/**************************************************************************\ * * 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 SbSphereProjector SbSphereProjector.h Inventor/projectors/SbSphereProjector.h \brief The SbSphereProjector class is the abstract base class for mapping to spherical surfaces. \ingroup projectors The sphere projectors map 2D points to various surface types based on spherical shapes. \sa SbCylinderProjector */ #include /*! \fn SbRotation SbSphereProjector::getRotation(const SbVec3f & point1, const SbVec3f & point2) Returns rotation on the projection surface which re-orients \a point1 to \a point2. */ /*! \var SbSphereProjector::intersectFront Flag which says whether or not we should map to the outside or inside of the sphere surface. */ /*! \var SbSphereProjector::sphere Projection sphere. */ /*! \var SbSphereProjector::orientToEye Which direction the spherical surface is oriented. */ /*! \var SbSphereProjector::needSetup Set to \c TRUE whenever the projection surface needs to be recalculated according to the setting of the SbSphereProjector::orientToEye flag. */ /*! \var SbSphereProjector::lastPoint Stores the previously projected 3D point. */ /*! Default constructor sets up a sphere at the origin with radius 1. */ SbSphereProjector::SbSphereProjector(const SbBool orienttoeye) : intersectFront(TRUE), sphere(SbVec3f(0.0f, 0.0f, 0.0f), 1.0f), orientToEye(orienttoeye), needSetup(TRUE), lastPoint(0.0f, 0.0f, 0.0f) { } /*! Constructor taking an explicit \a sphere projection definition. */ SbSphereProjector::SbSphereProjector(const SbSphere & s, const SbBool orienttoeye) : intersectFront(TRUE), sphere(s), orientToEye(orienttoeye), needSetup(TRUE), lastPoint(0.0f, 0.0f, 0.0f) { } /*! Project the 2D point to a 3D coordinate on the spherical surface, and find the rotation from the last projection to this one. \sa project(), getRotation() */ SbVec3f SbSphereProjector::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 sphere to project onto. */ void SbSphereProjector::setSphere(const SbSphere & sph) { this->sphere = sph; this->needSetup = TRUE; } /*! Returns projection sphere. */ const SbSphere & SbSphereProjector::getSphere(void) const { return this->sphere; } /*! Sets whether or not the projection surface should be oriented towards the eye of the viewer. Default is \c TRUE. */ void SbSphereProjector::setOrientToEye(const SbBool orienttoeye) { this->orientToEye = orienttoeye; this->needSetup = TRUE; } /*! Returns the state of the sphere orientation flag. */ SbBool SbSphereProjector::isOrientToEye(void) const { return this->orientToEye; } /*! Set whether to intersect with the outside of the sphere (\a infront equal to \c TRUE), or the inside. */ void SbSphereProjector::setFront(const SbBool infront) { this->intersectFront = infront; this->needSetup = TRUE; } /*! Returns value of the flag which decides whether to intersect with the outside or inside of the sphere. */ SbBool SbSphereProjector::isFront(void) const { return this->intersectFront; } /*! Check if \a point is on the frontside or the backside of the cylinder. */ SbBool SbSphereProjector::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->sphere.getCenter(); } else { this->worldToWorking.multDirMatrix( vv.zVector(), camdir); } SbVec3f ptdir = point - this->sphere.getCenter(); return ptdir.dot(camdir) >= 0.0f; } /*! Intersect \a line with the SbSphereProjector::sphere and place the intersection point (if any) in \a result. Considers setFront() settings. Returns \c TRUE if \a line actually hits the sphere, \c FALSE if it doesn't intersect with it. */ SbBool SbSphereProjector::intersectSphereFront(const SbLine & l, SbVec3f & result) { SbVec3f i0, i1; if (this->sphere.intersect(l, i0, i1)) { if (this->isFront()) result = i0; else result = i1; return TRUE; } return FALSE; } // Documented in superclass. void SbSphereProjector::setWorkingSpace(const SbMatrix & space) { this->needSetup = TRUE; inherited::setWorkingSpace(space); }