summaryrefslogtreecommitdiffstats
path: root/src/gleem/Translate2Manip.java
blob: 7fe84167007b13fee3d3a18b3389d8c40790968a (plain)
1
2
3
4
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
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
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
/*
 * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
 * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu)
 *
 * 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 javax.media.opengl.*;

/** 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);
  }
}