// Copyright (c) 2016-2019 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _AIS_ViewController_HeaderFile #define _AIS_ViewController_HeaderFile #include "Aspect_WindowInputListener.hxx" #include "Aspect_XRHapticActionData.hxx" #include "Aspect_XRTrackedDeviceRole.hxx" #include "AIS_DragAction.hxx" #include "AIS_MouseGesture.hxx" #include "AIS_NavigationMode.hxx" #include "AIS_ViewInputBuffer.hxx" #include "AIS_RotationMode.hxx" #include "AIS_WalkDelta.hxx" #include "gp_Pnt.hxx" #include "gp_Quaternion.hxx" #include "NCollection_Vec3.hxx" #include "Standard_TypeDef.hxx" #include "NCollection_Array1.hxx" #include "OSD_Timer.hxx" #include "Precision.hxx" #include "Quantity_ColorRGBA.hxx" class AIS_Animation; class AIS_AnimationCamera; class AIS_InteractiveObject; class AIS_InteractiveContext; class AIS_Point; class AIS_RubberBand; class AIS_XRTrackedDevice; class SelectMgr_EntityOwner; class V3d_View; class WNT_HIDSpaceMouse; //! Auxiliary structure for handling viewer events between GUI and Rendering threads. //! //! Class implements the following features: //! - Buffers storing the state of user input (mouse, touches and keyboard). //! - Mapping mouse/multi-touch input to View camera manipulations (panning/rotating/zooming). //! - Input events are not applied immediately but queued for separate processing from two working //! threads //! UI thread receiving user input and Rendering thread for OCCT 3D Viewer drawing. class AIS_ViewController : public Aspect_WindowInputListener { public: //! Empty constructor. Standard_EXPORT AIS_ViewController(); //! Destructor. Standard_EXPORT ~AIS_ViewController() override; //! Return input buffer. const AIS_ViewInputBuffer& InputBuffer(AIS_ViewInputBufferType theType) const { return theType == AIS_ViewInputBufferType_UI ? myUI : myGL; } //! Return input buffer. AIS_ViewInputBuffer& ChangeInputBuffer(AIS_ViewInputBufferType theType) { return theType == AIS_ViewInputBufferType_UI ? myUI : myGL; } //! Return view animation; empty (but not NULL) animation by default. const occ::handle& ViewAnimation() const { return myViewAnimation; } //! Set view animation to be handled within handleViewRedraw(). void SetViewAnimation(const occ::handle& theAnimation) { myViewAnimation = theAnimation; } //! Interrupt active view animation. Standard_EXPORT void AbortViewAnimation(); //! Return objects animation; empty (but not NULL) animation by default. const occ::handle& ObjectsAnimation() const { return myObjAnimation; } //! Set object animation to be handled within handleViewRedraw(). void SetObjectsAnimation(const occ::handle& theAnimation) { myObjAnimation = theAnimation; } //! Return TRUE if object animation should be paused on mouse click; FALSE by default. bool ToPauseObjectsAnimation() const { return myToPauseObjAnimation; } //! Set if object animation should be paused on mouse click. void SetPauseObjectsAnimation(bool theToPause) { myToPauseObjAnimation = theToPause; } //! Return TRUE if continuous redrawing is enabled; FALSE by default. //! This option would request a next viewer frame to be completely redrawn right after current //! frame is finished. bool IsContinuousRedraw() const { return myIsContinuousRedraw; } //! Enable or disable continuous updates. void SetContinuousRedraw(bool theToEnable) { myIsContinuousRedraw = theToEnable; } public: //! @name global parameters //! Return camera rotation mode, AIS_RotationMode_BndBoxActive by default. AIS_RotationMode RotationMode() const { return myRotationMode; } //! Set camera rotation mode. void SetRotationMode(AIS_RotationMode theMode) { myRotationMode = theMode; } //! Return camera navigation mode; AIS_NavigationMode_Orbit by default. AIS_NavigationMode NavigationMode() const { return myNavigationMode; } //! Set camera navigation mode. Standard_EXPORT void SetNavigationMode(AIS_NavigationMode theMode); //! Return mouse input acceleration ratio in First Person mode; 1.0 by default. float MouseAcceleration() const { return myMouseAccel; } //! Set mouse input acceleration ratio. void SetMouseAcceleration(float theRatio) { myMouseAccel = theRatio; } //! Return orbit rotation acceleration ratio; 1.0 by default. float OrbitAcceleration() const { return myOrbitAccel; } //! Set orbit rotation acceleration ratio. void SetOrbitAcceleration(float theRatio) { myOrbitAccel = theRatio; } //! Return TRUE if panning anchor point within perspective projection