CoordsysNode.cc 26.7 KB
Newer Older
Jan Möbius's avatar
Jan Möbius committed
1 2 3
/*===========================================================================*\
 *                                                                           *
 *                              OpenFlipper                                  *
Jan Möbius's avatar
Jan Möbius committed
4
 *      Copyright (C) 2001-2011 by Computer Graphics Group, RWTH Aachen      *
Jan Möbius's avatar
Jan Möbius committed
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
 *                           www.openflipper.org                             *
 *                                                                           *
 *---------------------------------------------------------------------------*
 *  This file is part of OpenFlipper.                                        *
 *                                                                           *
 *  OpenFlipper 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 3 of           *
 *  the License, or (at your option) any later version with the              *
 *  following exceptions:                                                    *
 *                                                                           *
 *  If other files instantiate templates or use macros                       *
 *  or inline functions from this file, or you compile this file and         *
 *  link it with other files to produce an executable, this file does        *
 *  not by itself cause the resulting executable to be covered by the        *
 *  GNU Lesser General Public License. This exception does not however       *
 *  invalidate any other reasons why the executable file might be            *
 *  covered by the GNU Lesser General Public License.                        *
 *                                                                           *
 *  OpenFlipper 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 for more details.                      *
 *                                                                           *
 *  You should have received a copy of the GNU LesserGeneral Public          *
 *  License along with OpenFlipper. If not,                                  *
 *  see <http://www.gnu.org/licenses/>.                                      *
 *                                                                           *
\*===========================================================================*/

/*===========================================================================*\
 *                                                                           *
Jan Möbius's avatar
Jan Möbius committed
37
 *   $Revision$                                                       *
Jan Möbius's avatar
Jan Möbius committed
38 39 40 41
 *   $Author$                                                      *
 *   $Date$                   *
 *                                                                           *
\*===========================================================================*/
Jan Möbius's avatar
 
Jan Möbius committed
42 43 44 45 46 47 48 49 50 51 52 53 54




//=============================================================================
//
//  CLASS CoordsysNode - IMPLEMENTATION
//
//=============================================================================

//== INCLUDES =================================================================

#include "CoordsysNode.hh"
55
#include <ACG/GL/gl.hh>
56
#include <ACG/GL/IRenderer.hh>
57

Jan Möbius's avatar
 
Jan Möbius committed
58 59 60 61 62 63 64 65 66 67 68 69 70
#include <iostream>
#include <math.h>


//== NAMESPACES ===============================================================

namespace ACG {
namespace SceneGraph {


//== IMPLEMENTATION ==========================================================


71 72 73 74 75 76 77 78 79 80 81 82
CoordsysNode::CoordsysNode(BaseNode* _parent, std::string _name, CoordsysMode _mode, ProjectionMode _projectionMode) :
        BaseNode(_parent, _name),
        mode_(_mode),
        projectionMode_(_projectionMode)
{
  const double bodyRadius = 0.004;
  const double topRadius = 0.01;
  const int slices = 10;
  const int stacks = 10;

  sphere_   = new ACG::GLSphere(slices,stacks);
  cylinder_ = new ACG::GLCylinder(slices, stacks, bodyRadius,false,false);
Jan Möbius's avatar
Jan Möbius committed
83
  cone_     = new ACG::GLCone(slices, stacks, 0, topRadius , false,true);
Jan Möbius's avatar
Jan Möbius committed
84
  disk_     = new ACG::GLDisk(slices, 10, 0.0f, bodyRadius);
85 86
}

Jan Möbius's avatar
Jan Möbius committed
87 88 89 90 91 92 93 94 95 96 97 98 99
CoordsysNode::~CoordsysNode() {
  if (sphere_)
    delete sphere_;

  if (cylinder_)
    delete cylinder_;

  if (cone_)
    delete cone_;

  if (disk_)
    delete disk_;
}
100

Jan Möbius's avatar
 
Jan Möbius committed
101 102
void
CoordsysNode::
103
boundingBox(Vec3d& /*_bbMin*/, Vec3d& /*_bbMax*/)
Jan Möbius's avatar
 
Jan Möbius committed
104 105 106 107 108 109 110 111
{
	//_bbMin.minimize( Vect3f  )
}


//----------------------------------------------------------------------------


Jan Möbius's avatar
Jan Möbius committed
112
DrawModes::DrawMode
Jan Möbius's avatar
 
Jan Möbius committed
113
CoordsysNode::
Jan Möbius's avatar
Jan Möbius committed
114
availableDrawModes() const
Jan Möbius's avatar
 
Jan Möbius committed
115 116 117 118 119 120 121 122 123 124 125 126 127
{
  return ( DrawModes::POINTS |
	        DrawModes::POINTS_SHADED |
	        DrawModes::POINTS_COLORED );
}


