OpenSceneGraph/doc/doc++/osgGA/KeySwitchMatrixManipulator.html

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<TITLE>class OSGGA_EXPORT osgGA::KeySwitchMatrixManipulator</TITLE>
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<H2>class OSGGA_EXPORT <A HREF="#DOC.DOCU">osgGA::KeySwitchMatrixManipulator</A></H2></H2><BLOCKQUOTE> KeySwitchMatrixManipulator is a decorator which allows the type of camera manipulator being used to be switched by pressing a key.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="Mosg::Object,M,CGUIEventHandler,MGUIEventHandler.html,CMatrixManipulator,MMatrixManipulator.html,CKeySwitchMatrixManipulator,MKeySwitchMatrixManipulator.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.9.3">className</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.9.4">addMatrixManipulator</A></B>(int key, std::string name, <!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* cm)
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<DD><I> Add a camera manipulator with an associated name, and a key to trigger the switch,</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.9.5">addNumberedMatrixManipulator</A></B>(<!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* cm)
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<DD><I> Add a camera manipulator with an autogenerated keybinding which is '1' + previous number of camera's registerd</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.9.6">getNumMatrixManipulators</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.9.7">selectMatrixManipulator</A></B>(unsigned int num)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="KeySwitchMatrixManipulator.html#DOC.2.9.2">KeyManipMap</A>&amp; <B><A HREF="#DOC.2.9.8">getKeyManipMap</A></B>()
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<DD><I>Get the complete list of manipulators attached to this keyswitch manipulator</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="KeySwitchMatrixManipulator.html#DOC.2.9.2">KeyManipMap</A>&amp; <B><A HREF="#DOC.2.9.9">getKeyManipMap</A></B>() const
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<DD><I>Get the const complete list of manipulators attached to this keyswitch manipulator</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* <B><A HREF="#DOC.2.9.10">getCurrentMatrixManipulator</A></B>()
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<DD><I>Get the current active manipulators</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* <B><A HREF="#DOC.2.9.11">getCurrentMatrixManipulator</A></B>() const
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<DD><I>Get the const current active manipulators</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* <B><A HREF="#DOC.2.9.12">getMatrixManipulator</A></B>(unsigned int key)
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<DD><I>Get manipulator assigned to a specified key</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* <B><A HREF="#DOC.2.9.13">getMatrixManipulator</A></B>(unsigned int key) const
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<DD><I>Get const manipulator assigned to a specified key</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.14">setMinimumDistance</A></B>(float minimumDistance)
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<DD><I>set the minimum distance (as ratio) the eye point can be zoomed in towards the center before the center is pushed forward</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.15">setCoordinateFrameCallback</A></B>(<!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* cb)
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<DD><I>set the coordinate frame which callback tells the manipulator which way is up, east and north</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.16">setByMatrix</A></B>(const osg::Matrixd&amp; matrix)
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<DD><I>Set the position of the matrix manipulator using a 4x4 Matrix</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.17">setByInverseMatrix</A></B>(const osg::Matrixd&amp; matrix)
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<DD><I>set the position of the matrix manipulator using a 4x4 Matrix</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.9.18">getMatrix</A></B>() const
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<DD><I>get the position of the manipulator as 4x4 Matrix</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.9.19">getInverseMatrix</A></B>() const
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<DD><I>get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osgUtil::SceneView::FusionDistanceMode <B><A HREF="#DOC.2.9.20">getFusionDistanceMode</A></B>() const
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<DD><I>Get the FusionDistanceMode.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual float <B><A HREF="#DOC.2.9.21">getFusionDistanceValue</A></B>() const
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<DD><I>Get the FusionDistanceValue.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.22">setNode</A></B>(osg::Node* n)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const osg::Node* <B><A HREF="#DOC.2.9.23">getNode</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Node* <B><A HREF="#DOC.2.9.24">getNode</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.25">setHomePosition</A></B>(const osg::Vec3d&amp; eye, const osg::Vec3d&amp; center, const osg::Vec3d&amp; up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.26">setAutoComputeHomePosition</A></B>(bool flag)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.27">computeHomePosition</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.28">home</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ee, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; aa)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.29">init</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ee, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; aa)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.9.30">handle</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.9.31">getUsage</A></B>(osg::ApplicationUsage&amp; usage) const
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<DD><I>Get the keyboard and mouse usage of this manipulator</I>
</DL></P>
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<P><DL>
