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# include/cinder/MayaCamUI.h

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    00001 /*
    00002  Copyright (c) 2010, The Barbarian Group
    00003  All rights reserved.
    00004
    00005  Redistribution and use in source and binary forms, with or without modification, are permitted provided that
    00006  the following conditions are met:
    00007
    00008     * Redistributions of source code must retain the above copyright notice, this list of conditions and
    00009     the following disclaimer.
    00010     * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and
    00011     the following disclaimer in the documentation and/or other materials provided with the distribution.
    00012
    00013  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
    00014  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
    00015  PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
    00016  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
    00017  TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
    00018  HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
    00019  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    00020  POSSIBILITY OF SUCH DAMAGE.
    00021 */
    00022
    00023 #pragma once
    00024
    00025 #include "cinder/Vector.h"
    00026 #include "cinder/Camera.h"
    00027
    00028 namespace cinder {
    00029
    00030 class MayaCamUI {
    00031  public:
    00032     MayaCamUI() { mInitialCam = mCurrentCam = CameraPersp(); }
    00033     MayaCamUI( const CameraPersp &aInitialCam ) { mInitialCam = mCurrentCam = aInitialCam; }
    00034
    00035     void mouseDown( const Vec2i &mousePos )
    00036     {
    00037         mInitialMousePos = mousePos;
    00038         mInitialCam = mCurrentCam;
    00039         mLastAction = ACTION_NONE;
    00040     }
    00041
    00042     void mouseDrag( const Vec2i &mousePos, bool leftDown, bool middleDown, bool rightDown )
    00043     {
    00044         int action;
    00045         if( rightDown || ( leftDown && middleDown ) )
    00046             action = ACTION_ZOOM;
    00047         else if( middleDown )
    00048             action = ACTION_PAN;
    00049         else if( leftDown )
    00050             action = ACTION_TUMBLE;
    00051         else
    00052             return;
    00053
    00054         if( action != mLastAction ) {
    00055             mInitialCam = mCurrentCam;
    00056             mInitialMousePos = mousePos;
    00057         }
    00058
    00059         mLastAction = action;
    00060
    00061         if( action == ACTION_ZOOM ) { // zooming
    00062             int mouseDelta = ( mousePos.x - mInitialMousePos.x ) + ( mousePos.y - mInitialMousePos.y );
    00063
    00064             float newCOI = powf( 2.71828183f, -mouseDelta / 500.0f ) * mInitialCam.getCenterOfInterest();
    00065             Vec3f oldTarget = mInitialCam.getCenterOfInterestPoint();
    00066             Vec3f newEye = oldTarget - mInitialCam.getViewDirection() * newCOI;
    00067             mCurrentCam.setEyePoint( newEye );
    00068             mCurrentCam.setCenterOfInterest( newCOI );
    00069         }
    00070         else if( action == ACTION_PAN ) { // panning
    00071             float deltaX = ( mousePos.x - mInitialMousePos.x ) / 1000.0f * mInitialCam.getCenterOfInterest();
    00072             float deltaY = ( mousePos.y - mInitialMousePos.y ) / 1000.0f * mInitialCam.getCenterOfInterest();
    00073             Vec3f mW = mInitialCam.getViewDirection().normalized();
    00074             Vec3f mU = Vec3f::yAxis().cross( mW ).normalized();
    00075             Vec3f mV = mW.cross( mU ).normalized();
    00076             mCurrentCam.setEyePoint( mInitialCam.getEyePoint() + mU * deltaX + mV * deltaY );
    00077         }
    00078         else { // tumbling
    00079             float deltaY = ( mousePos.y - mInitialMousePos.y ) / 100.0f;
    00080             float deltaX = ( mousePos.x - mInitialMousePos.x ) / -100.0f;
    00081             Vec3f mW = mInitialCam.getViewDirection().normalized();
    00082             bool invertMotion = ( mInitialCam.getOrientation() * Vec3f::yAxis() ).y < 0.0f;
    00083             Vec3f mU = Vec3f::yAxis().cross( mW ).normalized();
    00084             Vec3f mV = mW.cross( mU ).normalized();
    00085
    00086             if( invertMotion ) {
    00087                 deltaX = -deltaX;
    00088                 deltaY = -deltaY;
    00089             }
    00090
    00091             Vec3f rotatedVec = Quatf( mU, deltaY ) * ( mInitialCam.getEyePoint() - mInitialCam.getCenterOfInterestPoint() );
    00092             rotatedVec = Quatf( Vec3f::yAxis(), deltaX ) * rotatedVec;
    00093
    00094             mCurrentCam.setEyePoint( mInitialCam.getCenterOfInterestPoint() + rotatedVec );
    00095             mCurrentCam.setOrientation( mInitialCam.getOrientation() * Quatf( mU, deltaY ) * Quatf( Vec3f::yAxis(), deltaX ) );
    00096         }
    00097     }
    00098
    00099     const CameraPersp& getCamera() const { return mCurrentCam; }
    00100     void setCurrentCam( const CameraPersp &aCurrentCam ) { mCurrentCam = aCurrentCam; }
    00101
    00102  private:
    00103     enum        { ACTION_NONE, ACTION_ZOOM, ACTION_PAN, ACTION_TUMBLE };
    00104
    00105     Vec2i       mInitialMousePos;
    00106     CameraPersp mCurrentCam, mInitialCam;
    00107     int         mLastAction;
    00108 };
    00109
    00110 }; // namespace cinder