//----------------------------------------------------------------------------

void
CoordsysNode::
drawCoordsys( GLState&  _state) {

128 129 130
  const double arrowLength  = 0.03;
  const double bodyLength   = 0.06;
  const double sphereRadius = 0.01;
Jan Möbius's avatar
 
Jan Möbius committed
131

132 133 134

  ACG::Vec4f matCol(0.5f, 0.5f, 0.5f, 1.0f);

Jan Möbius's avatar
 
Jan Möbius committed
135
  // Origin
136 137 138
  glColor4f(0.5, 0.5, 0.5 , 1.0);
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (matCol * 0.5f).data());
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matCol.data());
139
  sphere_->draw(_state,sphereRadius);
140
  
Jan Möbius's avatar
 
Jan Möbius committed
141
  // X-Axis
142 143 144 145
  glColor4f(1.0, 0.0, 0.0, 1.0);
  matCol[0] = 1.0f;  matCol[1] = 0.0f; matCol[2] = 0.0f;
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (matCol * 0.5f).data());
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matCol.data());
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
146 147 148
  _state.push_modelview_matrix ();
  _state.rotate (-90, 0, 1, 0);
  _state.translate ( 0, 0, -bodyLength );
149
  cylinder_->draw(_state,bodyLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
150
  _state.translate ( 0, 0, -arrowLength );
151
  cone_->draw(_state,arrowLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
152
  _state.pop_modelview_matrix ();
Jan Möbius's avatar
 
Jan Möbius committed
153 154

  // Y-Axis
155 156 157 158
  glColor4f(0.0, 1.0, 0.0, 1.0);
  matCol[0] = 0.0f;  matCol[1] = 1.0f; matCol[2] = 0.0f;
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (matCol * 0.2f).data());
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matCol.data());
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
159 160 161
  _state.push_modelview_matrix ();
  _state.rotate (90, 1, 0, 0);
  _state.translate ( 0, 0, -bodyLength );
162
  cylinder_->draw(_state,bodyLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
163
  _state.translate ( 0, 0, -arrowLength );
164
  cone_->draw(_state,arrowLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
165
  _state.pop_modelview_matrix ();
Jan Möbius's avatar
 
Jan Möbius committed
166 167

  // Z-Axis
168 169 170 171
  glColor4f(0.0, 0.0, 1.0, 1.0);
  matCol[0] = 0.0f;  matCol[1] = 0.0f; matCol[2] = 1.0f;
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (matCol * 0.5f).data());
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matCol.data());
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
172 173 174
  _state.push_modelview_matrix ();
  _state.rotate (180, 0, 1, 0);
  _state.translate ( 0, 0, -bodyLength );
175
  cylinder_->draw(_state,bodyLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
176
  _state.translate ( 0, 0, -arrowLength );
177
  cone_->draw(_state,arrowLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
178
  _state.pop_modelview_matrix ();
Jan Möbius's avatar
 
Jan Möbius committed
179 180 181

}

182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230
void CoordsysNode::drawCoordsys(IRenderer* _renderer, RenderObject* _baseRO)
{
  // save model view matrix
  GLMatrixf mModelView = _baseRO->modelview;


  const double arrowLength  = 0.03;
  const double bodyLength   = 0.06;
  const double sphereRadius = 0.01;


  // Origin
  _baseRO->emissive = Vec3f(1.0f, 1.0f, 1.0f);
  sphere_->addToRenderer(_renderer, _baseRO, sphereRadius);


  // X-Axis
  _baseRO->emissive = Vec3f(1.0f, 0.0f, 0.0f);
  _baseRO->modelview = mModelView;
  _baseRO->modelview.rotate (-90, 0, 1, 0);
  _baseRO->modelview.translate ( 0, 0, -bodyLength );
  cylinder_->addToRenderer(_renderer, _baseRO, bodyLength);
  
  _baseRO->modelview.translate ( 0, 0, -arrowLength );
  cone_->addToRenderer(_renderer, _baseRO, arrowLength);


  // Y-Axis
  _baseRO->emissive = Vec3f(0.0f, 1.0f, 0.0f);
  _baseRO->modelview = mModelView;
  _baseRO->modelview.rotate (90, 1, 0, 0);
  _baseRO->modelview.translate ( 0, 0, -bodyLength );
  cylinder_->addToRenderer(_renderer, _baseRO, bodyLength);

  _baseRO->modelview.translate ( 0, 0, -arrowLength );
  cone_->addToRenderer(_renderer, _baseRO, arrowLength);


  // Z-Axis
  _baseRO->emissive = Vec3f(0.0f, 0.0f, 1.0f);
  _baseRO->modelview = mModelView;
  _baseRO->modelview.rotate (180, 0, 1, 0);
  _baseRO->modelview.translate ( 0, 0, -bodyLength );
  cylinder_->addToRenderer(_renderer, _baseRO, bodyLength);

