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+/*
+ * 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 Translate2Manip is a Manip which translates in two dimensions and
+ whose default representation is two arrows. */
+
+public class Translate2Manip extends Manip {
+ private ManipPart parts;
+ private Vec3f translation;
+ /** Normalized */
+ private Vec3f normal;
+ private Vec3f scale;
+ /** Local-to-world transform for geometry */
+ private Mat4f xform;
+
+ /** Dragging state */
+ private Plane dragPlane;
+ /** Dragging state */
+ private Vec3f dragOffset;
+
+ public Translate2Manip() {
+ parts = createGeometry();
+ translation = new Vec3f(0, 0, 0);
+ normal = new Vec3f(0, 1, 0);
+ scale = new Vec3f(1, 1, 1);
+ xform = new Mat4f();
+ dragPlane = new Plane();
+ dragOffset = new Vec3f();
+ recalc();
+ }
+
+ /** Set the translation of this Translate2Manip. This moves its
+ on-screen representation. Manipulations cause the translation to
+ be modified, not overwritten, so if you want the default
+ Translate2Manip to go through the point (0, 1, 0) but still
+ translate in the X-Z plane, then setTranslation(0, 1, 0). */
+ public void setTranslation(Vec3f translation) {
+ this.translation.set(translation);
+ recalc();
+ }
+
+ /** Get the translation of this Translate2Manip. This corresponds to
+ the center of its body. */
+ public Vec3f getTranslation() {
+ return new Vec3f(translation);
+ }
+
+ /** Set the normal of this Translate2Manip. The manip moves in the
+ plane containing its current position and perpendicular to this
+ normal. Does not need to be normalized, but must not be the zero
+ vector. */
+ public void setNormal(Vec3f normal) {
+ this.normal.set(normal);
+ this.normal.normalize();
+ recalc();
+ }
+
+ /** Get the normal of this Translate2Manip. */
+ public Vec3f getNormal() {
+ return new Vec3f(normal);
+ }
+
+ /** Set the scale of the Translate2Manip. 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();
+ dragPlane.setNormal(normal);
+ dragPlane.setPoint(hit.intPt.getIntersectionPoint());
+ dragOffset.sub(translation, hit.intPt.getIntersectionPoint());
+ }
+
+ public void drag(Vec3f rayStart,
+ Vec3f rayDirection) {
+ // Algorithm: Find intersection of ray with dragPlane. Add
+ // dragOffset to this point to get new translation.
+ IntersectionPoint intPt = new IntersectionPoint();
+ if (dragPlane.intersectRay(rayStart,
+ rayDirection,
+ intPt) == false) {
+ // Ray is parallel to plane. Punt.
+ return;
+ }
+ translation.set(intPt.getIntersectionPoint());
+ translation.add(dragOffset);
+ recalc();
+ super.drag(rayStart, rayDirection);
+ }
+
+ public void makeInactive() {
+ parts.clearHighlight();
+ }
+
+ public void render(GL gl) {
+ parts.render(gl);
+ }
+
+ private ManipPart createGeometry() {
+ ManipPartGroup group = new ManipPartGroup();
+ ManipPartTwoWayArrow arrow1 = new ManipPartTwoWayArrow();
+ group.addChild(arrow1);
+ ManipPartTransform xform = new ManipPartTransform();
+ Mat4f rotMat = new Mat4f();
+ rotMat.makeIdent();
+ rotMat.set(0, 0, 0);
+ rotMat.set(1, 0, 0);
+ rotMat.set(2, 0, -1);
+ rotMat.set(0, 2, 1);
+ rotMat.set(1, 2, 0);
+ rotMat.set(2, 2, 0);
+ xform.setOffsetTransform(rotMat);
+ ManipPartTwoWayArrow arrow2 = new ManipPartTwoWayArrow();
+ xform.addChild(arrow2);
+ group.addChild(xform);
+ return group;
+ }
+
+ 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(normal, p0);
+ p1.cross(normal, p0);
+ // p1, normal, p0 correspond to x, y, z
+ p0.normalize();
+ p1.normalize();
+ rotMat.makeIdent();
+ rotMat.set(0, 0, p1.x());
+ rotMat.set(1, 0, p1.y());
+ rotMat.set(2, 0, p1.z());
+ rotMat.set(0, 1, normal.x());
+ rotMat.set(1, 1, normal.y());
+ rotMat.set(2, 1, normal.z());
+ rotMat.set(0, 2, p0.x());
+ rotMat.set(1, 2, p0.y());
+ rotMat.set(2, 2, p0.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);
+ }
+}