThreshold) &&
(Math::abs(upVector*Vec3d::Z_AXIS) < fThreshold))
{
return false;
}
if (viewDir*Vec3d::X_AXIS > fThreshold) return true;
else if (viewDir*Vec3d::X_AXIS < -fThreshold) return true;
else if (viewDir*Vec3d::Y_AXIS > fThreshold) return true;
else if (viewDir*Vec3d::Y_AXIS < -fThreshold) return true;
else if (viewDir*Vec3d::Z_AXIS > fThreshold) return true;
else if (viewDir*Vec3d::Z_AXIS < -fThreshold) return true;
return false;
}
//--------------------------------------------------------------------------------------------------
/// Set the "home" camera angle, which is used when the user presses the house 2d item
//--------------------------------------------------------------------------------------------------
void OverlayNavigationCube::setHome(const Vec3d& viewDirection, const Vec3d& up)
{
m_homeViewDirection = viewDirection;
m_homeUp = up;
}
} // namespace cvf