  _baseRO->modelview.translate ( 0, 0, -arrowLength );
  cone_->addToRenderer(_renderer, _baseRO, arrowLength);
}

Jan Möbius's avatar
 
Jan Möbius committed
231 232 233 234 235
//============================================================================

void
CoordsysNode::drawCoordsysPick( GLState&  _state) {

236 237 238
  const double arrowLength  = 0.03;
  const double bodyLength   = 0.06;
  const double sphereRadius = 0.01;
Jan Möbius's avatar
 
Jan Möbius committed
239 240

  // Origin
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
241
  _state.pick_set_name (1);
242
  sphere_->draw(_state,sphereRadius);
Jan Möbius's avatar
 
Jan Möbius committed
243 244

  // X-Axis
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
245 246 247 248
  _state.pick_set_name (2);
  _state.push_modelview_matrix ();
  _state.rotate (-90, 0, 1, 0);
  _state.translate ( 0, 0, -bodyLength );
249
  cylinder_->draw(_state,bodyLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
250
  _state.translate ( 0, 0, -arrowLength );
251
  cone_->draw(_state,arrowLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
252
  _state.pop_modelview_matrix ();
Jan Möbius's avatar
 
Jan Möbius committed
253

254

Jan Möbius's avatar
 
Jan Möbius committed
255
  // Y-Axis
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
256 257 258 259
  _state.pick_set_name (3);
  _state.push_modelview_matrix ();
  _state.rotate (90, 1, 0, 0);
  _state.translate ( 0, 0, -bodyLength );
260
  cylinder_->draw(_state,bodyLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
261
  _state.translate ( 0, 0, -arrowLength );
262
  cone_->draw(_state,arrowLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
263
  _state.pop_modelview_matrix ();
Jan Möbius's avatar
 
Jan Möbius committed
264 265

  // Z-Axis
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
266 267 268 269
  _state.pick_set_name (4);
  _state.push_modelview_matrix ();
  _state.rotate (180, 0, 1, 0);
  _state.translate ( 0, 0, -bodyLength );
270
  cylinder_->draw(_state,bodyLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
271
  _state.translate ( 0, 0, -arrowLength );
272
  cone_->draw(_state,arrowLength);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
273 274
  _state.pop_modelview_matrix ();

Jan Möbius's avatar
 
Jan Möbius committed
275 276 277 278 279 280 281 282
}


//============================================================================


void
CoordsysNode::
283
draw(GLState&  _state  , const DrawModes::DrawMode& /*_drawMode*/)
Jan Möbius's avatar
 
Jan Möbius committed
284
{
285 286
  GLenum prev_depth = _state.depthFunc();
    
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
287 288 289
  GLboolean colorMask[4];
  glGetBooleanv (GL_COLOR_WRITEMASK, colorMask);
  
Jan Möbius's avatar
 
Jan Möbius committed
290 291 292 293 294 295
  // Push Modelview-Matrix
  _state.push_modelview_matrix();

  Vec4f lastBaseColor = _state.base_color();

  glPushAttrib( GL_LIGHTING_BIT ); // STACK_ATTRIBUTES <- LIGHTING_ATTRIBUTE
296
  ACG::GLState::enable(GL_LIGHTING);
Jan Möbius's avatar
 
Jan Möbius committed
297
  glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
298 299
  ACG::GLState::enable(GL_COLOR_MATERIAL);
  ACG::GLState::shadeModel(GL_SMOOTH);
Jan Möbius's avatar
 
Jan Möbius committed
300

301 302 303 304
  GLfloat zeroVec[4] = {0.0f};
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zeroVec);
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zeroVec);

Jan Möbius's avatar
 
Jan Möbius committed
305 306 307 308 309 310
  // Init state - changes when mode_ != POSITION
  Vec3d pos3D(0.0,0.0,0.0);

  if ( mode_ == SCREENPOS ) {

    int left, bottom, width, height;
311
    double aspect = _state.aspect();
312

Jan Möbius's avatar
 
Jan Möbius committed
313 314 315 316
    _state.get_viewport(left, bottom, width, height);

    // Projection reset
    _state.push_projection_matrix();
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
317
    _state.reset_projection();
Jan Möbius's avatar
 
Jan Möbius committed
318

319 320 321
    if (projectionMode_ == PERSPECTIVE_PROJECTION)
        _state.perspective(45.0, aspect, 0.8, 20.0);
    else
322
        _state.ortho(-0.65*aspect, 0.65*aspect, -0.65, 0.65, 0.8, 20.0);
Jan Möbius's avatar
 
Jan Möbius committed
323

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
324 325
    _state.push_modelview_matrix();
    _state.reset_modelview();
Jan Möbius's avatar
 
