| 1 | /**************************************************************************************** |
| 2 | |
| 3 | Copyright (C) 2015 Autodesk, Inc. |
| 4 | All rights reserved. |
| 5 | |
| 6 | Use of this software is subject to the terms of the Autodesk license agreement |
| 7 | provided at the time of installation or download, or which otherwise accompanies |
| 8 | this software in either electronic or hard copy form. |
| 9 | |
| 10 | ****************************************************************************************/ |
| 11 | |
| 12 | //! \file fbxmanipulators.h |
| 13 | #ifndef _FBXSDK_UTILS_MANIPULATORS_H_ |
| 14 | #define _FBXSDK_UTILS_MANIPULATORS_H_ |
| 15 | |
| 16 | #include <fbxsdk/fbxsdk_def.h> |
| 17 | |
| 18 | #include <fbxsdk/core/fbxobject.h> |
| 19 | #include <fbxsdk/core/math/fbxvector2.h> |
| 20 | #include <fbxsdk/core/math/fbxvector4.h> |
| 21 | #include <fbxsdk/scene/geometry/fbxcamera.h> |
| 22 | |
| 23 | #include <fbxsdk/fbxsdk_nsbegin.h> |
| 24 | |
| 25 | class FbxCameraManipulationState; |
| 26 | |
| 27 | /** This class can be used to provide basic camera manipulation in any program using this library. |
| 28 | * \nosubgrouping |
| 29 | */ |
| 30 | class FBXSDK_DLL FbxCameraManipulator : public FbxObject |
| 31 | { |
| 32 | FBXSDK_OBJECT_DECLARE(FbxCameraManipulator, FbxObject); |
| 33 | |
| 34 | public: |
| 35 | //! All possible manipulation actions that can be performed on a camera using this manipulator. |
| 36 | enum EAction |
| 37 | { |
| 38 | eNone, //!< No action. |
| 39 | eOrbit, //!< Orbiting camera around LootAt/Interest position. |
| 40 | eDolly, //!< Moving camera closer or away from its LookAt/Intest position. |
| 41 | ePan, //!< Panning camera up, down and sideways. |
| 42 | eFreePan //!< Panning and dollying all at once. |
| 43 | }; |
| 44 | |
| 45 | /** Begin manipulation of the camera. |
| 46 | * \param pAction The action performed for this manipulation scope. |
| 47 | * \param pX Begin horizontal position of the manipulation, in pixels. |
| 48 | * \param pY Begin vertical position of the manipulation, in pixels. */ |
| 49 | void Begin(EAction pAction, float pX, float pY); |
| 50 | |
| 51 | /** Notify manipulation of latest input. |
| 52 | * \param pTimeDelta Elapsed time since the last notify. Only used if Smoothing is enabled. |
| 53 | * \param pX Horizontal position of the manipulation, in pixels. |
| 54 | * \param pY Vertical position of the manipulation, in pixels. |
| 55 | * \param pScale Scaling value of the manipulation. Only used by eFreePan action. */ |
| 56 | void Notify(float pX, float pY, float pScale=0); |
| 57 | |
| 58 | //! End current manipulation. |
| 59 | void End(); |
| 60 | |
| 61 | /** Update the camera position. This must be called periodically in order for the camera to update its position. |
| 62 | * \param pTimeDelta Elapsed time since the last update. If Smooth is disabled, you can leave this value to zero. |
| 63 | * \remark Begin, Notify and End will not change the current camera position. */ |
| 64 | void Update(const FbxTime& pTimeDelta=FBXSDK_TIME_ZERO); |
| 65 | |
| 66 | /** Do a complete manipulation action in a single operation. This is the equivalent of calling Begin, Notify and End successively. |
| 67 | * \param pAction The action performed for this manipulation scope. |
| 68 | * \param pX Horizontal position of the manipulation, in pixels. |
| 69 | * \param pY Vertical position of the manipulation, in pixels. |
| 70 | * \param pScale Scaling value of the manipulation. Only used by eFreePan action. */ |
| 71 | void Action(EAction pAction, float pX, float pY, float pScale=0); |
| 72 | |
| 73 | /** Retrieve current manipulation action. |
| 74 | * \return The action currently performed by the camera manipulator. */ |
| 75 | EAction GetCurrentAction() const; |
| 76 | |
| 77 | /** Change camera position and LookAt node to frame all objects. |
| 78 | * \param pTime Time to use to evaluate mesh deformations. Leave at default value to cancel mesh evaluation. */ |
| 79 | void FrameAll(const FbxTime& pTime=FBXSDK_TIME_INFINITE); |
| 80 | |
| 81 | /** Change camera position and LookAt to frame all selected objects. |
| 82 | * \param pTime Time to use to evaluate mesh deformations. Leave at default value to cancel mesh evaluation. */ |
| 83 | void FrameSelected(const FbxTime& pTime=FBXSDK_TIME_INFINITE); |
| 84 | |
| 85 | /** Change camera position and LookAt to frame the selected position on screen. The LookAt will be placed |
| 86 | * at first closest intersecting geometry, and the distance between camera and LookAt will be preserved. |
| 87 | * \param pX The horizontal screen coordinate. |