<DT><H3>Public</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::pair&lt;std::string, osg::ref_ptr&lt;<!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>&gt; &gt; <B><A HREF="#DOC.2.9.1">NamedManipulator</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;int, <!1><A HREF="KeySwitchMatrixManipulator.html#DOC.2.9.1">NamedManipulator</A>&gt; <B><A HREF="#DOC.2.9.2">KeyManipMap</A></B>
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</DL></P>
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</DL>
<HR><H3>Inherited from <A HREF="MatrixManipulator.html">MatrixManipulator</A>:</H3>
<DL>
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<P><DL>
<DT><H3>Public Classes</H3><DD><DT>
class <B><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A></B>: public osg::Referenced
<DD><I>callback class to use to allow matrix manipulators to querry the application for the local coordinate frame</I>
</DL></P>
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<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>float <B>getMinimumDistance</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* <B>getCoordinateFrameCallback</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>const <!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* <B>getCoordinateFrameCallback</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::CoordinateFrame <B>getCoordinateFrame</B>(const osg::Vec3d&amp; position) const
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>getSideVector</B>(const osg::CoordinateFrame&amp; cf) const
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>getFrontVector</B>(const osg::CoordinateFrame&amp; cf) const
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>getUpVector</B>(const osg::CoordinateFrame&amp; cf) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>getHomePosition</B>(osg::Vec3d&amp; eye, osg::Vec3d&amp; center, osg::Vec3d&amp; up)
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>getAutoComputeHomePosition</B>() const
<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>accept</B>(<!1><A HREF="GUIEventHandlerVisitor.html">GUIEventHandlerVisitor</A>&amp; v)
</DL></P>
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<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>double <B>_minimumDistance</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>_autoComputeHomePosition</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>_homeEye</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>_homeCenter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>_homeUp</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>osg::ref_ptr&lt;<!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>&gt; <B>_coordinateFrameCallback</B>
</DL></P>
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</DL>
<HR><H3>Inherited from <A HREF="GUIEventHandler.html">GUIEventHandler</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>META_Object <B>(osgGA, GUIEventHandler) const </B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="CompositeGUIEventHandler.html">CompositeGUIEventHandler</A>* <B>getComposite</B>()
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
KeySwitchMatrixManipulator is a decorator which allows the type of camera manipulator
being used to be switched by pressing a key. E.g. '1' for a TrackballManipultor,
'2' for a DriveManipulator, '3' for a FlightManipulator. The manipulators available,
and the associated switch keys, can be configured.</BLOCKQUOTE>
<DL>
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<A NAME="NamedManipulator"></A>
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<A NAME="DOC.2.9.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::pair&lt;std::string, osg::ref_ptr&lt;<!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>&gt; &gt; NamedManipulator</B></TT>
<DL><DT><DD></DL><P>
<A NAME="KeyManipMap"></A>
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<A NAME="DOC.2.9.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;int, <!1><A HREF="KeySwitchMatrixManipulator.html#DOC.2.9.1">NamedManipulator</A>&gt; KeyManipMap</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="className"></A>
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<A NAME="DOC.2.9.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="addMatrixManipulator"></A>
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<A NAME="DOC.2.9.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void addMatrixManipulator(int key, std::string name, <!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* cm)</B></TT>
<DD>
Add a camera manipulator with an associated name, and a key to
trigger the switch,
<DL><DT><DD></DL><P>
<A NAME="addNumberedMatrixManipulator"></A>
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<A NAME="DOC.2.9.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void addNumberedMatrixManipulator(<!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* cm)</B></TT>
<DD>
Add a camera manipulator with an autogenerated keybinding which is '1' + previous number of camera's registerd
<DL><DT><DD></DL><P>
<A NAME="getNumMatrixManipulators"></A>
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<A NAME="DOC.2.9.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int getNumMatrixManipulators() const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="selectMatrixManipulator"></A>
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<A NAME="DOC.2.9.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void selectMatrixManipulator(unsigned int num)</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="getKeyManipMap"></A>
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<A NAME="DOC.2.9.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="KeySwitchMatrixManipulator.html#DOC.2.9.2">KeyManipMap</A>&amp; getKeyManipMap()</B></TT>
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<DD>Get the complete list of manipulators attached to this keyswitch manipulator
<DL><DT><DD></DL><P>
<A NAME="getKeyManipMap"></A>
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<A NAME="DOC.2.9.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="KeySwitchMatrixManipulator.html#DOC.2.9.2">KeyManipMap</A>&amp; getKeyManipMap() const </B></TT>
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<DD>Get the const complete list of manipulators attached to this keyswitch manipulator
<DL><DT><DD></DL><P>
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<A NAME="getCurrentMatrixManipulator"></A>
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<A NAME="DOC.2.9.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* getCurrentMatrixManipulator()</B></TT>
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<DD>Get the current active manipulators