Jan Möbius committed
326

327 328 329 330 331 332
    float rel_size = 50.0;
    float projdist = sqrt ( (width*height) / rel_size );

    float posx = left + width - projdist ;
    float posy = bottom + height - projdist ;

333
    // get our desired coordsys position in scene coordinates
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
334 335
    pos3D = _state.unproject (Vec3d (posx, posy, 0.5));
    _state.pop_modelview_matrix();
Jan Möbius's avatar
 
Jan Möbius committed
336

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
337
    // reset scene translation
338
    // we want only the scene rotation to rotate the coordsys
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
339
    GLMatrixd modelview = _state.modelview();
Jan Möbius's avatar
 
Jan Möbius committed
340

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
341 342 343
    modelview(0,3) = 0.0;
    modelview(1,3) = 0.0;
    modelview(2,3) = 0.0;
Jan Möbius's avatar
 
Jan Möbius committed
344

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
345
    _state.set_modelview (modelview);
346
    _state.translate (pos3D[0], pos3D[1], pos3D[2], MULT_FROM_LEFT);
Jan Möbius's avatar
 
Jan Möbius committed
347

348 349

    // clear the depth buffer behind the coordsys
Jan Möbius's avatar
Jan Möbius committed
350
    ACG::GLState::depthRange (1.0, 1.0);
351
    ACG::GLState::depthFunc (GL_ALWAYS);
352 353

    drawCoordsys(_state);
354

Jan Möbius's avatar
Jan Möbius committed
355
    ACG::GLState::depthRange (0.0, 1.0);
356
    ACG::GLState::depthFunc (GL_LESS);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
357

358
    // draw coordsys
Jan Möbius's avatar
 
Jan Möbius committed
359 360
    drawCoordsys(_state);

361
    // set depth buffer to 0 so that nothing can paint over cordsys
Jan Möbius's avatar
Jan Möbius committed
362
    ACG::GLState::depthRange (0.0, 0.0);
363
    ACG::GLState::depthFunc (GL_ALWAYS);
364
    glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
365

366 367 368
    // Koordinatensystem zeichnen
    drawCoordsys(_state);

Jan Möbius's avatar
Jan Möbius committed
369
    ACG::GLState::depthRange (0.0, 1.0);
370
    ACG::GLState::depthFunc (prev_depth);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
371
    glColorMask (colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
372

Jan Möbius's avatar
 
Jan Möbius committed
373 374
    // Projection reload
    _state.pop_projection_matrix();
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
375

Jan Möbius's avatar
 
Jan Möbius committed
376 377 378

  } else if (mode_ == POSITION) { /* mode_ == POSITION */

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
379 380 381 382 383 384 385
    GLMatrixd modelview = _state.modelview();

    modelview(0,3) = 0.0;
    modelview(1,3) = 0.0;
    modelview(2,3) = 0.0;

    _state.set_modelview (modelview);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
386

387
    // clear depth buffer in coordsys region
Jan Möbius's avatar
Jan Möbius committed
388
    ACG::GLState::depthRange (1.0, 1.0);
389
    ACG::GLState::depthFunc (GL_ALWAYS);
390 391 392 393 394

    // Koordinatensystem zeichnen
    drawCoordsys(_state);

    // draw coordsys in normal mode
Jan Möbius's avatar
Jan Möbius committed
395
    ACG::GLState::depthRange (0.0, 1.0);
396
    ACG::GLState::depthFunc (GL_LESS);
397

398
    // Koordinatensystem zeichnen
Jan Möbius's avatar
 
Jan Möbius committed
399 400
    drawCoordsys(_state);

401
    // set depth buffer to 0 so that nothing can paint over cordsys
Jan Möbius's avatar
Jan Möbius committed
402
    ACG::GLState::depthRange (0.0, 0.0);
403
    ACG::GLState::depthFunc (GL_ALWAYS);
404 405 406 407
    glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);

    // Koordinatensystem zeichnen
    drawCoordsys(_state);
408

409
    // reset to default
Jan Möbius's avatar
Jan Möbius committed
410
    ACG::GLState::depthRange (0.0, 1.0);
411
    ACG::GLState::depthFunc (prev_depth);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
412
    glColorMask (colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
Jan Möbius's avatar
 
Jan Möbius committed
413 414 415 416 417 418 419 420 421 422 423
  }

  glPopAttrib();

  glColor4fv(lastBaseColor.data());

  // Reload old configuration
  _state.pop_modelview_matrix();
}


424 425 426 427




428
void CoordsysNode::getRenderObjects( IRenderer* _renderer, GLState& _state, const DrawModes::DrawMode& _drawMode, const Material* _mat )
429 430 431 432 433 434 435 436 437 438 439
{
  // Init state - changes when mode_ != POSITION
  Vec3d pos3D(0.0,0.0,0.0);

