/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SbCylinderProjector SbCylinderProjector.h Inventor/projectors/SbCylinderProjector.h \brief The SbCylinderProjector class is the abstract base class for mapping to cylindrical surfaces. \ingroup projectors The cylinder projectors map 2D points to various surface types based on cylindrical shapes. \sa SbSphereProjector */ #include #include /*! \var SbCylinderProjector::intersectFront Flag which says whether or not we should map to the outside or inside of the cylinder surface. */ /*! \var SbCylinderProjector::cylinder Specification of the projection cylinder. */ /*! \var SbCylinderProjector::orientToEye Which direction the cylindrical surface is oriented. */ /*! \var SbCylinderProjector::needSetup Set to \c TRUE whenever the projection surface needs to be recalculated according to the setting of the SbCylinderProjector::orientToEye flag. */ /*! \var SbCylinderProjector::lastPoint Stores the previously projected 3D point. */ /*! \fn virtual SbRotation SbCylinderProjector::getRotation(const SbVec3f & point1, const SbVec3f & point2) Returns rotation on the projection surface which re-orients \a point1 to \a point2. */ /*! Default constructor sets up a cylinder along the Y axis with height 1. */ SbCylinderProjector::SbCylinderProjector(const SbBool orienttoeye) : intersectFront(TRUE), cylinder(SbLine(SbVec3f(0.0f, 0.0f, 0.0f), SbVec3f(0.0f, 1.0f, 0.0f)), 1.0f), orientToEye(orienttoeye), needSetup(TRUE) { } /*! Constructor taking an explicit \a cylinder projection definition. */ SbCylinderProjector::SbCylinderProjector(const SbCylinder & cylinder, const SbBool orienttoeye) : intersectFront(TRUE), cylinder(cylinder), orientToEye(orienttoeye), needSetup(TRUE) { } /*! Project the 2D point to a 3D coordinate on the cylindrical surface, and find the rotation from the last projection to this one. \sa project(), getRotation() */ SbVec3f SbCylinderProjector::projectAndGetRotation(const SbVec2f & point, SbRotation & rot) { SbVec3f lastpt = this->lastPoint; SbVec3f newpt = this->project(point); this->lastPoint = newpt; rot = this->getRotation(lastpt, newpt); return newpt; } /*! Set \a cylinder to project onto. */ void SbCylinderProjector::setCylinder(const SbCylinder & cylinderref) { this->cylinder = cylinderref; this->needSetup = TRUE; } /*! Returns projection cylinder. */ const SbCylinder & SbCylinderProjector::getCylinder(void) const { return this->cylinder; } /*! Sets whether or not the projection surface should be oriented towards the eye of the viewer. */ void SbCylinderProjector::setOrientToEye(const SbBool orienttoeye) { if (this->orientToEye != orienttoeye) { this->orientToEye = orienttoeye; this->needSetup = TRUE; } } /*! Returns the state of the cylinder orientation flag. */ SbBool SbCylinderProjector::isOrientToEye(void) const { return this->orientToEye; } /*! Set whether to intersect with the outside of the cylinder (\a isfront equal to \c TRUE), or the inside. */ void SbCylinderProjector::setFront(const SbBool infront) { if (this->intersectFront != infront) { this->intersectFront = infront; this->needSetup = TRUE; } } /*! Returns value of the flag which decides whether to intersect with the outside or inside of the cylinder. */ SbBool SbCylinderProjector::isFront(void) const { return this->intersectFront; } /*! Check if \a point is on the frontside or the backside of the cylinder. */ SbBool SbCylinderProjector::isPointInFront(const SbVec3f & point) const { const SbViewVolume & vv = this->getViewVolume(); SbVec3f camdir; if (vv.getProjectionType() == SbViewVolume::PERSPECTIVE) { SbVec3f campos; this->worldToWorking.multVecMatrix(vv.getProjectionPoint(), campos); camdir = campos - this->cylinder.getAxis().getClosestPoint(point); } else { this->worldToWorking.multDirMatrix( vv.zVector(), camdir); } SbVec3f ptdir = point - this->cylinder.getAxis().getClosestPoint(point); return camdir.dot(ptdir) >= 0.0f; } /*! Intersect \a line with the SbCylinderProjector::cylinder and place the intersection point (if any) in \a result. Considers setFront() settings. Returns \c TRUE if \a line actually hits the cylinder, \c FALSE if it doesn't intersect with it. */ SbBool SbCylinderProjector::intersectCylinderFront(const SbLine & line, SbVec3f & result) { SbVec3f i0, i1; SbBool isect = this->cylinder.intersect(line, i0, i1); if (isect) { if (this->isFront()) result = i0; else result = i1; } return isect; } // Documented in superclass. void SbCylinderProjector::setWorkingSpace(const SbMatrix & space) { this->needSetup = TRUE; inherited::setWorkingSpace(space); }