#include "PickingVisitor.h" #include "Log.h" #include "Primitives.h" #include "Decorations.h" #include "GlmToolkit.h" #include #include #include #include #include PickingVisitor::PickingVisitor(glm::vec2 coordinates) : Visitor(), point_(coordinates) { modelview_ = glm::mat4(1.f); } void PickingVisitor::visit(Node &n) { // use the transform modified during update modelview_ *= n.transform_; // modelview_ *= transform(n.translation_, n.rotation_, n.scale_); // Log::Info("Node %d", n.id()); // Log::Info("%s", glm::to_string(modelview_).c_str()); } void PickingVisitor::visit(Group &n) { if (!n.visible_) return; glm::mat4 mv = modelview_; for (NodeSet::iterator node = n.begin(); node != n.end(); node++) { if ( (*node)->visible_ ) (*node)->accept(*this); modelview_ = mv; } } void PickingVisitor::visit(Switch &n) { if (!n.visible_ || n.numChildren()<1) return; glm::mat4 mv = modelview_; n.activeChild()->accept(*this); modelview_ = mv; } void PickingVisitor::visit(Primitive &n) { // TODO: generic visitor for primitive with random shape } void PickingVisitor::visit(Surface &n) { if (!n.visible_) return; // apply inverse transform to the point of interest glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f ); // test bounding box: it is an exact fit for a resctangular surface if ( n.bbox().contains( glm::vec3(P)) ) // add this surface to the nodes picked nodes_.push_back( std::pair(&n, glm::vec2(P)) ); } void PickingVisitor::visit(Frame &n) { // if (n.border()) // n.border()->accept(*this); } void PickingVisitor::visit(Handles &n) { if (!n.visible_) return; // apply inverse transform to the point of interest glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f ); // inverse transform to check the scale glm::vec4 S = glm::inverse(modelview_) * glm::vec4( 0.05f, 0.05f, 0.f, 0.f ); float scale = glm::length( glm::vec2(S) ); bool picked = false; if ( n.type() == Handles::RESIZE ) { // 4 corners picked = ( glm::length(glm::vec2(+1.f, +1.f)- glm::vec2(P)) < scale || glm::length(glm::vec2(+1.f, -1.f)- glm::vec2(P)) < scale || glm::length(glm::vec2(-1.f, +1.f)- glm::vec2(P)) < scale || glm::length(glm::vec2(-1.f, -1.f)- glm::vec2(P)) < scale ); } else if ( n.type() == Handles::RESIZE_H ){ // left & right picked = ( glm::length(glm::vec2(+1.f, 0.f)- glm::vec2(P)) < scale || glm::length(glm::vec2(-1.f, 0.f)- glm::vec2(P)) < scale ); } else if ( n.type() == Handles::RESIZE_V ){ // top & bottom picked = ( glm::length(glm::vec2(0.f, +1.f)- glm::vec2(P)) < scale || glm::length(glm::vec2(0.f, -1.f)- glm::vec2(P)) < scale ); } else if ( n.type() == Handles::ROTATE ){ // the icon for rotation is on the right top corner at (0.12, 0.12) in scene coordinates glm::vec4 vec = glm::inverse(modelview_) * glm::vec4( 0.1f, 0.1f, 0.f, 0.f ); float l = glm::length( glm::vec2(vec) ); picked = glm::length( glm::vec2( 1.f + l, 1.f + l) - glm::vec2(P) ) < 1.5f * scale; } if ( picked ) // add this to the nodes picked nodes_.push_back( std::pair(&n, glm::vec2(P)) ); } void PickingVisitor::visit(LineSquare &) { // apply inverse transform to the point of interest glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f ); // lower left corner glm::vec3 LL = glm::vec3( -1.f, -1.f, 0.f ); // up right corner glm::vec3 UR = glm::vec3( 1.f, 1.f, 0.f ); // if P is over a line [LL UR] rectangle: // TODO } void PickingVisitor::visit(LineCircle &n) { // apply inverse transform to the point of interest glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f ); float r = glm::length( glm::vec2(P) ); if ( r < 1.02 && r > 0.98) nodes_.push_back( std::pair(&n, glm::vec2(P)) ); } void PickingVisitor::visit(Scene &n) { n.root()->accept(*this); }