PlaneNode.cc
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00043 #include "PlaneNode.hh"
00044 #include "../GL/gl.hh"
00045 #include <iostream>
00046 #include <math.h>
00047
00048 #include "TranslationManipulatorNode.hh"
00049
00050 namespace ACG {
00051 namespace SceneGraph {
00052
00053
00054
00055
00056
00057 void PlaneNode::boundingBox(Vec3f& _bbMin, Vec3f& _bbMax)
00058 {
00059
00060 Vec3f pos = position_ - xDirection_*0.5 - yDirection_*0.5;
00061
00062
00063 Vec3f pos0 = pos + normal_*0.1;
00064 Vec3f pos1 = pos - normal_*0.1;
00065
00066 _bbMin.minimize( pos0 );
00067 _bbMin.minimize( pos0 + xDirection_);
00068 _bbMin.minimize( pos0 + yDirection_);
00069 _bbMin.minimize( pos0 + xDirection_ + yDirection_);
00070 _bbMax.maximize( pos1 );
00071 _bbMax.maximize( pos1 + xDirection_);
00072 _bbMax.maximize( pos1 + yDirection_);
00073 _bbMax.maximize( pos1 + xDirection_ + yDirection_);
00074 }
00075
00076
00077
00078 unsigned int PlaneNode::availableDrawModes() const
00079 {
00080 return ( DrawModes::POINTS |
00081 DrawModes::POINTS_SHADED |
00082 DrawModes::POINTS_COLORED );
00083 }
00084
00085
00086
00087 void PlaneNode::drawPlane( GLState& ) {
00088
00089 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
00090
00091 Vec3f origin(0.0, 0.0, 0.0);
00092 Vec3f xy = xDirection_ + yDirection_;
00093
00094
00095 glColor3f( 1.0, 1.0, 1.0 );
00096 glLineWidth(2.0);
00097
00098
00099 glBegin(GL_QUADS);
00100 glVertex3fv( &origin[0] );
00101 glVertex3fv( &xDirection_[0] );
00102 glVertex3fv( &xy[0] );
00103 glVertex3fv( &yDirection_[0] );
00104 glEnd();
00105
00106
00107 glLineWidth(1.0);
00108
00109
00110
00111 glEnable (GL_BLEND);
00112 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00113
00114 glPolygonMode(GL_FRONT, GL_FILL);
00115
00116 glColor4f( 0.6, 0.15, 0.2, 0.5 );
00117
00118
00119 glBegin(GL_QUADS);
00120 glVertex3fv( &origin[0] );
00121 glVertex3fv( &xDirection_[0] );
00122 glVertex3fv( &xy[0] );
00123 glVertex3fv( &yDirection_[0] );
00124 glEnd();
00125
00126
00127
00128 glPolygonMode(GL_BACK, GL_FILL);
00129
00130 glColor4f( 0.1, 0.8, 0.2, 0.5 );
00131
00132
00133 glBegin(GL_QUADS);
00134 glVertex3fv( &origin[0] );
00135 glVertex3fv( &xDirection_[0] );
00136 glVertex3fv( &xy[0] );
00137 glVertex3fv( &yDirection_[0] );
00138 glEnd();
00139
00140 }
00141
00142
00143
00144 void PlaneNode::drawPlanePick( GLState& _state) {
00145
00146 _state.pick_set_maximum(1);
00147 _state.pick_set_name(0);
00148
00149 Vec3f origin(0.0, 0.0, 0.0);
00150 Vec3f xy = xDirection_ + yDirection_;
00151
00152
00153 glBegin(GL_QUADS);
00154 glVertex3fv( &origin[0] );
00155 glVertex3fv( &xDirection_[0] );
00156 glVertex3fv( &xy[0] );
00157 glVertex3fv( &yDirection_[0] );
00158 glEnd();
00159 }
00160
00161
00162
00163 void PlaneNode::draw(GLState& _state , unsigned int )
00164 {
00165
00166 _state.push_modelview_matrix();
00167 glPushAttrib(GL_COLOR_BUFFER_BIT);
00168 glPushAttrib(GL_LIGHTING_BIT);
00169
00170 glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
00171 glEnable(GL_COLOR_MATERIAL);
00172
00173 Vec3f pos = position_ - xDirection_*0.5 - yDirection_*0.5;
00174
00175 _state.translate(pos[0], pos[1], pos[2]);
00176
00177 drawPlane(_state);
00178
00179 glPopAttrib();
00180 glPopAttrib();
00181 _state.pop_modelview_matrix();
00182 }
00183
00184
00185
00186 void PlaneNode::setPosition(const Vec3f& _position, const Vec3f& _normal)
00187 {
00188
00189
00190 int comp = -1;
00191 for (int i=0; i < 2; i++)
00192 if ( _normal[i] != 0.0 ){
00193 comp = i;
00194 break;
00195 }
00196
00197 if (comp == -1){
00198 std::cerr << "PlaneNode: normal is invalid!" << std::endl;
00199 return;
00200 }
00201
00202
00203 xDirection_[comp] = (-_normal[ (comp + 1) % 3 ] - _normal[(comp + 2) % 3]) / _normal[comp];
00204 xDirection_[ (comp + 1) % 3 ] = 1;
00205 xDirection_[ (comp + 2) % 3 ] = 1;
00206 xDirection_ = xDirection_.normalize();
00207
00208 yDirection_ = _normal % xDirection_;
00209 yDirection_ = yDirection_.normalize();
00210
00211 position_ = _position;
00212 normal_ = _normal;
00213 }
00214
00215
00216
00217
00218 void PlaneNode::setPosition(const Vec3f& _position, const Vec3f& _xDirection, const Vec3f& _yDirection)
00219 {
00220 position_ = _position;
00221 xDirection_ = _xDirection;
00222 yDirection_ = _yDirection;
00223 normal_ = (_xDirection % _yDirection).normalize();
00224 }
00225
00226
00227
00228 void PlaneNode::transform(const ACG::Matrix4x4d& _mat)
00229 {
00230 position_ = _mat.transform_point(position_);
00231 xDirection_ = _mat.transform_vector(xDirection_);
00232 yDirection_ = _mat.transform_vector(yDirection_);
00233
00234 normal_ = (xDirection_ % yDirection_).normalize();
00235 }
00236
00237
00238
00239 void PlaneNode::setSize(double _xDirection, double _yDirection)
00240 {
00241 xDirection_ = xDirection_.normalize() * _xDirection;
00242 yDirection_ = yDirection_.normalize() * _yDirection;
00243 }
00244
00245
00246
00247 void
00248 PlaneNode::pick(GLState& _state, PickTarget _target)
00249 {
00250 if (_target == PICK_ANYTHING) {
00251
00252 _state.push_modelview_matrix();
00253
00254 Vec3f pos = position_ - xDirection_*0.5 - yDirection_*0.5;
00255
00256 _state.translate(pos[0], pos[1], pos[2]);
00257
00258 drawPlanePick(_state);
00259
00260 _state.pop_modelview_matrix();
00261 }
00262 }
00263
00264
00265
00266 Vec3f PlaneNode::position()
00267 {
00268 return position_;
00269 }
00270
00271
00272
00273 Vec3f PlaneNode::normal()
00274 {
00275 return normal_;
00276 }
00277
00278
00279
00280 Vec3f PlaneNode::xDirection()
00281 {
00282 return xDirection_;
00283 }
00284
00285
00286
00287 Vec3f PlaneNode::yDirection()
00288 {
00289 return yDirection_;
00290 }
00291
00292
00293 }
00294 }
00295