should be displayed in 3D //! Viewer; TRUE by default. bool ToShowPanAnchorPoint() const { return myToShowPanAnchorPoint; } //! Set if panning anchor point within perspective projection should be displayed in 3D Viewer. void SetShowPanAnchorPoint(bool theToShow) { myToShowPanAnchorPoint = theToShow; } //! Return TRUE if rotation point should be displayed in 3D Viewer; TRUE by default. bool ToShowRotateCenter() const { return myToShowRotateCenter; } //! Set if rotation point should be displayed in 3D Viewer. void SetShowRotateCenter(bool theToShow) { myToShowRotateCenter = theToShow; } //! Return TRUE if camera up orientation within AIS_NavigationMode_Orbit rotation mode should be //! forced Z up; FALSE by default. bool ToLockOrbitZUp() const { return myToLockOrbitZUp; } //! Set if camera up orientation within AIS_NavigationMode_Orbit rotation mode should be forced Z //! up. void SetLockOrbitZUp(bool theToForceUp) { myToLockOrbitZUp = theToForceUp; } //! Return TRUE if z-rotation via two-touches gesture is enabled; FALSE by default. bool ToAllowTouchZRotation() const { return myToAllowTouchZRotation; } //! Set if z-rotation via two-touches gesture is enabled. void SetAllowTouchZRotation(bool theToEnable) { myToAllowTouchZRotation = theToEnable; } //! Return TRUE if camera rotation is allowed; TRUE by default. bool ToAllowRotation() const { return myToAllowRotation; } //! Set if camera rotation is allowed. void SetAllowRotation(bool theToEnable) { myToAllowRotation = theToEnable; } //! Return TRUE if panning is allowed; TRUE by default. bool ToAllowPanning() const { return myToAllowPanning; } //! Set if panning is allowed. void SetAllowPanning(bool theToEnable) { myToAllowPanning = theToEnable; } //! Return TRUE if zooming is allowed; TRUE by default. bool ToAllowZooming() const { return myToAllowZooming; } //! Set if zooming is allowed. void SetAllowZooming(bool theToEnable) { myToAllowZooming = theToEnable; } //! Return TRUE if ZFocus change is allowed; TRUE by default. bool ToAllowZFocus() const { return myToAllowZFocus; } //! Set if ZFocus change is allowed. void SetAllowZFocus(bool theToEnable) { myToAllowZFocus = theToEnable; } //! Return TRUE if dynamic highlight on mouse move is allowed; TRUE by default. bool ToAllowHighlight() const { return myToAllowHighlight; } //! Set if dragging object is allowed. void SetAllowHighlight(bool theToEnable) { myToAllowHighlight = theToEnable; } //! Return TRUE if dragging object is allowed; TRUE by default. bool ToAllowDragging() const { return myToAllowDragging; } //! Set if dynamic highlight on mouse move is allowed. void SetAllowDragging(bool theToEnable) { myToAllowDragging = theToEnable; } //! Return TRUE if picked point should be projected to picking ray on zooming at point; TRUE by //! default. bool ToStickToRayOnZoom() const { return myToStickToRayOnZoom; } //! Set if picked point should be projected to picking ray on zooming at point. void SetStickToRayOnZoom(bool theToEnable) { myToStickToRayOnZoom = theToEnable; } //! Return TRUE if picked point should be projected to picking ray on rotating around point; TRUE //! by default. bool ToStickToRayOnRotation() const { return myToStickToRayOnRotation; } //! Set if picked point should be projected to picking ray on rotating around point. void SetStickToRayOnRotation(bool theToEnable) { myToStickToRayOnRotation = theToEnable; } //! Return TRUE if pitch direction should be inverted while processing //! Aspect_VKey_NavLookUp/Aspect_VKey_NavLookDown; FALSE by default. bool ToInvertPitch() const { return myToInvertPitch; } //! Set flag inverting pitch direction. void SetInvertPitch(bool theToInvert) { myToInvertPitch = theToInvert; } //! Return normal walking speed, in m/s; 1.5 by default. float WalkSpeedAbsolute() const { return myWalkSpeedAbsolute; } //! Set normal walking speed, in m/s; 1.5 by default. void SetWalkSpeedAbsolute(float theSpeed) { myWalkSpeedAbsolute = theSpeed; } //! Return walking speed relative to scene bounding box; 0.1 by default. float WalkSpeedRelative() const { return myWalkSpeedRelative; } //! Set walking speed relative to scene bounding box. void SetWalkSpeedRelative(float theFactor) { myWalkSpeedRelative = theFactor; } //! Return active thrust value; 0.0f by default. float ThrustSpeed() const { return myThrustSpeed; } //! Set active thrust value. void SetThrustSpeed(float theSpeed) { myThrustSpeed = theSpeed; } //! Return TRUE if previous position of MoveTo has been defined. bool HasPreviousMoveTo() const { return myPrevMoveTo != NCollection_Vec2(-1); } //! Return previous position of MoveTo event in 3D viewer. const NCollection_Vec2& PreviousMoveTo() const { return myPrevMoveTo; } //! Reset previous position of MoveTo. void ResetPreviousMoveTo() { myPrevMoveTo = NCollection_Vec2(-1); } //! Return TRUE to display auxiliary tracked XR devices (like tracking stations). bool ToDisplayXRAuxDevices() const { return myToDisplayXRAuxDevices; } //! Set if auxiliary tracked XR devices should be displayed. void SetDisplayXRAuxDevices(bool theToDisplay) { myToDisplayXRAuxDevices = theToDisplay; } //! Return TRUE to display XR hand controllers. bool ToDisplayXRHands() const { return myToDisplayXRHands; } //! Set if tracked XR hand controllers should be displayed. void SetDisplayXRHands(bool theToDisplay) { myToDisplayXRHands = theToDisplay; } public: //! @name keyboard input using Aspect_WindowInputListener::ChangeKeys; using Aspect_WindowInputListener::Keys; //! Press key. //! Default implementation updates internal cache. //! @param theKey key pressed //! @param theTime event timestamp Standard_EXPORT void KeyDown(Aspect_VKey theKey, double theTime, double thePressure = 1.0) override; //! Release key. //! Default implementation updates internal cache. //! @param theKey key pressed //! @param theTime event timestamp Standard_EXPORT void KeyUp(Aspect_VKey theKey, double theTime) override; //! Simulate key up/down events from axis value. //! Default implementation updates internal cache. Standard_EXPORT void KeyFromAxis(Aspect_VKey theNegative, Aspect_VKey thePositive, double theTime, double thePressure) override; //! Fetch active navigation actions. Standard_EXPORT AIS_WalkDelta FetchNavigationKeys(double theCrouchRatio, double theRunRatio); public: //! @name mouse input //! Return map defining mouse gestures. const NCollection_DataMap& MouseGestureMap() const { return myMouseGestureMap; } //! Return map defining mouse gestures. NCollection_DataMap& ChangeMouseGestureMap() { return myMouseGestureMap; } //! Return map defining mouse selection schemes. const NCollection_DataMap& MouseSelectionSchemes() const { return myMouseSelectionSchemes; } //! Return map defining mouse gestures. NCollection_DataMap& ChangeMouseSelectionSchemes() { return myMouseSelectionSchemes; } //! Return double click interval in seconds; 0.4 by default. double MouseDoubleClickInterval() const { return myMouseDoubleClickInt; } //! Set double click interval in seconds. void SetMouseDoubleClickInterval(double theSeconds) { myMouseDoubleClickInt = theSeconds; } //! Perform selection in 3D viewer. //! This method is expected to be called from UI thread. //! @param thePnt picking point //! @param theScheme selection scheme Standard_EXPORT virtual void SelectInViewer( const NCollection_Vec2& thePnt, const AIS_SelectionScheme theScheme = AIS_SelectionScheme_Replace); //! Perform selection in 3D viewer. //! This method is expected to be called from UI thread. //! @param thePnts picking point //! @param theScheme selection scheme Standard_EXPORT virtual void SelectInViewer( const NCollection_Sequence>& thePnts, const AIS_SelectionScheme theScheme = AIS_SelectionScheme_Replace); //! Update rectangle selection tool. //! This method is expected to be called from UI thread. //! @param thePntFrom rectangle first corner //! @param thePntTo rectangle another corner Standard_EXPORT virtual void UpdateRubberBand(const NCollection_Vec2& thePntFrom, const NCollection_Vec2& thePntTo); //! Update polygonal selection tool. //! This method is expected to be called from UI thread. //! @param thePnt new point to add to polygon //! @param theToAppend append new point or update the last point Standard_EXPORT virtual void UpdatePolySelection(const NCollection_Vec2& thePnt, bool theToAppend); //! Update zoom event (e.g. from mouse scroll). //! This method is expected to be called from UI thread. //! @param theDelta mouse cursor position to zoom at and zoom delta //! @return TRUE if new zoom event has been created or FALSE if existing one has been updated Standard_EXPORT virtual bool UpdateZoom(const Aspect_ScrollDelta& theDelta); //! Update Z rotation event. //! @param theAngle rotation angle, in radians. //! @return TRUE if new zoom event has been created or FALSE if existing one has been updated