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//=============================================================================
//
//                               OpenFlipper
//        Copyright (C) 2008 by Computer Graphics Group, RWTH Aachen
//                           www.openflipper.org
//
//-----------------------------------------------------------------------------
//
//                                License
//
//  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.
//
//  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 Lesser General Public License
//  along with OpenFlipper.  If not, see <http://www.gnu.org/licenses/>.
//
//-----------------------------------------------------------------------------
//
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//   $Revision$
//   $Author$
//   $Date$
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//
//=============================================================================




//=============================================================================
//
//  Standard Functions
//
//=============================================================================

/**
 * \file PluginFunctions.hh
 * This file contains functions which can be used by plugins to access data in the framework.
 */

//
#ifndef PLUGINFUNCTIONS_VIEWCONTROL_HH
#define PLUGINFUNCTIONS_VIEWCONTROL_HH

#include <OpenFlipper/common/Types.hh>

#include <ACG/Scenegraph/SceneGraph.hh>
#include <ACG/GL/GLState.hh>
#include <OpenFlipper/common/ViewerProperties.hh>

/** The Namespace PluginFunctions contains functions for all plugins. These functions should be used to get the
 *  objects to work on or to set modes in the examiner widget. */
namespace PluginFunctions {

const int ALL_VIEWERS   = -2;
const int ACTIVE_VIEWER = -1;

//=======================================
// Get/set status of viewers
    /** @name Viewer Status and properties
    * @{ */
//=======================================

/** Get the viewer properties
 * -1 will get the properties of the active Viewer which is the default
 */
DLLEXPORT
Viewer::ViewerProperties& viewerProperties(int _id = -1);



/** @} */


//=======================================
// View settings
    /** @name View settings
    * @{ */
//=======================================

/** Lock scene rotation via mouse
 *
 * @param _mode allow or disallow rotation
 */
DLLEXPORT
void allowRotation(bool _mode);

/** \brief Set current GL Context to main context
 */
DLLEXPORT
void setMainGLContext();


/** \brief Set the viewing direction
 * @param _dir direction
 * @param _up up vector
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
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void viewingDirection(const ACG::Vec3d &_dir, const ACG::Vec3d &_up  , int _viewer = ACTIVE_VIEWER);
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/** \brief Set the Scene position
 * @param _center Center of the current scene
 * @param _radius Radius of the scene ( Use scene_radius to get the current radius )
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void setScenePos(const ACG::Vec3d& _center, const double _radius  , int _viewer = ALL_VIEWERS);

/** \brief Set the scene position
 *
 * Same as  setScenePos(const ACG::Vec3d& _center, double _radius) but reuses the current radius
 *
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void setScenePos(const ACG::Vec3d& _center  , int _viewer = ALL_VIEWERS);

/** \brief Get the current scene center
 *
 */
DLLEXPORT
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const ACG::Vec3d& sceneCenter( int _viewer = ALL_VIEWERS );
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/** \brief Returns the current scene radius from the examiner widget
 *
 * Returns the Radius of the scene
 */
DLLEXPORT
double sceneRadius();

/** \brief Translate viewer pos by given vector
 *
 * Translates the scene by a given vector. ( This is only a view transformation and does not
 * effect the scene center. To really translate the scene, use setScenePos );
 * @param _vector translation
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void translate( const ACG::Vec3d &_vector  , int _viewer = ALL_VIEWERS);

/** \brief Rotate Scene around axis
 *
 * Rotates the current scene.
 * @param _axis   Rotation axis
 * @param _angle  Rotation Angle
 * @param _center Rotation Center
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void rotate(const ACG::Vec3d&  _axis,
            const double       _angle,
            const ACG::Vec3d&  _center,
            int                _viewer = ALL_VIEWERS);


/** \brief Go to home position
 *
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void viewHome(int _viewer = ALL_VIEWERS);

/** \brief View the whole scene
 *
 * @param _viewer Id of the viewer to use.
 *                ALL_VIEWERS    will set all viewers (Default)
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void viewAll(int _viewer = ALL_VIEWERS);

/** \brief Get the current viewing Direction
 *
 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
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ACG::Vec3d viewingDirection(int _viewer = ALL_VIEWERS);
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/** \brief Get the current viewer position
 *
 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
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ACG::Vec3d eyePos(int _viewer = ACTIVE_VIEWER);
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/** \brief Get the current up vector
 *
 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
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ACG::Vec3d upVector(int _viewer = ALL_VIEWERS);
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/** \brief Switch to orthographic Projection
 *
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 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
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 */
DLLEXPORT
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void orthographicProjection( int _viewer = ALL_VIEWERS );
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/** \brief Switch to perspective Projection
 *
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 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
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 */
DLLEXPORT
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void perspectiveProjection( int _viewer = ALL_VIEWERS );
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/** \brief Set the draw Mode of a Viewer.\n
 *
 * The DrawModes are defined at ACG/Scenegraph/DrawModes.hh \n
 * They can be combined.
 *
 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
void setDrawMode( const unsigned int _mode , int _viewer = ALL_VIEWERS);

/** \brief Get the current draw Mode of a Viewer
 *
 *
 * @param _viewer Id of the viewer to use.
 *                ACTIVE_VIEWER active viewer
 *                0..3 Choose viewer explicitly
 */
DLLEXPORT
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unsigned int drawMode( int _viewer = ACTIVE_VIEWER );
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/** \brief Set the background color of the examiner widget.
 *
 */
DLLEXPORT
void setBackColor( OpenMesh::Vec4f _color);

/** @} */


//=======================================
// Do animations in examiner viewer
    /** @name Animations
    * @{ */
//=======================================

/**  Fly to point and set new viewing direction (animated).
 * @param _position New viewer position ( the new eye point of the viewer )
 * @param _center   The new scene center ( the point we are looking at )
 * @param _time     Animation time in ms
 */
DLLEXPORT
void flyTo (const ACG::Vec3d &_position, const ACG::Vec3d &_center, double _time=1000.0);

/** @} */

}

#endif //PLUGINFUNCTIONS_HH