  _state.push_modelview_matrix();


  // init base renderobject
  RenderObject ro;
  memset(&ro, 0, sizeof(RenderObject));
  ro.initFromState(&_state);
440
  ro.setMaterial(_mat);
441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517


  ro.depthTest = true;
  ro.depthWrite = true;


  if ( mode_ == SCREENPOS ) {

    int left, bottom, width, height;
    double aspect = _state.aspect();

    _state.get_viewport(left, bottom, width, height);

    // Projection reset
    _state.push_projection_matrix();
    _state.reset_projection();

    if (projectionMode_ == PERSPECTIVE_PROJECTION)
      _state.perspective(45.0, aspect, 0.8, 20.0);
    else
      _state.ortho(-0.65*aspect, 0.65*aspect, -0.65, 0.65, 0.8, 20.0);

    _state.push_modelview_matrix();
    _state.reset_modelview();

    float rel_size = 50.0;
    float projdist = sqrt ( (width*height) / rel_size );

    float posx = left + width - projdist ;
    float posy = bottom + height - projdist ;

    // get our desired coordsys position in scene coordinates
    pos3D = _state.unproject (Vec3d (posx, posy, 0.5));
    _state.pop_modelview_matrix();

    // reset scene translation
    // we want only the scene rotation to rotate the coordsys
    GLMatrixd modelview = _state.modelview();

    modelview(0,3) = 0.0;
    modelview(1,3) = 0.0;
    modelview(2,3) = 0.0;

    _state.set_modelview (modelview);
    _state.translate (pos3D[0], pos3D[1], pos3D[2], MULT_FROM_LEFT);


    // grab new transforms
    ro.proj = _state.projection();
    ro.modelview = _state.modelview();

    // colored by emission only
    ro.shaderDesc.shadeMode = SG_SHADE_UNLIT;
    ro.shaderDesc.textured = false;
    ro.shaderDesc.vertexColors = false;



    // clear the depth buffer behind the coordsys
    ro.priority = -4;
    ro.depthRange = Vec2f(1.0f, 1.0f);
    ro.depthFunc = GL_ALWAYS;

    drawCoordsys(_renderer, &ro);


    // regrab of transforms needed, drawCoordsys overwrites this
    ro.modelview = _state.modelview();

    ro.priority = -3;
    ro.depthRange = Vec2f(0.0f, 1.0f);
    ro.depthFunc = GL_LESS;

    // draw coordsys
    drawCoordsys(_renderer, &ro);

    // set depth buffer to 0 so that nothing can paint over cordsys
Jan Möbius's avatar
Jan Möbius committed
518 519
    ro.modelview  = _state.modelview();
    ro.priority   = -2;
520
    ro.depthRange = Vec2f(0.0, 0.0);
Jan Möbius's avatar
Jan Möbius committed
521
    ro.depthFunc  = GL_ALWAYS;
522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568
    ro.glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);

    // Koordinatensystem zeichnen
    drawCoordsys(_renderer, &ro);

    // Projection reload
    _state.pop_projection_matrix();

  } else if (mode_ == POSITION) { /* mode_ == POSITION */

    GLMatrixd modelview = _state.modelview();

    modelview(0,3) = 0.0;
    modelview(1,3) = 0.0;
    modelview(2,3) = 0.0;

    _state.set_modelview (modelview);

    // clear depth buffer in coordsys region
    ACG::GLState::depthRange (1.0, 1.0);
    ACG::GLState::depthFunc (GL_ALWAYS);

    // Koordinatensystem zeichnen
    drawCoordsys(_renderer, &ro);

    // draw coordsys in normal mode
    ACG::GLState::depthRange (0.0, 1.0);
    ACG::GLState::depthFunc (GL_LESS);

    // Koordinatensystem zeichnen
    drawCoordsys(_renderer, &ro);

    // set depth buffer to 0 so that nothing can paint over cordsys
    ACG::GLState::depthRange (0.0, 0.0);
    ACG::GLState::depthFunc (GL_ALWAYS);
    glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);

    // Koordinatensystem zeichnen
    drawCoordsys(_renderer, &ro);
  }


  _state.pop_modelview_matrix();
}



Jan Möbius's avatar
 
Jan Möbius committed
569 570 571 572 573 574 575
void
CoordsysNode::
setMode(const CoordsysMode _mode)
{
  mode_ = _mode;
}

576 577 578 579 580 581 582
void
CoordsysNode::
setProjectionMode(const ProjectionMode _mode)
{
  projectionMode_ = _mode;
}

Jan Möbius's avatar
 
Jan Möbius committed
583 584 585 586 587 588 589 590 591 592 593 594 595 596
void
CoordsysNode::
setPosition(const Vec3f& _pos)
{
  pos3f_ = _pos;
}