Standard_EXPORT virtual bool UpdateZRotation(double theAngle); //! Update mouse scroll event; redirects to UpdateZoom by default. //! This method is expected to be called from UI thread. //! @param theDelta mouse cursor position and delta //! @return TRUE if new event has been created or FALSE if existing one has been updated Standard_EXPORT bool UpdateMouseScroll(const Aspect_ScrollDelta& theDelta) override; //! Handle mouse button press/release event. //! This method is expected to be called from UI thread. //! @param thePoint mouse cursor position //! @param theButtons pressed buttons //! @param theModifiers key modifiers //! @param theIsEmulated if TRUE then mouse event comes NOT from real mouse //! but emulated from non-precise input like touch on screen //! @return TRUE if View should be redrawn Standard_EXPORT bool UpdateMouseButtons(const NCollection_Vec2& thePoint, Aspect_VKeyMouse theButtons, Aspect_VKeyFlags theModifiers, bool theIsEmulated) override; //! Handle mouse cursor movement event. //! This method is expected to be called from UI thread. //! @param thePoint mouse cursor position //! @param theButtons pressed buttons //! @param theModifiers key modifiers //! @param theIsEmulated if TRUE then mouse event comes NOT from real mouse //! but emulated from non-precise input like touch on screen //! @return TRUE if View should be redrawn Standard_EXPORT bool UpdateMousePosition(const NCollection_Vec2& thePoint, Aspect_VKeyMouse theButtons, Aspect_VKeyFlags theModifiers, bool theIsEmulated) override; //! Handle mouse button click event (emulated by UpdateMouseButtons() while releasing single //! button). Note that as this method is called by UpdateMouseButtons(), it should be executed //! from UI thread. Default implementation redirects to SelectInViewer(). This method is expected //! to be called from UI thread. //! @param thePoint mouse cursor position //! @param theButton clicked button //! @param theModifiers key modifiers //! @param theIsDoubleClick flag indicating double mouse click //! @return TRUE if View should be redrawn Standard_EXPORT virtual bool UpdateMouseClick(const NCollection_Vec2& thePoint, Aspect_VKeyMouse theButton, Aspect_VKeyFlags theModifiers, bool theIsDoubleClick); using Aspect_WindowInputListener::PressMouseButton; using Aspect_WindowInputListener::ReleaseMouseButton; using Aspect_WindowInputListener::LastMouseFlags; using Aspect_WindowInputListener::LastMousePosition; using Aspect_WindowInputListener::PressedMouseButtons; public: //! @name multi-touch input //! Return scale factor for adjusting tolerances for starting multi-touch gestures; 1.0 by default //! This scale factor is expected to be computed from touch screen resolution. float TouchToleranceScale() const { return myTouchToleranceScale; } //! Set scale factor for adjusting tolerances for starting multi-touch gestures. void SetTouchToleranceScale(float theTolerance) { myTouchToleranceScale = theTolerance; } //! Add touch point with the given ID. //! This method is expected to be called from UI thread. //! @param theId touch unique identifier //! @param thePnt touch coordinates //! @param theClearBefore if TRUE previously registered touches will be removed Standard_EXPORT void AddTouchPoint(size_t theId, const NCollection_Vec2& thePnt, bool theClearBefore = false) override; //! Remove touch point with the given ID. //! This method is expected to be called from UI thread. //! @param theId touch unique identifier //! @param theClearSelectPnts if TRUE will initiate clearing of selection points //! @return TRUE if point has been removed Standard_EXPORT bool RemoveTouchPoint(size_t theId, bool theClearSelectPnts = false) override; //! Update touch point with the given ID. //! If point with specified ID was not registered before, it will be added. //! This method is expected to be called from UI thread. //! @param theId touch unique identifier //! @param thePnt touch coordinates Standard_EXPORT void UpdateTouchPoint(size_t theId, const NCollection_Vec2& thePnt) override; using Aspect_WindowInputListener::HasTouchPoints; public: //! @name 3d mouse input //! Process 3d mouse input event (redirects to translation, rotation and keys). Standard_EXPORT bool Update3dMouse(const WNT_HIDSpaceMouse& theEvent) override; public: //! @name resize events //! Handle expose event (window content has been invalidation and should be redrawn). //! Default