00001 /*======================================================================= 00002 * Copyright 1991-1996, Silicon Graphics, Inc. 00003 * ALL RIGHTS RESERVED 00004 * 00005 * UNPUBLISHED -- Rights reserved under the copyright laws of the United 00006 * States. Use of a copyright notice is precautionary only and does not 00007 * imply publication or disclosure. 00008 * 00009 * U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND: 00010 * Use, duplication or disclosure by the Government is subject to restrictions 00011 * as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights 00012 * in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or 00013 * in similar or successor clauses in the FAR, or the DOD or NASA FAR 00014 * Supplement. Contractor/manufacturer is Silicon Graphics, Inc., 00015 * 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311. 00016 * 00017 * THE CONTENT OF THIS WORK CONTAINS CONFIDENTIAL AND PROPRIETARY 00018 * INFORMATION OF SILICON GRAPHICS, INC. ANY DUPLICATION, MODIFICATION, 00019 * DISTRIBUTION, OR DISCLOSURE IN ANY FORM, IN WHOLE, OR IN PART, IS STRICTLY 00020 * PROHIBITED WITHOUT THE PRIOR EXPRESS WRITTEN PERMISSION OF SILICON 00021 * GRAPHICS, INC. 00022 **=======================================================================*/ 00023 /*======================================================================= 00024 ** Author : Howard Look (MMM yyyy) 00025 **=======================================================================*/ 00026 /*======================================================================= 00027 *** THE CONTENT OF THIS WORK IS PROPRIETARY TO FEI S.A.S, (FEI S.A.S.), *** 00028 *** AND IS DISTRIBUTED UNDER A LICENSE AGREEMENT. *** 00029 *** *** 00030 *** REPRODUCTION, DISCLOSURE, OR USE, IN WHOLE OR IN PART, OTHER THAN AS *** 00031 *** SPECIFIED IN THE LICENSE ARE NOT TO BE UNDERTAKEN EXCEPT WITH PRIOR *** 00032 *** WRITTEN AUTHORIZATION OF FEI S.A.S. *** 00033 *** *** 00034 *** RESTRICTED RIGHTS LEGEND *** 00035 *** USE, DUPLICATION, OR DISCLOSURE BY THE GOVERNMENT OF THE CONTENT OF THIS *** 00036 *** WORK OR RELATED DOCUMENTATION IS SUBJECT TO RESTRICTIONS AS SET FORTH IN *** 00037 *** SUBPARAGRAPH (C)(1) OF THE COMMERCIAL COMPUTER SOFTWARE RESTRICTED RIGHT *** 00038 *** CLAUSE AT FAR 52.227-19 OR SUBPARAGRAPH (C)(1)(II) OF THE RIGHTS IN *** 00039 *** TECHNICAL DATA AND COMPUTER SOFTWARE CLAUSE AT DFARS 52.227-7013. *** 00040 *** *** 00041 *** COPYRIGHT (C) 1996-2014 BY FEI S.A.S, *** 00042 *** BORDEAUX, FRANCE *** 00043 *** ALL RIGHTS RESERVED *** 00044 **=======================================================================*/ 00045 /*======================================================================= 00046 ** Modified by : VSG (MMM YYYY) 00047 **=======================================================================*/ 00048 00049 00050 #ifndef _SB_SPHERE_PROJECTOR_ 00051 #define _SB_SPHERE_PROJECTOR_ 00052 00053 #include <Inventor/projectors/SbProjector.h> 00054 00078 class SbSphereProjector : public SbProjector 00079 { 00080 public: 00081 00087 virtual SbVec3f project(const SbVec2f &point) = 0; 00093 virtual SbVec3f intersect( const SbLine &line ) = 0; 00094 00103 SbVec3f projectAndGetRotation(const SbVec2f &point, 00104 SbRotation &rot); 00105 00110 virtual SbRotation getRotation(const SbVec3f &point1, 00111 const SbVec3f &point2) = 0; 00112 00117 void setSphere(const SbSphere &sph); 00118 00122 const SbSphere & getSphere() const { return sphere; } 00123 00128 void setOrientToEye(SbBool orientToEye); 00132 SbBool isOrientToEye() const { return orientToEye; } 00133 00139 void setFront(SbBool inFront); 00144 SbBool isFront() const { return intersectFront; } 00149 SbBool isPointInFront( const SbVec3f &point ) const; 00153 virtual void setWorkingSpace(const SbMatrix &space); 00154 00158 virtual ~SbSphereProjector() {}; 00159 00160 private: 00161 // Constructors 00162 // The default sphere to use has a radius of 1.0 and is centered at (0,0,0). 00163 SbSphereProjector(SbBool orientToEye); 00164 SbSphereProjector(const SbSphere &s, SbBool orientToEye); 00165 00166 // Are intersections done on the front half (if not, they're done on 00167 // the back half) of the sphere? 00168 SbBool intersectFront; 00169 00170 // Just like sphere::intersect, except always returns 00171 // the intersection that is in "front". 00172 SbBool intersectSphereFront(const SbLine &l, SbVec3f &result); 00173 00174 SbSphere sphere; // The sphere being used. 00175 SbBool orientToEye; // TRUE if always oriented to eye. 00176 SbBool needSetup; // Set TRUE whenever sphere, work space 00177 // or orientation changes. 00178 00179 // cached last point on this projector 00180 SbVec3f lastPoint; 00181 00182 }; 00183 00184 #endif /* _SB_SPHERE_PROJECTOR_ */ 00185 00186