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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkInteractorStyleMultiTouchCamera.h"
#include "vtkCallbackCommand.h"
#include "vtkCamera.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPlane.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkRenderer.h"
#include "vtkTransform.h"
VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkInteractorStyleMultiTouchCamera);
//------------------------------------------------------------------------------
vtkInteractorStyleMultiTouchCamera::vtkInteractorStyleMultiTouchCamera() = default;
//------------------------------------------------------------------------------
vtkInteractorStyleMultiTouchCamera::~vtkInteractorStyleMultiTouchCamera() = default;
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnStartRotate()
{
this->StartGesture();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnRotate()
{
if (this->State != VTKIS_GESTURE)
{
return;
}
int pointer = this->Interactor->GetPointerIndex();
this->FindPokedRenderer(this->Interactor->GetEventPositions(pointer)[0],
this->Interactor->GetEventPositions(pointer)[1]);
if (this->CurrentRenderer == nullptr)
{
return;
}
vtkCamera* camera = this->CurrentRenderer->GetActiveCamera();
int* pinchPositionDisplay = this->Interactor->GetEventPositions(pointer);
// Calculate the focal depth since we'll be using it a lot
double viewFocus[4];
camera->GetFocalPoint(viewFocus);
this->ComputeWorldToDisplay(viewFocus[0], viewFocus[1], viewFocus[2], viewFocus);
double focalDepth = viewFocus[2];
double oldPickPoint[4] = { 0, 0, 0, 0 };
vtkInteractorObserver::ComputeDisplayToWorld(this->CurrentRenderer, pinchPositionDisplay[0],
pinchPositionDisplay[1], focalDepth, oldPickPoint);
camera->Roll(this->Interactor->GetRotation() - this->Interactor->GetLastRotation());
camera->GetFocalPoint(viewFocus);
this->ComputeWorldToDisplay(viewFocus[0], viewFocus[1], viewFocus[2], viewFocus);
focalDepth = viewFocus[2];
double newPickPoint[4] = { 0, 0, 0, 0 };
vtkInteractorObserver::ComputeDisplayToWorld(this->CurrentRenderer, pinchPositionDisplay[0],
pinchPositionDisplay[1], focalDepth, newPickPoint);
double motionVector[3] = { 0, 0, 0 };
vtkMath::Subtract(oldPickPoint, newPickPoint, motionVector);
vtkNew<vtkTransform> cameraTransform;
cameraTransform->Identity();
cameraTransform->Translate(motionVector);
camera->ApplyTransform(cameraTransform);
camera->OrthogonalizeViewUp();
this->Interactor->Render();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnEndRotate()
{
this->EndGesture();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnStartPinch()
{
this->StartGesture();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnPinch()
{
if (this->State != VTKIS_GESTURE)
{
return;
}
int pointer = this->Interactor->GetPointerIndex();
this->FindPokedRenderer(this->Interactor->GetEventPositions(pointer)[0],
this->Interactor->GetEventPositions(pointer)[1]);
if (this->CurrentRenderer == nullptr)
{
return;
}
vtkCamera* camera = this->CurrentRenderer->GetActiveCamera();
int* pinchPositionDisplay = this->Interactor->GetEventPositions(pointer);
// Calculate the focal depth since we'll be using it a lot
double viewFocus[4], focalDepth;
camera->GetFocalPoint(viewFocus);
this->ComputeWorldToDisplay(viewFocus[0], viewFocus[1], viewFocus[2], viewFocus);
focalDepth = viewFocus[2];
// Remember the position of the center of the pinch in world coordinates
// This position should stay in the same location on the screen after the dolly has been performed
double oldPickPoint[4] = { 0, 0, 0, 0 };
this->ComputeDisplayToWorld(
pinchPositionDisplay[0], pinchPositionDisplay[1], focalDepth, oldPickPoint);
double dyf = this->Interactor->GetScale() / this->Interactor->GetLastScale();
if (camera->GetParallelProjection())
{
camera->SetParallelScale(camera->GetParallelScale() / dyf);
}
else
{
camera->Dolly(dyf);
if (this->AutoAdjustCameraClippingRange)
{
this->CurrentRenderer->ResetCameraClippingRange();
}
}
camera->GetFocalPoint(viewFocus);
this->ComputeWorldToDisplay(viewFocus[0], viewFocus[1], viewFocus[2], viewFocus);
focalDepth = viewFocus[2];
// New position at the center of the pinch gesture
double newPickPoint[4] = { 0, 0, 0, 0 };
this->ComputeDisplayToWorld(
pinchPositionDisplay[0], pinchPositionDisplay[1], focalDepth, newPickPoint);
// Determine how far the pinch center has been shifted from it's original location
double motionVector[4] = { 0, 0, 0 };
vtkMath::Subtract(oldPickPoint, newPickPoint, motionVector);
// Translate the camera to compensate for the shift of the pinch center
vtkNew<vtkTransform> cameraTransform;
cameraTransform->Identity();
cameraTransform->Translate(motionVector);
camera->ApplyTransform(cameraTransform);
if (this->Interactor->GetLightFollowCamera())
{
this->CurrentRenderer->UpdateLightsGeometryToFollowCamera();
}
this->Interactor->Render();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnEndPinch()
{
this->EndGesture();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnStartPan()
{
this->StartGesture();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnPan()
{
if (this->State != VTKIS_GESTURE)
{
return;
}
vtkRenderWindowInteractor* rwi = this->Interactor;
int pointer = rwi->GetPointerIndex();
int* eventPos = rwi->GetEventPositions(pointer);
this->FindPokedRenderer(eventPos[0], eventPos[1]);
if (this->CurrentRenderer == nullptr)
{
return;
}
vtkCamera* camera = this->CurrentRenderer->GetActiveCamera();
// handle panning - 2 DOF
double viewFocus[4], focalDepth, viewPoint[3];
double newPickPoint[4], oldPickPoint[4], motionVector[3];
// Calculate the focal depth since we'll be using it a lot
camera->GetFocalPoint(viewFocus);
this->ComputeWorldToDisplay(viewFocus[0], viewFocus[1], viewFocus[2], viewFocus);
focalDepth = viewFocus[2];
this->ComputeDisplayToWorld(eventPos[0], eventPos[1], focalDepth, newPickPoint);
// Has to recalc old mouse point since the viewport has moved,
// so can't move it outside the loop
int* lastEventPos = rwi->GetLastEventPositions(pointer);
this->ComputeDisplayToWorld(lastEventPos[0], lastEventPos[1], focalDepth, oldPickPoint);
// Camera motion is reversed
motionVector[0] = oldPickPoint[0] - newPickPoint[0];
motionVector[1] = oldPickPoint[1] - newPickPoint[1];
motionVector[2] = oldPickPoint[2] - newPickPoint[2];
camera->GetFocalPoint(viewFocus);
camera->GetPosition(viewPoint);
camera->SetFocalPoint(
motionVector[0] + viewFocus[0], motionVector[1] + viewFocus[1], motionVector[2] + viewFocus[2]);
camera->SetPosition(
motionVector[0] + viewPoint[0], motionVector[1] + viewPoint[1], motionVector[2] + viewPoint[2]);
// clean up
if (this->Interactor->GetLightFollowCamera())
{
this->CurrentRenderer->UpdateLightsGeometryToFollowCamera();
}
rwi->Render();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::OnEndPan()
{
this->EndGesture();
}
//------------------------------------------------------------------------------
void vtkInteractorStyleMultiTouchCamera::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
}
VTK_ABI_NAMESPACE_END
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