cameramanipulator.h

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00001 /***************************************************************************
00002  *   Copyright (C) 2005 by Robot Group Leipzig                             *
00003  *    martius@informatik.uni-leipzig.de                                    *
00004  *    fhesse@informatik.uni-leipzig.de                                     *
00005  *    der@informatik.uni-leipzig.de                                        *
00006  *    frankguettler@gmx.de                                                 *
00007  *                                                                         *
00008  *   This program is free software; you can redistribute it and/or modify  *
00009  *   it under the terms of the GNU General Public License as published by  *
00010  *   the Free Software Foundation; either version 2 of the License, or     *
00011  *   (at your option) any later version.                                   *
00012  *                                                                         *
00013  *   This program is distributed in the hope that it will be useful,       *
00014  *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
00015  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
00016  *   GNU General Public License for more details.                          *
00017  *                                                                         *
00018  *   You should have received a copy of the GNU General Public License     *
00019  *   along with this program; if not, write to the                         *
00020  *   Free Software Foundation, Inc.,                                       *
00021  *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
00022  ***************************************************************************
00023  *                                                                         *
00024  *  Camera Manipulation by mouse and keyboard                              *
00025  *                                                                         *
00026  *   $Log: cameramanipulator.h,v $
00027  *   Revision 1.1.2.10  2006/03/19 13:32:12  robot3
00028  *   race mode now works
00029  *
00030  *   Revision 1.1.2.9  2006/03/08 13:19:13  robot3
00031  *   basic modifications, follow mode now works
00032  *
00033  *   Revision 1.1.2.8  2006/03/06 16:57:01  robot3
00034  *   -more stable version
00035  *   -code optimized
00036  *   -some static variables used by all cameramanipulators
00037  *
00038  *   Revision 1.1.2.7  2006/03/05 15:02:24  robot3
00039  *   camera moves now smooth
00040  *
00041  *   Revision 1.1.2.6  2006/03/04 15:04:33  robot3
00042  *   cameramanipulator is now updated with every draw intervall
00043  *
00044  *   Revision 1.1.2.5  2006/03/03 12:08:50  robot3
00045  *   preparations made for new cameramanipulators
00046  *
00047  *   Revision 1.1.2.4  2006/02/01 10:24:34  robot3
00048  *   new camera manipulator added
00049  *
00050  *   Revision 1.1.2.3  2005/12/29 12:56:12  martius
00051  *   setHome
00052  *
00053  *   Revision 1.1.2.2  2005/12/15 17:03:42  martius
00054  *   cameramanupulator setPose is working
00055  *   joints have setter and getter parameters
00056  *   Primitives are not longer inherited from OSGPrimitive, moreover
00057  *   they aggregate them
00058  *
00059  *   Revision 1.1.2.1  2005/12/09 16:56:21  martius
00060  *   camera is working now
00061  *
00062  *   Revision 1.1.2.1  2005/12/06 17:38:21  martius
00063  *   *** empty log message ***
00064  *
00065  *                                                                 *
00066  ***************************************************************************/
00067 #ifndef __CAMERAMANIPULATOR_H
00068 #define __CAMERAMANIPULATOR_H
00069 
00070 #include "osgforwarddecl.h"
00071 #include <osgGA/MatrixManipulator>
00072 #include "odeagent.h"
00073 #include "globaldata.h"
00074 
00075 
00076 namespace lpzrobots {
00077 
00078   /**
00079      CameraManipulator is a MatrixManipulator which provides Flying simulator-like
00080      updating of the camera position & orientation. 
00081      Left mouse button: Pan and tilt
00082      Right mouse button: forward and sideways
00083      Middle mouse button: up and sideways
00084   */
00085 
00086   class CameraManipulator : public osgGA::MatrixManipulator
00087     {
00088     public:
00089 
00090       CameraManipulator(osg::Node* node, GlobalData& global);
00091 
00092 
00093       /** returns the classname of the manipulator
00094           it's NECCESSARY to define this funtion, otherwise
00095           the new manipulator WON'T WORK! (but ask me not why)
00096       */
00097       virtual const char* className() const { return "Default Camera"; }
00098 
00099       /** set the position of the matrix manipulator using a 4x4 Matrix.*/
00100       virtual void setByMatrix(const osg::Matrixd& matrix);
00101 
00102       /** set the position of the matrix manipulator using a 4x4 Matrix.*/
00103       virtual void setByInverseMatrix(const osg::Matrixd& matrix) { 
00104         setByMatrix(osg::Matrixd::inverse(matrix)); 
00105       }
00106 
00107       /** get the position of the manipulator as 4x4 Matrix.*/
00108       virtual osg::Matrixd getMatrix() const;
00109 
00110       /** get the position of the manipulator as a inverse matrix of the manipulator, 
00111           typically used as a model view matrix.*/
00112       virtual osg::Matrixd getInverseMatrix() const;
00113 
00114 
00115       /**
00116        * is called every time the draw is updated. computes the
00117        * movement of the camera, which is a difference between
00118        * the desired pos and view and the actual pos and view.
