OpenSceneGraph/include/osgGA/CameraManipulator

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGGA_CameraManipulator
#define OSGGA_CameraManipulator 1
#include <osg/Node>
#include <osg/Matrixd>
#include <osg/CoordinateSystemNode>
#include <osgUtil/SceneView>
#include <osgGA/Export>
#include <osgGA/GUIEventHandler>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIActionAdapter>
namespace osgGA{
#define NEW_HOME_POSITION
/**
CameraManipulator is an abstract base class defining the interface, and a certain
amount of default functionality, for classes which wish to control OSG cameras
in response to GUI events.
*/
class OSGGA_EXPORT CameraManipulator : public GUIEventHandler
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{
typedef GUIEventHandler inherited;
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public:
// We are not using META_Object as this is abstract class.
// Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes.
virtual const char* className() const { return "CameraManipulator"; }
/** callback class to use to allow matrix manipulators to query the application for the local coordinate frame.*/
class CoordinateFrameCallback : public osg::Referenced
{
public:
virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0;
protected:
virtual ~CoordinateFrameCallback() {}
};
/** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/
virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb) { _coordinateFrameCallback = cb; }
/** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); }
/** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); }
/** get the coordinate frame.*/
osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const
{
if (_coordinateFrameCallback.valid()) return _coordinateFrameCallback->getCoordinateFrame(position);
return osg::CoordinateFrame();
}
osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); }
osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); }
osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); }
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByMatrix(const osg::Matrixd& matrix) = 0;
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByInverseMatrix(const osg::Matrixd& matrix) = 0;
/** get the position of the manipulator as 4x4 Matrix.*/
virtual osg::Matrixd getMatrix() const = 0;
/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
virtual osg::Matrixd getInverseMatrix() const = 0;
/** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/
virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; }
/** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/
virtual float getFusionDistanceValue() const { return 1.0f; }
/** Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.
* The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes.*/
void setIntersectTraversalMask(unsigned int mask) { _intersectTraversalMask = mask; }
/** Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.*/
unsigned int getIntersectTraversalMask() const { return _intersectTraversalMask; }
/**
Attach a node to the manipulator, automatically detaching any previously attached node.
setNode(NULL) detaches previous nodes.
May be ignored by manipulators which do not require a reference model.
*/
virtual void setNode(osg::Node*) {}
/** Return const node if attached.*/
virtual const osg::Node* getNode() const { return NULL; }
/** Return node if attached.*/
virtual osg::Node* getNode() { return NULL; }
/** Manually set the home position, and set the automatic compute of home position. */
virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false)
{
setAutoComputeHomePosition(autoComputeHomePosition);
_homeEye = eye;
_homeCenter = center;
_homeUp = up;
}
/** Get the manually set home position. */
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virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up) const
{
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eye = _homeEye;
center = _homeCenter;
up = _homeUp;
}
/** Set whether the automatic compute of the home position is enabled.*/
virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; }
/** Get whether the automatic compute of the home position is enabled.*/
bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; }
/** Compute the home position.*/
virtual void computeHomePosition(const osg::Camera *camera = NULL, bool useBoundingBox = false);
/**
Move the camera to the default position.
May be ignored by manipulators if home functionality is not appropriate.
*/
virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {}
/**
Move the camera to the default position.
This version does not require GUIEventAdapter and GUIActionAdapter so may be
called from somewhere other than a handle() method in GUIEventHandler. Application
must be aware of implications.
*/
virtual void home(double /*currentTime*/) {}
/**
Start/restart the manipulator.
FIXME: what does this actually mean? Provide examples.
*/
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}
/** Handle events, return true if handled, false otherwise. */
virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
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protected:
CameraManipulator();
CameraManipulator(const CameraManipulator& mm, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY);
virtual ~CameraManipulator();
std::string getManipulatorName() const;
unsigned int _intersectTraversalMask;
bool _autoComputeHomePosition;
osg::Vec3d _homeEye;
osg::Vec3d _homeCenter;
osg::Vec3d _homeUp;
osg::ref_ptr<CoordinateFrameCallback> _coordinateFrameCallback;
};
}
#endif