| 88 | * \param pY The vertical screen coordinate. |
| 89 | * \param pCulling If \c true, only test triangles that are front-facing, otherwise test both sides. |
| 90 | * \param pTime Time to use to evaluate mesh deformations. Leave at default value to cancel mesh evaluation. */ |
| 91 | void FrameScreenPosition(float pX, float pY, bool pCulling=false, const FbxTime& pTime=FBXSDK_TIME_INFINITE); |
| 92 | |
| 93 | /** The camera controlled by the manipulator. */ |
| 94 | FbxPropertyT<FbxReference> Camera; |
| 95 | |
| 96 | /** Width of the camera viewport, in pixels. This is used to accurately calculate to movement speed. |
| 97 | * \remark If this property is not correctly set, movements will be erronous. */ |
| 98 | FbxPropertyT<FbxFloat> ViewportWidth; |
| 99 | |
| 100 | /** Height of the camera viewport, in pixels. This is used to accurately calculate to movement speed. |
| 101 | * \remark If this property is not correctly set, movements will be erronous. */ |
| 102 | FbxPropertyT<FbxFloat> ViewportHeight; |
| 103 | |
| 104 | /** Camera manipulations will be smooth if enabled. True by default. */ |
| 105 | FbxPropertyT<FbxBool> Smooth; |
| 106 | |
| 107 | /** Camera manipulations smoothing speed. Higher speed will stabilize the camera more quickly. Default is 10.0 */ |
| 108 | FbxPropertyT<FbxDouble> SmoothSpeed; |
| 109 | |
| 110 | /** Invert the camera horizontal manipulation direction if set to true. False by default. */ |
| 111 | FbxPropertyT<FbxBool> InvertX; |
| 112 | |
| 113 | /** Invert the camera vertical manipulation direction if set to true. False by default. */ |
| 114 | FbxPropertyT<FbxBool> InvertY; |
| 115 | |
| 116 | /** Restore the camera transform upon destruction of the manipulator. */ |
| 117 | FbxPropertyT<FbxBool> Restore; |
| 118 | |
| 119 | /***************************************************************************************************************************** |
| 120 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
| 121 | *****************************************************************************************************************************/ |
| 122 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
| 123 | protected: |
| 124 | virtual void Construct(const FbxObject* pFrom); |
| 125 | virtual void Destruct(bool pRecursive); |
| 126 | virtual void ConstructProperties(bool pForceSet); |
| 127 | virtual bool ConnectNotify(const FbxConnectEvent& pEvent); |
| 128 | virtual bool PropertyNotify(EPropertyNotifyType pType, FbxProperty& pProperty); |
| 129 | |
| 130 | private: |
| 131 | void Reset(); |
| 132 | FbxCamera* GetCamera() const; |
| 133 | FbxNode* GetCameraNode() const; |
| 134 | FbxNode* GetCameraLookAtNode() const; |
| 135 | FbxNode* GetCameraTargetUpNode() const; |
| 136 | FbxVector4 GetCameraPosition() const; |
| 137 | void SetCameraPosition(const FbxVector4& pPosition); |
| 138 | FbxVector4 GetCameraRotation() const; |
| 139 | void SetCameraRotation(const FbxVector4& pRotation); |
| 140 | FbxVector4 GetCameraLookAtPosition() const; |
| 141 | void SetCameraLookAtPosition(const FbxVector4& pPosition); |
| 142 | FbxVector4 GetCameraTargetUpPosition() const; |
| 143 | void SetCameraTargetUpPosition(const FbxVector4& pPosition); |
| 144 | FbxAMatrix GetCameraRotationMatrix() const; |
| 145 | void SetCameraRotationMatrix(const FbxAMatrix& pRM); |
| 146 | |
| 147 | double ComputeRotationAxis(FbxVector4& pFront, FbxVector4& pUp, FbxVector4& pRight, const FbxVector4& pEye, const FbxVector4& pLookAt, const FbxVector4& pUpVector) const; |
| 148 | void ComputeRotationMatrix(FbxAMatrix& pRM, const FbxVector4& pEye, const FbxVector4& pLookAt, const FbxVector4& pUpVector); |
| 149 | void UpdateCameraRotation(); |
| 150 | |
| 151 | bool FrameObjects(bool pSelected, const FbxTime& pTime); |
| 152 | FbxVector4 ComputePositionToFitBBoxInFrustum(const FbxVector4& pBBoxMin, const FbxVector4& pBBoxMax, const FbxVector4& pBBoxCenter, const FbxVector4& pCameraPosition, const FbxAMatrix& pCameraRM, const FbxTime& pTime); |
| 153 | |
| 154 | EAction mCurrentAction; |
| 155 | FbxFloat mBeginMouse[3], mLastMouse[3]; |
| 156 | FbxVector4 mBeginPosition, mBeginAxis[3]; |
| 157 | FbxBool mBeginFlipped; |
| 158 | |
| 159 | FbxDouble mDestOrthoZoom; |
| 160 | FbxVector4 mDestPosition, mDestLookAt, mDestTargetUp; |
| 161 | FbxAMatrix mDestRotation; |
| 162 | |
| 163 | FbxVector4 mInitialPosition, mInitialRotation, mInitialLookAt; |
| 164 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
| 165 | }; |
| 166 | |
| 167 | #include <fbxsdk/fbxsdk_nsend.h> |
| 168 | |
| 169 | #endif /* _FBXSDK_UTILS_MANIPULATORS_H_ */ |
| 170 | |