Updated version number, wrappers and readme for release

This commit is contained in:
Robert Osfield 2007-05-28 10:17:52 +00:00
parent 49217e8a88
commit 02d2963df4
5 changed files with 28 additions and 56 deletions

View File

@ -16,8 +16,8 @@ PROJECT(OpenSceneGraph)
SET(OPENSCENEGRAPH_MAJOR_VERSION 1)
SET(OPENSCENEGRAPH_MINOR_VERSION 9)
SET(OPENSCENEGRAPH_PATCH_VERSION 5)
SET(OPENSCENEGRAPH_SOVERSION 7)
SET(OPENSCENEGRAPH_PATCH_VERSION 6)
SET(OPENSCENEGRAPH_SOVERSION 8)
SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})

View File

@ -10,11 +10,11 @@ For the impatient, read the simplified build notes below.
Robert Osfield.
Project Lead.
21st May 2007.
29th May 2007.
--
Notes for 1.9.5 release
Notes for 1.9.6 release
=======================
OpenThreads/include and src directories has now been merged directly into
@ -36,7 +36,8 @@ If you don't already have CMake installed on your system you can grab it
from http://www.cmake.org, version 2.4.6 or later.
Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the
cmake or ccmake commandline utils:
cmake or ccmake commandline utils or use the included simple (one line)
configure script that'll run cmake for you:
cd OpenSceneGraph
./configure
@ -52,5 +53,3 @@ guide you through the process:
For further details on compiliation, installation and platform specific information
read "Getting Started" at http://www.openscenegraph.org, under
"Documentation".

View File

@ -20,7 +20,7 @@ extern "C" {
#define OSG_VERSION_MAJOR 1
#define OSG_VERSION_MINOR 9
#define OSG_VERSION_PATCH 5
#define OSG_VERSION_PATCH 6
#define OSG_VERSION_RELEASE OSG_VERSION_PATCH
#define OSG_VERSION_REVISION 0

View File

@ -47,28 +47,11 @@
\namespace osgViewer
The 'GA' in osgViewer stands for 'GUI Abstraction'; the osgViewer namespace provides facilities to
help developers write the glue to allow the osg to work with varying window systems.
As a cross-platform, window system-agnostic class library, the OpenSceneGraph
has no direct ties to any given windowing environment. Viewers, however, must at
some level interact with a window system - where Window system may refer to a windowing
API, e.g. GLUT, Qt, FLTK, MFC, ...
There is much commonality in the implementation of Viewers for varying windowing
environments. E.g. most Viewers will update a Camera position in response to a mouse
event, and may request that a timer be started as a result of a model being 'spun'.
The purpose of the osgViewer namespace is to centralise the common areas of this
functionality. The viewer writer needs then only write a GUIEventAdapter, a
GUIActionAdapter, and assemble a collection of GUIEventHandlers
as appropriate for the viewer.
Events from the windowing environment are adpated, and then fed into the GUIEventHandlers.
The GUIEventHandlers analyse and take action, and make requests of the windowing
environemnt via the GUIActionAdapter. The viewer writer should then honour these
requests, translating them into calls to the windowing API.
The osgViewer library provides high level viewer functionality designed to make it easier to write a range of differnt types of viewers,
from viewers embedded in existing windows via SimpleViewer, through to highly scalable and flexible Viewer and Composite classes. A
set of event handlers add functionality to these viewers so that you can rapidly compose the viewer functionality taylored to your needs.
Finally the viewer classes can be adapted to work with a range of different window toolkit API's via GraphicsWindow implementations,
with native Win32, X11 and Carbon implementations on Windows, Unices and OSX respectively, and other window toolkits such as WxWidgets, Qt etc.
*/

View File

@ -11,9 +11,7 @@
#include <osgIntrospection/Attributes>
#include <osg/Camera>
#include <osg/Matrix>
#include <osg/Node>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osgGA/GUIActionAdapter>
#include <osgGA/GUIEventAdapter>
@ -202,34 +200,24 @@ BEGIN_VALUE_REFLECTOR(osgManipulator::PointerInfo)
__void__next,
"",
"");
I_Method0(osg::Vec2, pointToProject,
Properties::NON_VIRTUAL,
__osg_Vec2__pointToProject,
"",
"");
I_Method0(osg::Vec3, getLocalIntersectPoint,
Properties::NON_VIRTUAL,
__osg_Vec3__getLocalIntersectPoint,
"",
"");
I_Method3(bool, projectWindowXYIntoObject, IN, const osg::Vec2 &, windowCoord, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
I_Method2(void, setNearFarPoints, IN, osg::Vec3, nearPoint, IN, osg::Vec3, farPoint,
Properties::NON_VIRTUAL,
__bool__projectWindowXYIntoObject__C5_osg_Vec2_R1__osg_Vec3_R1__osg_Vec3_R1,
__void__setNearFarPoints__osg_Vec3__osg_Vec3,
"",
"");
I_Method2(bool, projectWindowXYIntoObject, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
I_Method0(const osg::Vec3 &, getEyeDir,
Properties::NON_VIRTUAL,
__bool__projectWindowXYIntoObject__osg_Vec3_R1__osg_Vec3_R1,
__C5_osg_Vec3_R1__getEyeDir,
"",
"");
I_Method2(bool, projectObjectIntoWindow, IN, const osg::Vec3 &, object, IN, osg::Vec3 &, window,
I_Method2(void, getNearFarPoints, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
Properties::NON_VIRTUAL,
__bool__projectObjectIntoWindow__C5_osg_Vec3_R1__osg_Vec3_R1,
"",
"");
I_Method0(const osg::Matrix &, getViewMatrix,
Properties::NON_VIRTUAL,
__C5_osg_Matrix_R1__getViewMatrix,
__void__getNearFarPoints__osg_Vec3_R1__osg_Vec3_R1,
"",
"");
I_Method1(bool, contains, IN, const osg::Node *, node,
@ -252,21 +240,23 @@ BEGIN_VALUE_REFLECTOR(osgManipulator::PointerInfo)
__void__setMousePosition__float__float,
"",
"");
I_ProtectedMethod3(bool, projectWindowXYIntoObject, IN, const osg::Vec2 &, windowCoord, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
Properties::NON_VIRTUAL,
Properties::CONST,
__bool__projectWindowXYIntoObject__C5_osg_Vec2_R1__osg_Vec3_R1__osg_Vec3_R1,
"",
"");
I_SimpleProperty(osg::Camera *, Camera,
0,
__void__setCamera__osg_Camera_P1);
I_SimpleProperty(const osg::Vec3 &, EyeDir,
__C5_osg_Vec3_R1__getEyeDir,
0);
I_SimpleProperty(osg::Vec3, LocalIntersectPoint,
__osg_Vec3__getLocalIntersectPoint,
0);
I_SimpleProperty(const osg::Matrix &, ViewMatrix,
__C5_osg_Matrix_R1__getViewMatrix,
0);
I_PublicMemberProperty(float, _pixel_x);
I_PublicMemberProperty(float, _pixel_y);
I_PublicMemberProperty(osg::Camera *, _camera);
I_PublicMemberProperty(osgManipulator::PointerInfo::IntersectionList, _hitList);
I_PublicMemberProperty(osg::Matrix, _MVPW);
I_PublicMemberProperty(osg::Matrix, _inverseMVPW);
I_PublicMemberProperty(osgManipulator::PointerInfo::IntersectionList::iterator, _hitIter);
END_REFLECTOR
BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osgManipulator::Dragger >)