dust3d/thirdparty/cgal/CGAL-5.1/include/CGAL/Qt/manipulatedFrame.h

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/****************************************************************************
Copyright (c) 2018 GeometryFactory Sarl (France).
Copyright (C) 2002-2014 Gilles Debunne. All rights reserved.
This file is part of a fork of the QGLViewer library version 2.7.0.
*****************************************************************************/
2020-10-13 12:44:25 +00:00
// $URL: https://github.com/CGAL/cgal/blob/v5.1/GraphicsView/include/CGAL/Qt/manipulatedFrame.h $
// $Id: manipulatedFrame.h 1968f2c 2020-01-02T10:00:05+01:00 Maxime Gimeno
// SPDX-License-Identifier: GPL-3.0-only
#ifndef QGLVIEWER_MANIPULATED_FRAME_H
#define QGLVIEWER_MANIPULATED_FRAME_H
#include <CGAL/export/Qt.h>
#include <CGAL/Qt/frame.h>
#include <CGAL/Qt/camera.h>
#include <CGAL/Qt/mouseGrabber.h>
#include <CGAL/Qt/viewer_actions.h>
#include <QDateTime>
#include <QString>
#include <QTimer>
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#include <QElapsedTimer>
namespace CGAL{
namespace qglviewer {
/*! \brief A ManipulatedFrame is a Frame that can be rotated and translated
using the mouse. \class ManipulatedFrame manipulatedFrame.h
CGAL::QGLViewer/manipulatedFrame.h
It converts the mouse motion into a translation and an orientation updates. A
ManipulatedFrame is used to move an object in the scene. Combined with object
selection, its MouseGrabber properties and a dynamic update of the scene, the
ManipulatedFrame introduces a great reactivity in your applications.
A ManipulatedFrame is attached to a CGAL::QGLViewer using
CGAL::QGLViewer::setManipulatedFrame(): \code init() { setManipulatedFrame( new
ManipulatedFrame() ); }
draw()
{
glPushMatrix();
glMultMatrixd(manipulatedFrame()->matrix());
// draw the manipulated object here
glPopMatrix();
}
\endcode
See the <a href="../examples/manipulatedFrame.html">manipulatedFrame
example</a> for a complete application.
Mouse events are normally sent to the CGAL::QGLViewer::camera(). You have to press
the CGAL::QGLViewer::FRAME state key (default is \c Control) to move the
CGAL::QGLViewer::manipulatedFrame() instead. See the <a href="../mouse.html">mouse
page</a> for a description of mouse button bindings.
<h3>Inherited functionalities</h3>
A ManipulatedFrame is an overloaded instance of a Frame. The powerful
coordinate system transformation functions (Frame::coordinatesOf(),
Frame::transformOf(), ...) can hence be applied to a ManipulatedFrame.
A ManipulatedFrame is also a MouseGrabber. If the mouse cursor gets within a
distance of 10 pixels from the projected position of the ManipulatedFrame, the
ManipulatedFrame becomes the new CGAL::QGLViewer::mouseGrabber(). It can then be
manipulated directly, without any specific state key, object selection or GUI
intervention. This is very convenient to directly move some objects in the
scene (typically a light). See the <a
href="../examples/mouseGrabber.html">mouseGrabber example</a> as an
illustration. Note that QWidget::setMouseTracking() needs to be enabled in
order to use this feature (see the MouseGrabber documentation).
<h3>Advanced functionalities</h3>
A CGAL::QGLViewer can handle at most one ManipulatedFrame at a time. If you want to
move several objects in the scene, you simply have to keep a list of the
different ManipulatedFrames, and to activate the right one (using
CGAL::QGLViewer::setManipulatedFrame()) when needed. This can for instance be done
according to an object selection: see the <a href="../examples/luxo.html">luxo
example</a> for an illustration.
When the ManipulatedFrame is being manipulated using the mouse (mouse pressed
and not yet released), isManipulated() returns \c true. This might be used to
trigger a specific action or display (as is done with CGAL::QGLViewer::fastDraw()).
The ManipulatedFrame also emits a manipulated() signal each time its state is
modified by the mouse. This signal is automatically connected to the
CGAL::QGLViewer::update() slot when the ManipulatedFrame is attached to a viewer
using CGAL::QGLViewer::setManipulatedFrame().
You can make the ManipulatedFrame spin() if you release the rotation mouse
button while moving the mouse fast enough (see spinningSensitivity()). See
also translationSensitivity() and rotationSensitivity() for sensitivity
tuning. \nosubgrouping */
class CGAL_QT_EXPORT ManipulatedFrame : public Frame, public MouseGrabber {
#ifndef DOXYGEN
friend class Camera;
friend class ::CGAL::QGLViewer;
#endif
Q_OBJECT
public:
ManipulatedFrame();
/*! Virtual destructor. Empty. */
virtual ~ManipulatedFrame() {}
ManipulatedFrame(const ManipulatedFrame &mf);
ManipulatedFrame &operator=(const ManipulatedFrame &mf);
Q_SIGNALS:
/*! This signal is emitted when ever the ManipulatedFrame is manipulated (i.e.
rotated or translated) using the mouse. Connect this signal to any object that
should be notified.
