OpenSceneGraph/doc/doc++/osgGA/FlightManipulator.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class OSGGA_EXPORT osgGA::FlightManipulator</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.10">
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<BODY BGCOLOR="#ffffff">
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<H2>class OSGGA_EXPORT <A HREF="#DOC.DOCU">osgGA::FlightManipulator</A></H2></H2><BLOCKQUOTE> FlightManipulator is a MatrixManipulator which provides flight simulator-like updating of the camera position & orientation.</BLOCKQUOTE>
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<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
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<param name=classes value="Mosg::Object,M,CGUIEventHandler,MGUIEventHandler.html,CMatrixManipulator,MMatrixManipulator.html,CFlightManipulator,MFlightManipulator.html">
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<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> <B><A HREF="#DOC.2.3.1">FlightManipulator</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.3.2">className</A></B>() const
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.3.3">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>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.3.4">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>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.3.5">getMatrix</A></B>() const
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<DD><I>get the position of the manipulator as 4x4 Matrix</I>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.3.6">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>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.3.7">setNode</A></B>(osg::Node*)
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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.2.3.8">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.2.3.9">getNode</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.3.10">home</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.3.11">init</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.3.12">handle</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.3.13">getUsage</A></B>(osg::ApplicationUsage&amp; usage) const
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<DD><I>Get the keyboard and mouse usage of this manipulator</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.15">setYawControlMode</A></B>(<!1><A HREF="FlightManipulator.html#DOC.2.3.14">YawControlMode</A> ycm)
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<DD><I>Configure the Yaw control for the flight model.</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.3.14">YawControlMode</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&gt; <B><A HREF="#DOC.2.3.21">_ga_t1</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&gt; <B><A HREF="#DOC.2.3.22">_ga_t0</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::Node&gt; <B><A HREF="#DOC.2.3.23">_node</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.3.24">_modelScale</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.3.25">_velocity</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="FlightManipulator.html#DOC.2.3.14">YawControlMode</A> <B><A HREF="#DOC.2.3.26">_yawMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Vec3 <B><A HREF="#DOC.2.3.27">_eye</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Quat <B><A HREF="#DOC.2.3.28">_rotation</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.3.29">_distance</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.3.16">~FlightManipulator</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.17">flushMouseEventStack</A></B>()
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<DD><I>Reset the internal GUIEvent stack</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.18">addMouseEvent</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea)
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<DD><I>Add the current mouse GUIEvent to internal stack</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.19">computePosition</A></B>(const osg::Vec3&amp; eye, const osg::Vec3&amp; lv, const osg::Vec3&amp; up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.3.20">calcMovement</A></B>()
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<DD><I>For the give mouse movement calculate the movement of the camera.</I>
</DL></P>
</DL>
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<HR><H3>Inherited from <A HREF="MatrixManipulator.html">MatrixManipulator</A>:</H3>
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<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual osgUtil::SceneView::FusionDistanceMode <B>getFusionDistanceMode</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual float <B>getFusionDistanceValue</B>() const
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<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>accept</B>(<!1><A HREF="GUIEventHandlerVisitor.html">GUIEventHandlerVisitor</A>&amp; v)
</DL></P>
</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>
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FlightManipulator is a MatrixManipulator which provides flight simulator-like
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updating of the camera position & orientation. By default, the left mouse
button accelerates, the right mouse button decelerates, and the middle mouse
button (or left and right simultaneously) stops dead.</BLOCKQUOTE>
<DL>
<A NAME="FlightManipulator"></A>
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<A NAME="DOC.2.3.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FlightManipulator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
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<A NAME="DOC.2.3.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
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<A NAME="setByMatrix"></A>
<A NAME="DOC.2.3.3"></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
<DL><DT><DD></DL><P>
<A NAME="setByInverseMatrix"></A>
<A NAME="DOC.2.3.4"></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>
<A NAME="DOC.2.3.5"></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>
<A NAME="DOC.2.3.6"></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>
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<A NAME="setNode"></A>
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<A NAME="DOC.2.3.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setNode(osg::Node*)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNode"></A>
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<A NAME="DOC.2.3.8"></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.2.3.9"></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>
<A NAME="home"></A>
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<A NAME="DOC.2.3.10"></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; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="init"></A>
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<A NAME="DOC.2.3.11"></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; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="handle"></A>
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<A NAME="DOC.2.3.12"></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.2.3.13"></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>
<A NAME="YawControlMode"></A>
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<A NAME="DOC.2.3.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum YawControlMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="YAW_AUTOMATICALLY_WHEN_BANKED"></A>
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<A NAME="DOC.2.3.14.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> YAW_AUTOMATICALLY_WHEN_BANKED</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NO_AUTOMATIC_YAW"></A>
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<A NAME="DOC.2.3.14.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NO_AUTOMATIC_YAW</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setYawControlMode"></A>
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<A NAME="DOC.2.3.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setYawControlMode(<!1><A HREF="FlightManipulator.html#DOC.2.3.14">YawControlMode</A> ycm)</B></TT>
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<DD>Configure the Yaw control for the flight model.
<DL><DT><DD></DL><P>
<A NAME="~FlightManipulator"></A>
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<A NAME="DOC.2.3.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~FlightManipulator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="flushMouseEventStack"></A>
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<A NAME="DOC.2.3.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void flushMouseEventStack()</B></TT>
<DD>Reset the internal GUIEvent stack
<DL><DT><DD></DL><P>
<A NAME="addMouseEvent"></A>
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<A NAME="DOC.2.3.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void addMouseEvent(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea)</B></TT>
<DD>Add the current mouse GUIEvent to internal stack
<DL><DT><DD></DL><P>
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<A NAME="computePosition"></A>
<A NAME="DOC.2.3.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void computePosition(const osg::Vec3&amp; eye, const osg::Vec3&amp; lv, const osg::Vec3&amp; up)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="calcMovement"></A>
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<A NAME="DOC.2.3.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool calcMovement()</B></TT>
<DD>For the give mouse movement calculate the movement of the camera.
Return true is camera has moved and a redraw is required.
<DL><DT><DD></DL><P>
<A NAME="_ga_t1"></A>
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<A NAME="DOC.2.3.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&gt; _ga_t1</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ga_t0"></A>
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<A NAME="DOC.2.3.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&gt; _ga_t0</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_node"></A>
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<A NAME="DOC.2.3.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Node&gt; _node</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modelScale"></A>
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<A NAME="DOC.2.3.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _modelScale</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_velocity"></A>
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<A NAME="DOC.2.3.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _velocity</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_yawMode"></A>
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<A NAME="DOC.2.3.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="FlightManipulator.html#DOC.2.3.14">YawControlMode</A> _yawMode</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_eye"></A>
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<A NAME="DOC.2.3.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Vec3 _eye</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rotation"></A>
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<A NAME="DOC.2.3.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Quat _rotation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_distance"></A>
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<A NAME="DOC.2.3.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _distance</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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