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<DL><DT><DD></DL><P>
<A NAME="getCurrentMatrixManipulator"></A>
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<A NAME="DOC.2.9.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* getCurrentMatrixManipulator() const </B></TT>
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<DD>Get the const current active manipulators
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<DL><DT><DD></DL><P>
<A NAME="getMatrixManipulator"></A>
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<A NAME="DOC.2.9.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* getMatrixManipulator(unsigned int key)</B></TT>
<DD>Get manipulator assigned to a specified key
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<DL><DT><DD></DL><P>
<A NAME="getMatrixManipulator"></A>
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<A NAME="DOC.2.9.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="MatrixManipulator.html">MatrixManipulator</A>* getMatrixManipulator(unsigned int key) const </B></TT>
<DD>Get const manipulator assigned to a specified key
<DL><DT><DD></DL><P>
<A NAME="setMinimumDistance"></A>
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<A NAME="DOC.2.9.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setMinimumDistance(float minimumDistance)</B></TT>
<DD>set the minimum distance (as ratio) the eye point can be zoomed in towards the
center before the center is pushed forward
<DL><DT><DD></DL><P>
<A NAME="setCoordinateFrameCallback"></A>
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<A NAME="DOC.2.9.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setCoordinateFrameCallback(<!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* cb)</B></TT>
<DD>set the coordinate frame which callback tells the manipulator which way is up, east and north
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<DL><DT><DD></DL><P>
<A NAME="setByMatrix"></A>
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<A NAME="DOC.2.9.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setByMatrix(const osg::Matrixd&amp; matrix)</B></TT>
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<DD>Set the position of the matrix manipulator using a 4x4 Matrix
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<DL><DT><DD></DL><P>
<A NAME="setByInverseMatrix"></A>
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<A NAME="DOC.2.9.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setByInverseMatrix(const osg::Matrixd&amp; matrix)</B></TT>
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<DD>set the position of the matrix manipulator using a 4x4 Matrix
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
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<A NAME="DOC.2.9.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd getMatrix() const </B></TT>
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<DD>get the position of the manipulator as 4x4 Matrix
<DL><DT><DD></DL><P>
<A NAME="getInverseMatrix"></A>
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<A NAME="DOC.2.9.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd getInverseMatrix() const </B></TT>
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<DD>get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix
<DL><DT><DD></DL><P>
<A NAME="getFusionDistanceMode"></A>
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<A NAME="DOC.2.9.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const </B></TT>
<DD>Get the FusionDistanceMode. Used by SceneView for setting up setereo convergence.
<DL><DT><DD></DL><P>
<A NAME="getFusionDistanceValue"></A>
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<A NAME="DOC.2.9.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual float getFusionDistanceValue() const </B></TT>
<DD>Get the FusionDistanceValue. Used by SceneView for setting up setereo convergence.
<DL><DT><DD></DL><P>
<A NAME="setNode"></A>
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<A NAME="DOC.2.9.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setNode(osg::Node* n)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNode"></A>
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<A NAME="DOC.2.9.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const osg::Node* getNode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNode"></A>
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<A NAME="DOC.2.9.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Node* getNode()</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="setHomePosition"></A>
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<A NAME="DOC.2.9.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setHomePosition(const osg::Vec3d&amp; eye, const osg::Vec3d&amp; center, const osg::Vec3d&amp; up)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setAutoComputeHomePosition"></A>
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<A NAME="DOC.2.9.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setAutoComputeHomePosition(bool flag)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeHomePosition"></A>
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<A NAME="DOC.2.9.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void computeHomePosition()</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="home"></A>
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<A NAME="DOC.2.9.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void home(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ee, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; aa)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="init"></A>
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<A NAME="DOC.2.9.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void init(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ee, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; aa)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="handle"></A>
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<A NAME="DOC.2.9.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool handle(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUsage"></A>
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<A NAME="DOC.2.9.31"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void getUsage(osg::ApplicationUsage&amp; usage) const </B></TT>
<DD>Get the keyboard and mouse usage of this manipulator
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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