CoordsysNode::CoordsysMode
CoordsysNode::
getMode() const
{
  return mode_;
}

597 598 599 600 601 602 603
CoordsysNode::ProjectionMode
CoordsysNode::
getProjectionMode() const
{
  return projectionMode_;
}

Jan Möbius's avatar
 
Jan Möbius committed
604 605 606
void
CoordsysNode::pick(GLState& _state, PickTarget _target)
{
607 608
  GLenum prev_depth = _state.depthFunc();  
    
Jan Möbius's avatar
Jan Möbius committed
609 610
  if (_target == PICK_ANYTHING) {

Jan Möbius's avatar
Jan Möbius committed
611 612
    GLdouble mat[16];

Jan Möbius's avatar
 
Jan Möbius committed
613
    // Push Modelview-Matrix
Jan Möbius's avatar
Jan Möbius committed
614
    _state.push_modelview_matrix();
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
615
    _state.pick_set_maximum (5);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
616
    _state.pick_set_name (0);
Jan Möbius's avatar
 
Jan Möbius committed
617 618

    // Init state - changes when mode_ != POSITION
Jan Möbius's avatar
Jan Möbius committed
619
    Vec3d pos3D(0.0,0.0,0.0);
Jan Möbius's avatar
 
Jan Möbius committed
620

Jan Möbius's avatar
Jan Möbius committed
621
    if ( mode_ == SCREENPOS ) {
Jan Möbius's avatar
 
Jan Möbius committed
622

Jan Möbius's avatar
Jan Möbius committed
623
      int left, bottom, width, height;
624
      double aspect = _state.aspect();
625

Jan Möbius's avatar
Jan Möbius committed
626
      _state.get_viewport(left, bottom, width, height);
627
      
Jan Möbius's avatar
Jan Möbius committed
628 629
      // Projection reset
      _state.push_projection_matrix();
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
630
      _state.reset_projection();
Jan Möbius's avatar
 
Jan Möbius committed
631

632 633 634
      if (projectionMode_ == PERSPECTIVE_PROJECTION)
        _state.perspective(45.0, aspect, 0.8, 20.0);
      else
635
        _state.ortho(-0.65*aspect, 0.65*aspect, -0.65, 0.65, 0.8, 20.0);
Jan Möbius's avatar
 
Jan Möbius committed
636

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
637 638
      _state.push_modelview_matrix();
      _state.reset_modelview();
Jan Möbius's avatar
 
Jan Möbius committed
639

640 641 642 643 644 645 646
      float rel_size = 50.0;
      float projdist = sqrt ( (width*height) / rel_size );

      float posx = left + width - projdist ;
      float posy = bottom + height - projdist ;

      // get our desired coordsys position in scene coordinates
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
647 648
      pos3D = _state.unproject (Vec3d (posx, posy, 0.5));
      _state.pop_modelview_matrix();
Jan Möbius's avatar
 
Jan Möbius committed
649

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
650 651
      // reset scene translation
      GLMatrixd modelview = _state.modelview();
Jan Möbius's avatar
 
Jan Möbius committed
652

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
653 654 655
      modelview(0,3) = 0.0;
      modelview(1,3) = 0.0;
      modelview(2,3) = 0.0;
Jan Möbius's avatar
 
Jan Möbius committed
656

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
657
      _state.set_modelview (modelview);
658
      _state.translate (pos3D[0], pos3D[1], pos3D[2], MULT_FROM_LEFT);
Jan Möbius's avatar
 
Jan Möbius committed
659

660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675
      // We don't have access to the pick matrix used during selection buffer picking
      // so we can't draw our pick area circle in this case
      if (_state.color_picking ())
      {
        // clear depth buffer behind coordsys node
        clearPickArea(_state, true, 1.0);

        // Koordinatensystem zeichnen
        drawCoordsysPick(_state);

        // set depth buffer to 0.0 so that nothing can paint above
        clearPickArea(_state, false, 0.0);
      }
      else
      {
        // clear depth buffer in coordsys region
Jan Möbius's avatar
Jan Möbius committed
676
        ACG::GLState::depthRange (1.0, 1.0);
677
        ACG::GLState::depthFunc (GL_ALWAYS);
678 679 680 681 682

        // Koordinatensystem zeichnen
        drawCoordsys(_state);

        // draw coordsys in normal mode
Jan Möbius's avatar
Jan Möbius committed
683
        ACG::GLState::depthRange (0.0, 1.0);
684
        ACG::GLState::depthFunc (GL_LESS);
685 686 687 688 689

        // Koordinatensystem zeichnen
        drawCoordsys(_state);

        // set depth buffer to 0 so tah nothing can paint over cordsys
Jan Möbius's avatar
Jan Möbius committed
690
        ACG::GLState::depthRange (0.0, 0.0);
691
        ACG::GLState::depthFunc (GL_ALWAYS);
692 693 694 695 696 697
        glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);

