MouseCameraTrackballRollManipulator

Methods

Source

index.d.ts
import vtkCompositeCameraManipulator, {
ICompositeCameraManipulatorInitialValues,
} from '../CompositeCameraManipulator';
import vtkCompositeMouseManipulator, {
ICompositeMouseManipulatorInitialValues,
} from '../CompositeMouseManipulator';
import { vtkObject } from '../../../interfaces';

export interface vtkMouseCameraTrackballRollManipulator
extends vtkObject,
vtkCompositeCameraManipulator,
vtkCompositeMouseManipulator {}

export interface IMouseCameraTrackballRollManipulatorInitialValues
extends ICompositeCameraManipulatorInitialValues,
ICompositeMouseManipulatorInitialValues {}

export function newInstance(
initialValues?: IMouseCameraTrackballRollManipulatorInitialValues
): vtkMouseCameraTrackballRollManipulator;

export function extend(
publicAPI: object,
model: object,
initialValues?: IMouseCameraTrackballRollManipulatorInitialValues
): void;

export const vtkMouseCameraTrackballRollManipulator: {
newInstance: typeof newInstance;
extend: typeof extend;
};

export default vtkMouseCameraTrackballRollManipulator;
index.js
import { vec3, mat4 } from 'gl-matrix';
import macro from 'vtk.js/Sources/macros';
import vtkCompositeCameraManipulator from 'vtk.js/Sources/Interaction/Manipulators/CompositeCameraManipulator';
import vtkCompositeMouseManipulator from 'vtk.js/Sources/Interaction/Manipulators/CompositeMouseManipulator';
import * as vtkMath from 'vtk.js/Sources/Common/Core/Math';

// ----------------------------------------------------------------------------
// vtkMouseCameraTrackballRollManipulator methods
// ----------------------------------------------------------------------------

function vtkMouseCameraTrackballRollManipulator(publicAPI, model) {
// Set our className
model.classHierarchy.push('vtkMouseCameraTrackballRollManipulator');

const axis = new Float64Array(3);
const direction = new Float64Array(3);
const centerNeg = new Float64Array(3);
const transform = new Float64Array(16);
const newCamPos = new Float64Array(3);
const newFp = new Float64Array(3);
const newViewUp = new Float64Array(3);

publicAPI.onButtonDown = (interactor, renderer, position) => {
model.previousPosition = position;
};

publicAPI.onMouseMove = (interactor, renderer, position) => {
if (!position) {
return;
}

const camera = renderer.getActiveCamera();

// compute view vector (rotation axis)
const cameraPos = camera.getPosition();
const cameraFp = camera.getFocalPoint();
const viewUp = camera.getViewUp();

axis[0] = cameraFp[0] - cameraPos[0];
axis[1] = cameraFp[1] - cameraPos[1];
axis[2] = cameraFp[2] - cameraPos[2];

// compute the angle of rotation
// - first compute the two vectors (center to mouse)
publicAPI.computeDisplayCenter(interactor.getInteractorStyle(), renderer);

const x1 = model.previousPosition.x - model.displayCenter[0];
const x2 = position.x - model.displayCenter[0];
const y1 = model.previousPosition.y - model.displayCenter[1];
const y2 = position.y - model.displayCenter[1];
if ((x2 === 0 && y2 === 0) || (x1 === 0 && y1 === 0)) {
// don't ever want to divide by zero
return;
}

// - divide by magnitudes to get angle
const angle = vtkMath.degreesFromRadians(
(x1 * y2 - y1 * x2) /
(Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2))
);

const { center } = model;
mat4.identity(transform);
centerNeg[0] = -center[0];
centerNeg[1] = -center[1];
centerNeg[2] = -center[2];

// Translate to center
mat4.translate(transform, transform, center);

// roll
mat4.rotate(transform, transform, vtkMath.radiansFromDegrees(angle), axis);

// Translate back
mat4.translate(transform, transform, centerNeg);

// Apply transformation to camera position, focal point, and view up
vec3.transformMat4(newCamPos, cameraPos, transform);
vec3.transformMat4(newFp, cameraFp, transform);

direction[0] = viewUp[0] + cameraPos[0];
direction[1] = viewUp[1] + cameraPos[1];
direction[2] = viewUp[2] + cameraPos[2];
vec3.transformMat4(newViewUp, direction, transform);

camera.setPosition(newCamPos[0], newCamPos[1], newCamPos[2]);
camera.setFocalPoint(newFp[0], newFp[1], newFp[2]);
camera.setViewUp(
newViewUp[0] - newCamPos[0],
newViewUp[1] - newCamPos[1],
newViewUp[2] - newCamPos[2]
);
camera.orthogonalizeViewUp();

renderer.resetCameraClippingRange();

if (interactor.getLightFollowCamera()) {
renderer.updateLightsGeometryToFollowCamera();
}

model.previousPosition = position;
};
}

// ----------------------------------------------------------------------------
// Object factory
// ----------------------------------------------------------------------------

const DEFAULT_VALUES = {};

// ----------------------------------------------------------------------------

export function extend(publicAPI, model, initialValues = {}) {
Object.assign(model, DEFAULT_VALUES, initialValues);

// Inheritance
macro.obj(publicAPI, model);
vtkCompositeCameraManipulator.extend(publicAPI, model, initialValues);
vtkCompositeMouseManipulator.extend(publicAPI, model, initialValues);

// Object specific methods
vtkMouseCameraTrackballRollManipulator(publicAPI, model);
}

// ----------------------------------------------------------------------------

export const newInstance = macro.newInstance(
extend,
'vtkMouseCameraTrackballRollManipulator'
);

// ----------------------------------------------------------------------------

export default { newInstance, extend };