implementation does nothing. void ProcessExpose() override {} //! Handle window resize event. //! Default implementation does nothing. void ProcessConfigure(bool theIsResized) override { (void)theIsResized; } //! Handle window input event immediately. //! Default implementation does nothing - input events are accumulated in internal buffer until //! explicit FlushViewEvents() call. void ProcessInput() override {} //! Handle focus event. //! Default implementation resets cached input state (pressed keys). void ProcessFocus(bool theIsActivated) override { if (!theIsActivated) { ResetViewInput(); } } //! Handle window close event. //! Default implementation does nothing. void ProcessClose() override {} public: using Aspect_WindowInputListener::EventTime; //! Reset input state (pressed keys, mouse buttons, etc.) e.g. on window focus loss. //! This method is expected to be called from UI thread. Standard_EXPORT virtual void ResetViewInput(); //! Reset view orientation. //! This method is expected to be called from UI thread. Standard_EXPORT virtual void UpdateViewOrientation(V3d_TypeOfOrientation theOrientation, bool theToFitAll); //! Update buffer for rendering thread. //! This method is expected to be called within synchronization barrier between GUI //! and Rendering threads (e.g. GUI thread should be locked beforehand to avoid data races). //! @param theCtx interactive context //! @param theView active view //! @param theToHandle if TRUE, the HandleViewEvents() will be called Standard_EXPORT virtual void FlushViewEvents(const occ::handle& theCtx, const occ::handle& theView, bool theToHandle = false); //! Process events within rendering thread. Standard_EXPORT virtual void HandleViewEvents(const occ::handle& theCtx, const occ::handle& theView); public: //! Callback called by handleMoveTo() on Selection in 3D Viewer. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void OnSelectionChanged(const occ::handle& theCtx, const occ::handle& theView); //! Callback called by handleMoveTo() on dragging object in 3D Viewer. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void OnObjectDragged(const occ::handle& theCtx, const occ::handle& theView, AIS_DragAction theAction); //! Callback called by HandleViewEvents() on Selection of another (sub)view. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void OnSubviewChanged(const occ::handle& theCtx, const occ::handle& theOldView, const occ::handle& theNewView); //! Pick closest point under mouse cursor. //! This method is expected to be called from rendering thread. //! @param[out] thePnt result point //! @param[in] theCtx interactive context //! @param[in] theView active view //! @param[in] theCursor mouse cursor //! @param[in] theToStickToPickRay when TRUE, the result point will lie on picking ray //! @return TRUE if result has been found Standard_EXPORT virtual bool PickPoint(gp_Pnt& thePnt, const occ::handle& theCtx, const occ::handle& theView, const NCollection_Vec2& theCursor, bool theToStickToPickRay); //! Pick closest point by axis. //! This method is expected to be called from rendering thread. //! @param[out] theTopPnt result point //! @param[in] theCtx interactive context //! @param[in] theView active view //! @param[in] theAxis selection axis //! @return TRUE if result has been found Standard_EXPORT virtual bool PickAxis(gp_Pnt& theTopPnt, const occ::handle& theCtx, const occ::handle& theView, const gp_Ax1& theAxis); //! Compute rotation gravity center point depending on rotation mode. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual gp_Pnt GravityPoint(const occ::handle& theCtx, const occ::handle& theView); //! Modify view camera to fit all objects. //! Default implementation fits either all visible and all selected objects (swapped on each //! call). Standard_EXPORT virtual void FitAllAuto(const occ::handle& theCtx, const occ::handle& theView); public: //! Handle hot-keys defining new camera orientation (Aspect_VKey_ViewTop and similar keys). //! Default implementation starts an animated transaction from the current to the target camera //! orientation, when specific action key was pressed. This method is expected to be called from //! rendering thread. Standard_EXPORT virtual void handleViewOrientationKeys( const occ::handle& theCtx, const occ::handle& theView); //! Perform navigation (Aspect_VKey_NavForward and similar keys). //! This method is expected to be called from rendering thread. Standard_EXPORT virtual AIS_WalkDelta handleNavigationKeys( const occ::handle& theCtx, const occ::handle& theView); //! Perform immediate camera actions (rotate/zoom/pan) on gesture progress. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleCameraActions( const occ::handle& theCtx, const occ::handle& theView, const AIS_WalkDelta& theWalk); //! Perform moveto/selection/dragging. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleMoveTo(const occ::handle& theCtx, const occ::handle& theView); //! Return TRUE if another frame should be drawn right after this one. bool toAskNextFrame() const { return myToAskNextFrame; } //! Set if another frame should be drawn right after this one. void setAskNextFrame(bool theToDraw = true) { myToAskNextFrame = theToDraw; } //! Return if panning anchor point has been defined. bool hasPanningAnchorPoint() const { return !Precision::IsInfinite(myPanPnt3d.X()); } //! Return active panning anchor point. const gp_Pnt& panningAnchorPoint() const { return myPanPnt3d; } //! Set active panning anchor point. void setPanningAnchorPoint(const gp_Pnt& thePnt) { myPanPnt3d = thePnt; } //! Handle panning event myGL.Panning. Standard_EXPORT virtual void handlePanning(const occ::handle& theView); //! Handle Z rotation event myGL.ZRotate. Standard_EXPORT virtual void handleZRotate(const occ::handle& theView); //! Return minimal camera distance for zoom operation. double MinZoomDistance() const { return myMinCamDistance; } //! Set minimal camera distance for zoom operation. void SetMinZoomDistance(double theDist) { myMinCamDistance = theDist; } //! Handle zoom event myGL.ZoomActions. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleZoom(const occ::handle& theView, const Aspect_ScrollDelta& theParams, const gp_Pnt* thePnt); //! Handle ZScroll event myGL.ZoomActions. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleZFocusScroll(const occ::handle& theView, const Aspect_ScrollDelta& theParams); //! Handle orbital rotation events myGL.OrbitRotation. //! @param theView view to modify //! @param thePnt 3D point to rotate around //! @param theToLockZUp amend camera to exclude roll angle (put camera Up vector to plane //! containing global Z and view direction) Standard_EXPORT virtual void handleOrbitRotation(const occ::handle& theView, const gp_Pnt& thePnt, bool theToLockZUp); //! Handle view direction rotation events myGL.ViewRotation. //! This method is expected to be called from rendering thread. //! @param theView camera to modify //! @param theYawExtra extra yaw increment //! @param thePitchExtra extra pitch increment //! @param theRoll roll value //! @param theToRestartOnIncrement flag indicating flight mode Standard_EXPORT virtual void handleViewRotation(const occ::handle& theView, double theYawExtra, double thePitchExtra, double theRoll, bool theToRestartOnIncrement); //! Handle view redraw. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleViewRedraw(const occ::handle& theCtx, const occ::handle& theView); public: //! Perform XR input. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleXRInput(const occ::handle& theCtx, const occ::handle& theView, const AIS_WalkDelta& theWalk); //! Handle trackpad view turn action. Standard_EXPORT virtual void handleXRTurnPad(const occ::handle& theCtx, const occ::handle& theView); //! Handle trackpad teleportation action. Standard_EXPORT virtual void handleXRTeleport(const occ::handle& theCtx, const occ::handle& theView); //! Handle picking on trigger click. Standard_EXPORT virtual void handleXRPicking(const occ::handle& theCtx, const occ::handle& theView); //! Perform dynamic highlighting for active hand. Standard_EXPORT virtual void handleXRHighlight(const occ::handle& theCtx, const occ::handle& theView); //! Display auxiliary XR presentations. Standard_EXPORT virtual void handleXRPresentations( const occ::handle& theCtx, const occ::handle& theView); //! Perform picking with/without dynamic highlighting for XR pose. Standard_EXPORT virtual int handleXRMoveTo(const occ::handle& theCtx, const occ::handle& theView, const gp_Trsf& thePose, const bool theToHighlight); protected: //! Flush buffers. Standard_EXPORT virtual void flushBuffers(const occ::handle& theCtx, const occ::handle& theView); //! Flush touch gestures. Standard_EXPORT virtual void flushGestures(const occ::handle& theCtx, const occ::handle& theView); //! Return current and previously fetched event times. //! This callback is intended to compute delta between sequentially processed events. //! @param[out] thePrevTime events time fetched previous time by this method //! @param[out] theCurrTime actual events time void updateEventsTime(double& thePrevTime, double& theCurrTime) { thePrevTime = myLastEventsTime; myLastEventsTime = EventTime(); theCurrTime = myLastEventsTime; } //! Perform selection via mouse click. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleSelectionPick( const occ::handle& theCtx, const occ::handle& theView); //! Perform dynamic highlight on mouse move. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleDynamicHighlight( const occ::handle& theCtx, const occ::handle& theView); //! Perform rubber-band selection. //! This method is expected to be called from rendering thread. Standard_EXPORT virtual void handleSelectionPoly( const occ::handle& theCtx, const occ::handle& theView); //! Lazy AIS_InteractiveContext::MoveTo() with myPrevMoveTo check. Standard_EXPORT virtual void contextLazyMoveTo(const occ::handle& theCtx, const occ::handle& theView, const NCollection_Vec2& thePnt); protected: AIS_ViewInputBuffer myUI; //!< buffer for UI thread AIS_ViewInputBuffer myGL; //!< buffer for rendering thread // clang-format off double myLastEventsTime; //!< last fetched events timer value for computing delta/progress bool myToAskNextFrame; //!< flag indicating that another frame should be drawn right after this one bool myIsContinuousRedraw; //!< continuous redrawing (without immediate rendering optimization) double myMinCamDistance; //!< minimal camera distance for zoom operation AIS_RotationMode myRotationMode; //!< rotation mode AIS_NavigationMode myNavigationMode; //!< navigation mode (orbit rotation / first person) float myMouseAccel; //!< mouse input acceleration ratio in First Person mode float myOrbitAccel; //!< Orbit rotation acceleration ratio bool myToShowPanAnchorPoint; //!< option displaying panning anchor point bool myToShowRotateCenter; //!< option displaying rotation center point bool myToLockOrbitZUp; //!< force camera up orientation within AIS_NavigationMode_Orbit rotation mode bool myToInvertPitch; //!< flag inverting pitch direction while processing Aspect_VKey_NavLookUp/Aspect_VKey_NavLookDown bool myToAllowTouchZRotation; //!< enable z-rotation two-touches gesture; FALSE by default bool myToAllowRotation; //!< enable rotation; TRUE by default bool myToAllowPanning; //!< enable panning; TRUE by default bool myToAllowZooming; //!< enable zooming; TRUE by default bool myToAllowZFocus; //!< enable ZFocus change; TRUE by default bool myToAllowHighlight; //!< enable dynamic highlight on mouse move; TRUE by default bool myToAllowDragging; //!< enable dragging object; TRUE by default bool myToStickToRayOnZoom; //!< project picked point to ray while zooming at point, TRUE by default bool myToStickToRayOnRotation; //!< project picked point to ray while rotating around point; TRUE by default float myWalkSpeedAbsolute; //!< normal walking speed, in m/s; 1.5 by default float myWalkSpeedRelative; //!< walking speed relative to scene bounding box; 0.1 by default float myThrustSpeed; //!< active thrust value bool myHasThrust; //!< flag indicating active thrust occ::handle myViewAnimation; //!< view animation occ::handle myObjAnimation; //!< objects animation bool myToPauseObjAnimation; //!< flag to pause objects animation on mouse click; FALSE by default occ::handle myRubberBand; //!< Rubber-band presentation occ::handle myDragOwner; //!< detected owner of currently dragged object occ::handle myDragObject; //!< currently dragged object NCollection_Vec2 myPrevMoveTo; //!< previous position of MoveTo event in 3D viewer bool myHasHlrOnBeforeRotation; //!< flag for restoring Computed mode after rotation protected: //! @name XR input variables NCollection_Array1> myXRPrsDevices; //!< array of XR tracked devices presentations // clang-format on Quantity_Color myXRLaserTeleColor; //!< color of teleport laser Quantity_Color myXRLaserPickColor; //!< color of picking laser Aspect_XRTrackedDeviceRole myXRLastTeleportHand; //!< active hand for teleport Aspect_XRTrackedDeviceRole myXRLastPickingHand; //!< active hand for picking objects Aspect_XRHapticActionData myXRTeleportHaptic; //!< vibration on picking teleport destination Aspect_XRHapticActionData myXRPickingHaptic; //!