00119        */
00120       /*
00121         virtual void computeMovement();*/
00122 
00123       virtual void setNode(osg::Node*);
00124 
00125       virtual const osg::Node* getNode() const;
00126 
00127       virtual osg::Node* getNode();
00128 
00129       /// set the home position of the camera. (and place it there)
00130       virtual void setHome(const osg::Vec3& eye, const osg::Vec3& view);
00131 
00132       /// place the camera at its home position
00133       virtual void home(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
00134 
00135       virtual void init(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
00136 
00137       virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
00138 
00139       /** Get the keyboard and mouse usage of this manipulator.*/
00140       virtual void getUsage(osg::ApplicationUsage& usage) const;
00141 
00142       /** updates the camera module at every drawstep
00143           should be called from the simulation loop
00144       */
00145       virtual void update();
00146 
00147     protected:
00148 
00149       virtual ~CameraManipulator();
00150 
00151       /** Reset the internal GUIEvent stack.*/
00152       virtual void flushMouseEventStack();
00153       /** Add the current mouse GUIEvent to internal stack.*/
00154       virtual void addMouseEvent(const osgGA::GUIEventAdapter& ea);
00155 
00156       virtual void computeMatrix();
00157 
00158       /** For the give mouse movement calculate the movement of the camera.
00159           Return true is camera has moved and a redraw is required.*/
00160       virtual bool calcMovement();
00161 
00162       // Internal event stack comprising last three mouse events.
00163       osg::ref_ptr<const osgGA::GUIEventAdapter> event_old;
00164       osg::ref_ptr<const osgGA::GUIEventAdapter> event;
00165 
00166       osg::ref_ptr<osg::Node> node;
00167 
00168       float modelScale;
00169       osg::Matrixd  pose;  // complete pose (updated by computeMatrix()
00170         
00171       static osg::Vec3   eye;      // position of the camera
00172       static osg::Vec3   view;     // view angles in degree (pan, tilt, yaw)
00173       static osg::Vec3   home_eye;  // home position of the camera
00174       static osg::Vec3   home_view; // home view angles in degree (pan, tilt, yaw)
00175       static bool home_externally_set;
00176     
00177       static osg::Vec3   desiredEye;      // desired position of the camera
00178       static osg::Vec3   desiredView;     // desired view angles in degree (pan, tilt, yaw)
00179 
00180       static OdeAgent* watchingAgent; // the robot which is actually watched
00181       static bool watchingAgentDefined;
00182 
00183       static Position oldPositionOfAgent; // because the return of getSpeed() seems not to be useful
00184       static bool oldPositionOfAgentDefined;
00185     
00186       GlobalData& globalData; // the global environment variables
00187 
00188 
00189       double degreeSmoothness; // smoothness factor for the view
00190       double lengthSmoothness; // smoothness factor for the eye
00191       double degreeAccuracy; // accuracy factor for the view-smoothness 
00192       double lengthAccuracy; // accuracy factor for the eye-smoothness 
00193 
00194 
00195       /** This manages the robots, switching between them and so on
00196           Is normally called from handle(...)
00197       */
00198       virtual void manageAgents(const int& fkey);
00199 
00200 
00201       /** This handles robot movements, so that the camera movemenent is right affected.
00202           should normally be overwritten by new cameramanipulator
00203       */
00204       virtual void calcMovementByAgent();
00205 
00206 
00207       /** Sets the right view and eye if the robot has changed.
00208           Is called from manageRobots();
00209           should be overwritten by new cameramanipulator (if needed)
00210       */
00211       virtual void setHomeViewByAgent();
00212       virtual void setHomeEyeByAgent();
00213 
00214 
00215       static int i;
00216 
00217   
00218     };
00219 
00220 }
00221 
00222 #endif

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