Note that this signal is automatically connected to the CGAL::QGLViewer::update()
slot, when the ManipulatedFrame is attached to a viewer using
CGAL::QGLViewer::setManipulatedFrame(), which is probably all you need.
Use the CGAL::QGLViewer::QGLViewerPool() if you need to connect this signal to all
the viewers.
See also the spun(), modified(), interpolated() and
KeyFrameInterpolator::interpolated() signals' documentations. */
void manipulated();
/*! This signal is emitted when the ManipulatedFrame isSpinning().
Note that for the CGAL::QGLViewer::manipulatedFrame(), this signal is automatically
connected to the CGAL::QGLViewer::update() slot.
Connect this signal to any object that should be notified. Use the
CGAL::QGLViewer::QGLViewerPool() if you need to connect this signal to all the
viewers.
See also the manipulated(), modified(), interpolated() and
KeyFrameInterpolator::interpolated() signals' documentations. */
void spun();
/*! @name Manipulation sensitivity */
//@{
public Q_SLOTS:
/*! Defines the rotationSensitivity(). */
void setRotationSensitivity(qreal sensitivity) {
rotationSensitivity_ = sensitivity;
}
/*! Defines the translationSensitivity(). */
void setTranslationSensitivity(qreal sensitivity) {
translationSensitivity_ = sensitivity;
}
/*! Defines the spinningSensitivity(), in pixels per milliseconds. */
void setSpinningSensitivity(qreal sensitivity) {
spinningSensitivity_ = sensitivity;
}
/*! Defines the wheelSensitivity(). */
void setWheelSensitivity(qreal sensitivity) {
wheelSensitivity_ = sensitivity;
}
/*! Defines the zoomSensitivity(). */
void setZoomSensitivity(qreal sensitivity) { zoomSensitivity_ = sensitivity; }
public:
/*! Returns the influence of a mouse displacement on the ManipulatedFrame
rotation.
Default value is 1.0. With an identical mouse displacement, a higher value
will generate a larger rotation (and inversely for lower values). A 0.0 value
will forbid ManipulatedFrame mouse rotation (see also constraint()).
See also setRotationSensitivity(), translationSensitivity(),
spinningSensitivity() and wheelSensitivity(). */
qreal rotationSensitivity() const { return rotationSensitivity_; }
/*! Returns the influence of a mouse displacement on the ManipulatedFrame
translation.
Default value is 1.0. You should not have to modify this value, since with 1.0
the ManipulatedFrame precisely stays under the mouse cursor.
With an identical mouse displacement, a higher value will generate a larger
translation (and inversely for lower values). A 0.0 value will forbid
ManipulatedFrame mouse translation (see also constraint()).
\note When the ManipulatedFrame is used to move a \e Camera (see the
ManipulatedCameraFrame class documentation), after zooming on a small region
of your scene, the camera may translate too fast. For a camera, it is the
Camera::pivotPoint() that exactly matches the mouse displacement. Hence,
instead of changing the translationSensitivity(), solve the problem by
(temporarily) setting the Camera::pivotPoint() to a point on the zoomed region
(see the CGAL::QGLViewer::RAP_FROM_PIXEL mouse binding in the <a
href="../mouse.html">mouse page</a>).
See also setTranslationSensitivity(), rotationSensitivity(),
spinningSensitivity() and wheelSensitivity(). */
qreal translationSensitivity() const { return translationSensitivity_; }
/*! Returns the minimum mouse speed required (at button release) to make the
ManipulatedFrame spin().
See spin(), spinningQuaternion() and startSpinning() for details.
Mouse speed is expressed in pixels per milliseconds. Default value is 0.3 (300
pixels per second). Use setSpinningSensitivity() to tune this value. A higher
value will make spinning more difficult (a value of 100.0 forbids spinning in
practice).
See also setSpinningSensitivity(), translationSensitivity(),
rotationSensitivity() and wheelSensitivity(). */
qreal spinningSensitivity() const { return spinningSensitivity_; }
/*! Returns the zoom sensitivity.
Default value is 1.0. A higher value will make the zoom faster.
Use a negative value to invert the zoom in and out directions.
See also setZoomSensitivity(), translationSensitivity(), rotationSensitivity()
wheelSensitivity() and spinningSensitivity(). */
qreal zoomSensitivity() const { return zoomSensitivity_; }
/*! Returns the mouse wheel sensitivity.
Default value is 1.0. A higher value will make the wheel action more efficient
(usually meaning a faster zoom). Use a negative value to invert the zoom in
and out directions.
See also setWheelSensitivity(), translationSensitivity(),
rotationSensitivity() zoomSensitivity() and spinningSensitivity(). */
qreal wheelSensitivity() const { return wheelSensitivity_; }
//@}
/*! @name Spinning */
//@{
public:
/*! Returns \c true when the ManipulatedFrame is spinning.