< vibration on dynamic highlighting Aspect_XRHapticActionData myXRSelectHaptic; //!< vibration on selection double myXRLastPickDepthLeft; //!< last picking depth for left hand double myXRLastPickDepthRight; //!< last picking depth for right hand double myXRTurnAngle; //!< discrete turn angle for XR trackpad // clang-format off bool myToDisplayXRAuxDevices; //!< flag to display auxiliary tracked XR devices bool myToDisplayXRHands; //!< flag to display XR hands protected: //! @name mouse input variables double myMouseClickThreshold; //!< mouse click threshold in pixels; 3 by default double myMouseDoubleClickInt; //!< double click interval in seconds; 0.4 by default float myScrollZoomRatio; //!< distance ratio for mapping mouse scroll event to zoom; 15.0 by default NCollection_DataMap myMouseGestureMap; //!< map defining mouse gestures NCollection_DataMap myMouseGestureMapDrag; //!< secondary map defining mouse gestures for dragging AIS_MouseGesture myMouseActiveGesture; //!< initiated mouse gesture (by pressing mouse button) NCollection_DataMap myMouseSelectionSchemes; //!< map defining selection schemes bound to mouse + modifiers bool myMouseActiveIdleRotation; //!< flag indicating view idle rotation state NCollection_Vec2 myMousePressPoint; //!< mouse position where active gesture was been initiated NCollection_Vec2 myMouseProgressPoint; //!< gesture progress OSD_Timer myMouseClickTimer; //!< timer for handling double-click event int myMouseClickCounter; //!< counter for handling double-click event int myMouseSingleButton; //!< index of mouse button pressed alone (>0) bool myMouseStopDragOnUnclick; //!< queue stop dragging even with at next mouse unclick protected: //! @name multi-touch input variables float myTouchToleranceScale; //!< tolerance scale factor; 1.0 by default float myTouchClickThresholdPx; //!< touch click threshold in pixels; 3 by default float myTouchRotationThresholdPx; //!< threshold for starting one-touch rotation gesture in pixels; 6 by default float myTouchZRotationThreshold; //!< threshold for starting two-touch Z-rotation gesture in radians; 2 degrees by default float myTouchPanThresholdPx; //!< threshold for starting two-touch panning gesture in pixels; 4 by default float myTouchZoomThresholdPx; //!< threshold for starting two-touch zoom (pitch) gesture in pixels; 6 by default float myTouchZoomRatio; //!< distance ratio for mapping two-touch zoom (pitch) gesture from pixels to zoom; 0.13 by default float myTouchDraggingThresholdPx; //!< distance for starting one-touch dragging gesture in pixels; 6 by default Aspect_Touch myTouchClick; //!< single touch position for handling clicks OSD_Timer myTouchDoubleTapTimer; //!< timer for handling double tap NCollection_Vec2 myStartPanCoord; //!< touch coordinates at the moment of starting panning gesture NCollection_Vec2 myStartRotCoord; //!< touch coordinates at the moment of starting rotating gesture int myNbTouchesLast; //!< number of touches within previous gesture flush to track gesture changes bool myUpdateStartPointPan; //!< flag indicating that new anchor point should be picked for starting panning gesture bool myUpdateStartPointRot; //!< flag indicating that new gravity point should be picked for starting rotation gesture bool myUpdateStartPointZRot; //!< flag indicating that new gravity point should be picked for starting Z-rotation gesture protected: //! @name rotation/panning transient state variables occ::handle myAnchorPointPrs1; //!< anchor point presentation (Graphic3d_ZLayerId_Top) occ::handle myAnchorPointPrs2; //!< anchor point presentation (Graphic3d_ZLayerId_Topmost) gp_Pnt myPanPnt3d; //!< active panning anchor point gp_Pnt myRotatePnt3d; //!< active rotation center of gravity gp_Dir myCamStartOpUp; //!< camera Up direction at the beginning of rotation gp_Dir myCamStartOpDir; //!< camera View direction at the beginning of rotation gp_Pnt myCamStartOpEye; //!< camera Eye position at the beginning of rotation gp_Pnt myCamStartOpCenter; //!< camera Center position at the beginning of rotation gp_Vec myCamStartOpToCenter; //!< vector from rotation gravity point to camera Center at the beginning of rotation gp_Vec myCamStartOpToEye; //!< vector from rotation gravity point to camera Eye at the beginning of rotation double myCurrentRollAngle; //!< current roll angle for instantaneous roll // clang-format on }; #endif // _AIS_ViewController_HeaderFile