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Diffstat (limited to 'src/gleem/Translate1Manip.java')
-rw-r--r-- | src/gleem/Translate1Manip.java | 208 |
1 files changed, 208 insertions, 0 deletions
diff --git a/src/gleem/Translate1Manip.java b/src/gleem/Translate1Manip.java new file mode 100644 index 0000000..541173f --- /dev/null +++ b/src/gleem/Translate1Manip.java @@ -0,0 +1,208 @@ +/* + * gleem -- OpenGL Extremely Easy-To-Use Manipulators. + * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected]) + * + * Copying, distribution and use of this software in source and binary + * forms, with or without modification, is permitted provided that the + * following conditions are met: + * + * Distributions of source code must reproduce the copyright notice, + * this list of conditions and the following disclaimer in the source + * code header files; and Distributions of binary code must reproduce + * the copyright notice, this list of conditions and the following + * disclaimer in the documentation, Read me file, license file and/or + * other materials provided with the software distribution. + * + * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright + * holder may not be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY + * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF + * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE + * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE + * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST + * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY + * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT + * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION, + * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT + * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED + * WARRANTY OF FITNESS FOR SUCH USES. + */ + +package gleem; + +import java.util.*; + +import gleem.linalg.*; +import net.java.games.jogl.*; + +/** A Translate1Manip is a Manip which translates in only one + dimension and whose default representation is a two-way arrow. */ + +public class Translate1Manip extends Manip { + private ManipPart parts; + private Vec3f translation; + /** Normalized */ + private Vec3f axis; + private Vec3f scale; + /** Local-to-world transform for geometry */ + private Mat4f xform; + + /** Dragging state */ + private Line dragLine; + /** Dragging state */ + private Vec3f dragOffset; + + public Translate1Manip() { + parts = new ManipPartTwoWayArrow(); + translation = new Vec3f(0, 0, 0); + axis = new Vec3f(1, 0, 0); + scale = new Vec3f(1, 1, 1); + xform = new Mat4f(); + dragLine = new Line(); + dragOffset = new Vec3f(); + recalc(); + } + + /** Set the translation of this Translate1Manip. This moves its + on-screen representation. Manipulations cause the translation to + be modified, not overwritten, so if you want the default + Translate1Manip to go through the point (0, 1, 0) but still + translate along the X axis, then setTranslation(0, 1, 0). */ + public void setTranslation(Vec3f translation) { + this.translation.set(translation); + recalc(); + } + + /** Get the translation of this Translate1Manip. This corresponds to + the center of its body. */ + public Vec3f getTranslation() { + return new Vec3f(translation); + } + + /** Set the axis of this Translate1Manip. This is the direction + along which it will travel. Does not need to be normalized, but + must not be the zero vector. */ + public void setAxis(Vec3f axis) { + this.axis.set(axis); + recalc(); + } + + /** Get the axis of this Translate1Manip. */ + public Vec3f getAxis() { + return new Vec3f(axis); + } + + /** Set the scale of the Translate1Manip. This only affects the size + of the on-screen geometry. */ + public void setScale(Vec3f scale) { + this.scale.set(scale); + recalc(); + } + + public Vec3f getScale() { + return new Vec3f(scale); + } + + /** Change the geometry of this manipulator to be the user-defined + piece. */ + public void replaceGeometry(ManipPart geom) { + parts = geom; + } + + public void intersectRay(Vec3f rayStart, + Vec3f rayDirection, + List results) { + parts.intersectRay(rayStart, rayDirection, results, this); + } + + public void highlight(HitPoint hit) { + if (hit.manipPart != parts) { + throw new RuntimeException("My old geometry disappeared; how did this happen?"); + } + parts.highlight(); + } + + public void clearHighlight() { + parts.clearHighlight(); + } + + public void makeActive(HitPoint hit) { + parts.highlight(); + dragLine.setDirection(axis); + dragLine.setPoint(hit.intPt.getIntersectionPoint()); + dragOffset.sub(translation, hit.intPt.getIntersectionPoint()); + } + + public void drag(Vec3f rayStart, + Vec3f rayDirection) { + // Algorithm: Find closest point of ray to dragLine. Add dragOffset + // to this point to get new translation. + Vec3f closestPoint = new Vec3f(); + if (dragLine.closestPointToRay(rayStart, + rayDirection, + closestPoint) == false) { + // Drag axis is parallel to ray. Punt. + return; + } + translation.set(closestPoint); + translation.add(dragOffset); + recalc(); + super.drag(rayStart, rayDirection); + } + + public void makeInactive() { + parts.clearHighlight(); + } + + public void render(GL gl) { + parts.render(gl); + } + + private void recalc() { + // Construct local to world transform for geometry. + // Scale, Rotation, Translation. Since we're right multiplying + // column vectors, the actual matrix composed is TRS. + Mat4f scaleMat = new Mat4f(); + Mat4f rotMat = new Mat4f(); + Mat4f xlateMat = new Mat4f(); + Mat4f tmpMat = new Mat4f(); + scaleMat.makeIdent(); + scaleMat.set(0, 0, scale.x()); + scaleMat.set(1, 1, scale.y()); + scaleMat.set(2, 2, scale.z()); + // Perpendiculars + Vec3f p0 = new Vec3f(); + Vec3f p1 = new Vec3f(); + MathUtil.makePerpendicular(axis, p0); + p1.cross(axis, p0); + // axis, p0, p1 correspond to x, y, z + p0.normalize(); + p1.normalize(); + rotMat.makeIdent(); + rotMat.set(0, 0, axis.x()); + rotMat.set(1, 0, axis.y()); + rotMat.set(2, 0, axis.z()); + rotMat.set(0, 1, p0.x()); + rotMat.set(1, 1, p0.y()); + rotMat.set(2, 1, p0.z()); + rotMat.set(0, 2, p1.x()); + rotMat.set(1, 2, p1.y()); + rotMat.set(2, 2, p1.z()); + xlateMat.makeIdent(); + xlateMat.set(0, 3, translation.x()); + xlateMat.set(1, 3, translation.y()); + xlateMat.set(2, 3, translation.z()); + tmpMat.mul(xlateMat, rotMat); + xform.mul(tmpMat, scaleMat); + parts.setTransform(xform); + } +} |