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-/*
- * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
- * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
- *
- * Copying, distribution and use of this software in source and binary
- * forms, with or without modification, is permitted provided that the
- * following conditions are met:
- *
- * Distributions of source code must reproduce the copyright notice,
- * this list of conditions and the following disclaimer in the source
- * code header files; and Distributions of binary code must reproduce
- * the copyright notice, this list of conditions and the following
- * disclaimer in the documentation, Read me file, license file and/or
- * other materials provided with the software distribution.
- *
- * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
- * holder may not be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
- * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
- * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
- * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
- * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
- * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
- * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
- * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
- * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
- * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
- * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
- * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
- * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
- * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
- * WARRANTY OF FITNESS FOR SUCH USES.
- */
-
-package gleem;
-
-import java.util.*;
-
-import gleem.linalg.*;
-import javax.media.opengl.*;
-
-/** A Translate1Manip is a Manip which translates in only one
- dimension and whose default representation is a two-way arrow. */
-
-public class Translate1Manip extends Manip {
- private ManipPart parts;
- private Vec3f translation;
- /** Normalized */
- private Vec3f axis;
- private Vec3f scale;
- /** Local-to-world transform for geometry */
- private Mat4f xform;
-
- /** Dragging state */
- private Line dragLine;
- /** Dragging state */
- private Vec3f dragOffset;
-
- public Translate1Manip() {
- parts = new ManipPartTwoWayArrow();
- translation = new Vec3f(0, 0, 0);
- axis = new Vec3f(1, 0, 0);
- scale = new Vec3f(1, 1, 1);
- xform = new Mat4f();
- dragLine = new Line();
- dragOffset = new Vec3f();
- recalc();
- }
-
- /** Set the translation of this Translate1Manip. This moves its
- on-screen representation. Manipulations cause the translation to
- be modified, not overwritten, so if you want the default
- Translate1Manip to go through the point (0, 1, 0) but still
- translate along the X axis, then setTranslation(0, 1, 0). */
- public void setTranslation(Vec3f translation) {
- this.translation.set(translation);
- recalc();
- }
-
- /** Get the translation of this Translate1Manip. This corresponds to
- the center of its body. */
- public Vec3f getTranslation() {
- return new Vec3f(translation);
- }
-
- /** Set the axis of this Translate1Manip. This is the direction
- along which it will travel. Does not need to be normalized, but
- must not be the zero vector. */
- public void setAxis(Vec3f axis) {
- this.axis.set(axis);
- recalc();
- }
-
- /** Get the axis of this Translate1Manip. */
- public Vec3f getAxis() {
- return new Vec3f(axis);
- }
-
- /** Set the scale of the Translate1Manip. This only affects the size
- of the on-screen geometry. */
- public void setScale(Vec3f scale) {
- this.scale.set(scale);
- recalc();
- }
-
- public Vec3f getScale() {
- return new Vec3f(scale);
- }
-
- /** Change the geometry of this manipulator to be the user-defined
- piece. */
- public void replaceGeometry(ManipPart geom) {
- parts = geom;
- }
-
- public void intersectRay(Vec3f rayStart,
- Vec3f rayDirection,
- List results) {
- parts.intersectRay(rayStart, rayDirection, results, this);
- }
-
- public void highlight(HitPoint hit) {
- if (hit.manipPart != parts) {
- throw new RuntimeException("My old geometry disappeared; how did this happen?");
- }
- parts.highlight();
- }
-
- public void clearHighlight() {
- parts.clearHighlight();
- }
-
- public void makeActive(HitPoint hit) {
- parts.highlight();
- dragLine.setDirection(axis);
- dragLine.setPoint(hit.intPt.getIntersectionPoint());
- dragOffset.sub(translation, hit.intPt.getIntersectionPoint());
- }
-
- public void drag(Vec3f rayStart,
- Vec3f rayDirection) {
- // Algorithm: Find closest point of ray to dragLine. Add dragOffset
- // to this point to get new translation.
- Vec3f closestPoint = new Vec3f();
- if (dragLine.closestPointToRay(rayStart,
- rayDirection,
- closestPoint) == false) {
- // Drag axis is parallel to ray. Punt.
- return;
- }
- translation.set(closestPoint);
- translation.add(dragOffset);
- recalc();
- super.drag(rayStart, rayDirection);
- }
-
- public void makeInactive() {
- parts.clearHighlight();
- }
-
- public void render(GL gl) {
- parts.render(gl);
- }
-
- private void recalc() {
- // Construct local to world transform for geometry.
- // Scale, Rotation, Translation. Since we're right multiplying
- // column vectors, the actual matrix composed is TRS.
- Mat4f scaleMat = new Mat4f();
- Mat4f rotMat = new Mat4f();
- Mat4f xlateMat = new Mat4f();
- Mat4f tmpMat = new Mat4f();
- scaleMat.makeIdent();
- scaleMat.set(0, 0, scale.x());
- scaleMat.set(1, 1, scale.y());
- scaleMat.set(2, 2, scale.z());
- // Perpendiculars
- Vec3f p0 = new Vec3f();
- Vec3f p1 = new Vec3f();
- MathUtil.makePerpendicular(axis, p0);
- p1.cross(axis, p0);
- // axis, p0, p1 correspond to x, y, z
- p0.normalize();
- p1.normalize();
- rotMat.makeIdent();
- rotMat.set(0, 0, axis.x());
- rotMat.set(1, 0, axis.y());
- rotMat.set(2, 0, axis.z());
- rotMat.set(0, 1, p0.x());
- rotMat.set(1, 1, p0.y());
- rotMat.set(2, 1, p0.z());
- rotMat.set(0, 2, p1.x());
- rotMat.set(1, 2, p1.y());
- rotMat.set(2, 2, p1.z());
- xlateMat.makeIdent();
- xlateMat.set(0, 3, translation.x());
- xlateMat.set(1, 3, translation.y());
- xlateMat.set(2, 3, translation.z());
- tmpMat.mul(xlateMat, rotMat);
- xform.mul(tmpMat, scaleMat);
- parts.setTransform(xform);
- }
-}