        // Koordinatensystem zeichnen
        drawCoordsys(_state);

        // reset to default
Jan Möbius's avatar
Jan Möbius committed
698
        ACG::GLState::depthRange (0.0, 1.0);
699
        ACG::GLState::depthFunc (prev_depth);
700 701
        glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
      }
Jan Möbius's avatar
Jan Möbius committed
702

703 704
      // Projection reload
      _state.pop_projection_matrix();
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
705

Jan Möbius's avatar
Jan Möbius committed
706 707
    } else if (mode_ == POSITION) { /* mode_ == POSITION */

708 709 710
      // The selection buffer picking method might have set a 
      // pick matrix that has been multiplied with the projection matrix.
      // This is the only way to get the gl pick matrix again
Jan Möbius's avatar
Jan Möbius committed
711 712 713 714 715 716 717 718 719 720 721 722 723
      glMatrixMode(GL_PROJECTION);

      glPushMatrix ();
      glMultMatrixd( _state.inverse_projection().get_raw_data());

      glGetDoublev(GL_PROJECTION_MATRIX, mat);

      glPopMatrix ();

      GLMatrixd pickMat (mat);

      glMatrixMode(GL_MODELVIEW);

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
724 725 726 727 728 729
      GLMatrixd modelview = _state.modelview();

      modelview(0,3) = 0.0;
      modelview(1,3) = 0.0;
      modelview(2,3) = 0.0;

730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745
      // We don't have access to the pick matrix used during selection buffer picking
      // so we can't draw our pick area circle in this case
      if (_state.color_picking ())
      {
        // clear depth buffer behind coordsys node
        clearPickArea(_state, true, 1.0);

        // Koordinatensystem zeichnen
        drawCoordsysPick(_state);

        // set depth buffer to 0.0 so that nothing can paint above
        clearPickArea(_state, false, 0.0);
      }
      else
      {
        // clear depth buffer in coordsys region
Jan Möbius's avatar
Jan Möbius committed
746
        ACG::GLState::depthRange (1.0, 1.0);
747
        ACG::GLState::depthFunc (GL_ALWAYS);
748 749 750 751 752

        // Koordinatensystem zeichnen
        drawCoordsys(_state);

        // draw coordsys in normal mode
Jan Möbius's avatar
Jan Möbius committed
753
        ACG::GLState::depthRange (0.0, 1.0);
754
        ACG::GLState::depthFunc (GL_LESS);
755 756 757 758 759

        // Koordinatensystem zeichnen
        drawCoordsys(_state);

        // set depth buffer to 0 so tah nothing can paint over cordsys
Jan Möbius's avatar
Jan Möbius committed
760
        ACG::GLState::depthRange (0.0, 0.0);
761
        ACG::GLState::depthFunc (GL_ALWAYS);
762 763 764 765 766 767
        glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);

        // Koordinatensystem zeichnen
        drawCoordsys(_state);

        // reset to default
Jan Möbius's avatar
Jan Möbius committed
768
        ACG::GLState::depthRange (0.0, 1.0);
769
        ACG::GLState::depthFunc (prev_depth);
770 771
        glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
      }
Jan Möbius's avatar
 
Jan Möbius committed
772
    }
Jan Möbius's avatar
Jan Möbius committed
773 774 775 776
    // Reload old configuration
    _state.pop_modelview_matrix();

  }
Jan Möbius's avatar
 
Jan Möbius committed
777 778
}

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
779 780
//----------------------------------------------------------------------------

781
void CoordsysNode::clearPickArea(GLState&  _state, bool _draw, GLfloat _depth)
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
782
{
783 784
  GLenum prev_depth = _state.depthFunc();
    
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
785 786 787 788 789 790 791
  std::vector<Vec2f> points;
  Vec2f center;
  float radius;

  int left, bottom, width, height;
  _state.get_viewport(left, bottom, width, height);

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
792 793 794
  GLboolean colorMask[4];
  glGetBooleanv (GL_COLOR_WRITEMASK, colorMask);

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813
  // respect sphere radius
  Vec3d proj = _state.project (Vec3d (-0.01, -0.01, -0.01));
  points.push_back (Vec2f (proj[0], proj[1]));

  proj = _state.project (Vec3d (0.1, 0.0, 0.0));
  points.push_back (Vec2f (proj[0], proj[1]));

  proj = _state.project (Vec3d (0.0, 0.1, 0.0));
  points.push_back (Vec2f (proj[0], proj[1]));

  proj = _state.project (Vec3d (0.0, 0.0, 0.1));
  points.push_back (Vec2f (proj[0], proj[1]));


  // get bounding circle of projected 4 points of the coord node
  boundingCircle(points, center, radius);