During spinning, spin() rotates the ManipulatedFrame by its
spinningQuaternion() at a frequency defined when the ManipulatedFrame
startSpinning().
Use startSpinning() and stopSpinning() to change this state. Default value is
\c false. */
bool isSpinning() const { return isSpinning_; }
/*! Returns the incremental rotation that is applied by spin() to the
ManipulatedFrame orientation when it isSpinning().
Default value is a null rotation (identity Quaternion). Use
setSpinningQuaternion() to change this value.
The spinningQuaternion() axis is defined in the ManipulatedFrame coordinate
system. You can use Frame::transformOfFrom() to convert this axis from an
other Frame coordinate system. */
Quaternion spinningQuaternion() const { return spinningQuaternion_; }
public Q_SLOTS:
/*! Defines the spinningQuaternion(). Its axis is defined in the
ManipulatedFrame coordinate system. */
void setSpinningQuaternion(const Quaternion &spinningQuaternion) {
spinningQuaternion_ = spinningQuaternion;
}
virtual void startSpinning(int updateInterval);
/*! Stops the spinning motion started using startSpinning(). isSpinning() will
return \c false after this call. */
virtual void stopSpinning() {
spinningTimer_.stop();
isSpinning_ = false;
}
protected Q_SLOTS:
virtual void spin();
private Q_SLOTS:
void spinUpdate();
//@}
/*! @name Mouse event handlers */
//@{
protected:
virtual void mousePressEvent(QMouseEvent *const event, Camera *const camera);
virtual void mouseMoveEvent(QMouseEvent *const event, Camera *const camera);
virtual void mouseReleaseEvent(QMouseEvent *const event,
Camera *const camera);
virtual void mouseDoubleClickEvent(QMouseEvent *const event,
Camera *const camera);
virtual void wheelEvent(QWheelEvent *const event, Camera *const camera);
//@}
public:
/*! @name Current state */
//@{
bool isManipulated() const;
/*! Returns the \c MouseAction currently applied to this ManipulatedFrame.
Will return CGAL::QGLViewer::NO_MOUSE_ACTION unless a mouse button is being
pressed and has been bound to this CGAL::QGLViewer::MouseHandler.
The binding between mouse buttons and key modifiers and MouseAction is set
using CGAL::QGLViewer::setMouseBinding(Qt::Key key, Qt::KeyboardModifiers
modifiers, Qt::MouseButton buttons, MouseHandler handler, MouseAction action,
bool withConstraint).
*/
MouseAction currentMouseAction() const { return action_; }
//@}
/*! @name MouseGrabber implementation */
//@{
public:
virtual void checkIfGrabsMouse(int x, int y, const Camera *const camera);
//@}
/*! @name XML representation */
//@{
public:
virtual QDomElement domElement(const QString &name,
QDomDocument &document) const;
public Q_SLOTS:
virtual void initFromDOMElement(const QDomElement &element);
//@}
#ifndef DOXYGEN
protected:
Quaternion deformedBallQuaternion(int x, int y, qreal cx, qreal cy,
const Camera *const camera);
MouseAction action_;
Constraint *previousConstraint_; // When manipulation is without Contraint.
virtual void startAction(
int ma,
bool withConstraint = true); // int is really a MouseAction
void computeMouseSpeed(const QMouseEvent *const e);
int mouseOriginalDirection(const QMouseEvent *const e);
/*! Returns a screen scaled delta from event's position to prevPos_, along the
X or Y direction, whichever has the largest magnitude. */
qreal deltaWithPrevPos(QMouseEvent *const event, Camera *const camera) const;
/*! Returns a normalized wheel delta, proportionnal to wheelSensitivity(). */
qreal wheelDelta(const QWheelEvent *event) const;
// Previous mouse position (used for incremental updates) and mouse press
// position.
QPoint prevPos_, pressPos_;
private:
void zoom(qreal delta, const Camera *const camera);
#endif // DOXYGEN
private:
// Sensitivity
qreal rotationSensitivity_;
qreal translationSensitivity_;
qreal spinningSensitivity_;
qreal wheelSensitivity_;
qreal zoomSensitivity_;
// Mouse speed and spinning
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QElapsedTimer last_move_time;
qreal mouseSpeed_;
int delay_;
bool isSpinning_;
QTimer spinningTimer_;
Quaternion spinningQuaternion_;
// Whether the SCREEN_TRANS direction (horizontal or vertical) is fixed or
// not.
bool dirIsFixed_;
// MouseGrabber
bool keepsGrabbingMouse_;
};
}} // namespace CGAL::qglviewer
#ifdef CGAL_HEADER_ONLY
//#include <CGAL/Qt/qglviewer_impl_list.h>
#endif // CGAL_HEADER_ONLY
#endif // QGLVIEWER_MANIPULATED_FRAME_H