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thirdparty/Pangolin/include/pangolin/handler/handler.h
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thirdparty/Pangolin/include/pangolin/handler/handler.h
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/* This file is part of the Pangolin Project.
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* http://github.com/stevenlovegrove/Pangolin
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*
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* Copyright (c) 2013 Steven Lovegrove
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#include <pangolin/display/opengl_render_state.h>
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#include <pangolin/handler/handler_enums.h>
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#if defined(HAVE_EIGEN) && !defined(__CUDACC__) //prevent including Eigen in cuda files
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#define USE_EIGEN
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#endif
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#ifdef USE_EIGEN
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#include <Eigen/Core>
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#endif
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#ifdef _OSX_
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#define PANGO_DFLT_HANDLER3D_ZF (1.0f/50.0f)
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#else
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#define PANGO_DFLT_HANDLER3D_ZF (1.0f/10.0f)
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#endif
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namespace pangolin
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{
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// Forward declarations
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struct View;
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/// Input Handler base class.
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/// Virtual methods which recurse into sub-displays.
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struct PANGOLIN_EXPORT Handler
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{
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virtual ~Handler() {}
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virtual void Keyboard(View&, unsigned char key, int x, int y, bool pressed);
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virtual void Mouse(View&, MouseButton button, int x, int y, bool pressed, int button_state);
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virtual void MouseMotion(View&, int x, int y, int button_state);
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virtual void PassiveMouseMotion(View&, int x, int y, int button_state);
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virtual void Special(View&, InputSpecial inType, float x, float y, float p1, float p2, float p3, float p4, int button_state);
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};
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struct PANGOLIN_EXPORT HandlerScroll : Handler
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{
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void Mouse(View&, MouseButton button, int x, int y, bool pressed, int button_state);
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void Special(View&, InputSpecial inType, float x, float y, float p1, float p2, float p3, float p4, int button_state);
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};
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struct PANGOLIN_EXPORT Handler3D : Handler
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{
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Handler3D(OpenGlRenderState& cam_state, AxisDirection enforce_up=AxisNone, float trans_scale=0.01f, float zoom_fraction= PANGO_DFLT_HANDLER3D_ZF);
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virtual bool ValidWinDepth(GLprecision depth);
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virtual void PixelUnproject( View& view, GLprecision winx, GLprecision winy, GLprecision winz, GLprecision Pc[3]);
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virtual void GetPosNormal(View& view, int x, int y, GLprecision p[3], GLprecision Pw[3], GLprecision Pc[3], GLprecision nw[3], GLprecision default_z = 1.0);
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void Keyboard(View&, unsigned char key, int x, int y, bool pressed);
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void Mouse(View&, MouseButton button, int x, int y, bool pressed, int button_state);
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void MouseMotion(View&, int x, int y, int button_state);
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void Special(View&, InputSpecial inType, float x, float y, float p1, float p2, float p3, float p4, int button_state);
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#ifdef USE_EIGEN
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// Return selected point in world coordinates
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inline Eigen::Vector3d Selected_P_w() const {
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return Eigen::Map<const Eigen::Matrix<GLprecision,3,1>>(Pw).cast<double>();
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}
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#endif
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inline int KeyState() const{
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return funcKeyState;
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}
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protected:
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OpenGlRenderState* cam_state;
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const static int hwin = 8;
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AxisDirection enforce_up;
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float tf; // translation factor
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float zf; // zoom fraction
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CameraSpec cameraspec;
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GLprecision last_z;
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float last_pos[2];
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GLprecision rot_center[3];
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GLprecision p[3];
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GLprecision Pw[3];
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GLprecision Pc[3];
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GLprecision n[3];
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int funcKeyState;
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};
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static Handler StaticHandler;
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static HandlerScroll StaticHandlerScroll;
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}
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