  _state.push_projection_matrix();
  _state.reset_projection();
Jan Möbius's avatar
Jan Möbius committed
814

Jan Möbius's avatar
Dennis:  
Jan Möbius committed
815 816 817 818
  _state.ortho (left, left + width, bottom, bottom + height, 0.0, 1.0);

  _state.push_modelview_matrix();
  _state.reset_modelview();
819
  ACG::GLState::depthFunc (GL_ALWAYS);
Jan Möbius's avatar
Jan Möbius committed
820
  ACG::GLState::depthRange (_depth, _depth);
821
  _state.translate (center[0], center[1], -0.5);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
822

823
  if (_draw)
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
824 825 826 827 828
    _state.pick_set_name (0);
  else
    glColorMask(false, false, false, false);

  // 10% more to ensure everything is in
Jan Möbius's avatar
Jan Möbius committed
829 830 831
  disk_->setInnerRadius(0.0f);
  disk_->setOuterRadius(radius * 1.1f);
  disk_->draw(_state);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
832

833
  ACG::GLState::depthFunc (prev_depth);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
834 835 836
  _state.pop_modelview_matrix();
  _state.pop_projection_matrix();

Jan Möbius's avatar
Jan Möbius committed
837
  ACG::GLState::depthRange (0.0, 1.0);
838 839

  if (!_draw)
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
840
    glColorMask (colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
841 842 843 844 845 846
}

//----------------------------------------------------------------------------

void CoordsysNode::boundingCircle(std::vector<Vec2f> &_in, Vec2f &_center, float &_radius)
{
Jan Möbius's avatar
Jan Möbius committed
847
  if (_in.empty())
Jan Möbius's avatar
Dennis:  
Jan Möbius committed
848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937
    return;
  if (_in.size () < 2)
  {
    _center = _in[0];
    _radius = 0.0f;
    return;
  }
  bool found = false;

  // try all circumcircles of all possible lines
  for (unsigned int i = 0; i < _in.size () - 1; i++)
    for (unsigned int j = i + 1; j < _in.size (); j++)
    {
      Vec2f cen = (_in[i] + _in[j]) * 0.5;
      float rad = (_in[i] - cen).length ();
      bool allin = true;

      for (unsigned int k = 0; k < _in.size (); k++)
        if (k != i && k != j && (_in[k] - cen).length () > rad)
        {
          allin = false;
          break;
        }

      if (!allin)
        continue;

      if (found)
      {
        if (rad < _radius)
        {
          _center = cen;
          _radius = rad;
        }
      }
      else
      {
        found = true;
        _center = cen;
        _radius = rad;
      }
    }

  if (found)
    return;

  // try all circumcircles of all possible triangles
  for (unsigned int i = 0; i < _in.size () - 2; i++)
    for (unsigned int j = i + 1; j < _in.size () - 1; j++)
      for (unsigned int k = j + 1; k < _in.size (); k++)
      {
        float v = ((_in[k][0]-_in[j][0])*((_in[i][0]*_in[i][0])+(_in[i][1]*_in[i][1]))) +
                  ((_in[i][0]-_in[k][0])*((_in[j][0]*_in[j][0])+(_in[j][1]*_in[j][1]))) +
                  ((_in[j][0]-_in[i][0])*((_in[k][0]*_in[k][0])+(_in[k][1]*_in[k][1])));
        float u = ((_in[j][1]-_in[k][1])*((_in[i][0]*_in[i][0])+(_in[i][1]*_in[i][1]))) +
                  ((_in[k][1]-_in[i][1])*((_in[j][0]*_in[j][0])+(_in[j][1]*_in[j][1]))) +
                  ((_in[i][1]-_in[j][1])*((_in[k][0]*_in[k][0])+(_in[k][1]*_in[k][1])));
        float d = (_in[i][0]*_in[j][1])+(_in[j][0]*_in[k][1])+(_in[k][0]*_in[i][1]) -
                  (_in[i][0]*_in[k][1])-(_in[j][0]*_in[i][1])-(_in[k][0]*_in[j][1]);
        Vec2f cen(0.5 * (u/d), 0.5 * (v/d));
        float rad = (_in[i] - cen).length ();
        bool allin = true;

        for (unsigned int l = 0; l < _in.size (); l++)
          if (l != i && l != j && l != k && (_in[l] - cen).length () > rad)
          {
            allin = false;
            break;
          }

        if (!allin)
          continue;

        if (found)
        {
          if (rad < _radius)
          {
            _center = cen;
            _radius = rad;
          }
        }
        else
        {
          found = true;
          _center = cen;
          _radius = rad;
        }
      }
}

Jan Möbius's avatar
 
Jan Möbius committed
938 939 940 941
//=============================================================================
} // namespace SceneGraph
} // namespace ACG
//=============================================================================