Updated version number, wrappers and readme for release
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@ -16,8 +16,8 @@ PROJECT(OpenSceneGraph)
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SET(OPENSCENEGRAPH_MAJOR_VERSION 1)
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SET(OPENSCENEGRAPH_MAJOR_VERSION 1)
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SET(OPENSCENEGRAPH_MINOR_VERSION 9)
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SET(OPENSCENEGRAPH_MINOR_VERSION 9)
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SET(OPENSCENEGRAPH_PATCH_VERSION 5)
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SET(OPENSCENEGRAPH_PATCH_VERSION 6)
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SET(OPENSCENEGRAPH_SOVERSION 7)
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SET(OPENSCENEGRAPH_SOVERSION 8)
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SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})
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SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})
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@ -10,11 +10,11 @@ For the impatient, read the simplified build notes below.
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Robert Osfield.
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Robert Osfield.
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Project Lead.
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Project Lead.
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21st May 2007.
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29th May 2007.
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--
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--
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Notes for 1.9.5 release
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Notes for 1.9.6 release
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=======================
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=======================
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OpenThreads/include and src directories has now been merged directly into
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OpenThreads/include and src directories has now been merged directly into
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@ -36,7 +36,8 @@ If you don't already have CMake installed on your system you can grab it
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from http://www.cmake.org, version 2.4.6 or later.
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from http://www.cmake.org, version 2.4.6 or later.
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Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the
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Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the
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cmake or ccmake commandline utils:
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cmake or ccmake commandline utils or use the included simple (one line)
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configure script that'll run cmake for you:
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cd OpenSceneGraph
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cd OpenSceneGraph
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./configure
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./configure
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@ -52,5 +53,3 @@ guide you through the process:
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For further details on compiliation, installation and platform specific information
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For further details on compiliation, installation and platform specific information
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read "Getting Started" at http://www.openscenegraph.org, under
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read "Getting Started" at http://www.openscenegraph.org, under
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"Documentation".
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"Documentation".
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@ -20,7 +20,7 @@ extern "C" {
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#define OSG_VERSION_MAJOR 1
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#define OSG_VERSION_MAJOR 1
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#define OSG_VERSION_MINOR 9
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#define OSG_VERSION_MINOR 9
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#define OSG_VERSION_PATCH 5
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#define OSG_VERSION_PATCH 6
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#define OSG_VERSION_RELEASE OSG_VERSION_PATCH
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#define OSG_VERSION_RELEASE OSG_VERSION_PATCH
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#define OSG_VERSION_REVISION 0
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#define OSG_VERSION_REVISION 0
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@ -47,28 +47,11 @@
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\namespace osgViewer
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\namespace osgViewer
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The 'GA' in osgViewer stands for 'GUI Abstraction'; the osgViewer namespace provides facilities to
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The osgViewer library provides high level viewer functionality designed to make it easier to write a range of differnt types of viewers,
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help developers write the glue to allow the osg to work with varying window systems.
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from viewers embedded in existing windows via SimpleViewer, through to highly scalable and flexible Viewer and Composite classes. A
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set of event handlers add functionality to these viewers so that you can rapidly compose the viewer functionality taylored to your needs.
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As a cross-platform, window system-agnostic class library, the OpenSceneGraph
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Finally the viewer classes can be adapted to work with a range of different window toolkit API's via GraphicsWindow implementations,
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has no direct ties to any given windowing environment. Viewers, however, must at
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with native Win32, X11 and Carbon implementations on Windows, Unices and OSX respectively, and other window toolkits such as WxWidgets, Qt etc.
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some level interact with a window system - where Window system may refer to a windowing
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API, e.g. GLUT, Qt, FLTK, MFC, ...
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There is much commonality in the implementation of Viewers for varying windowing
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environments. E.g. most Viewers will update a Camera position in response to a mouse
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event, and may request that a timer be started as a result of a model being 'spun'.
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The purpose of the osgViewer namespace is to centralise the common areas of this
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functionality. The viewer writer needs then only write a GUIEventAdapter, a
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GUIActionAdapter, and assemble a collection of GUIEventHandlers
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as appropriate for the viewer.
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Events from the windowing environment are adpated, and then fed into the GUIEventHandlers.
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The GUIEventHandlers analyse and take action, and make requests of the windowing
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environemnt via the GUIActionAdapter. The viewer writer should then honour these
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requests, translating them into calls to the windowing API.
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*/
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*/
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@ -11,9 +11,7 @@
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#include <osgIntrospection/Attributes>
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#include <osgIntrospection/Attributes>
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#include <osg/Camera>
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#include <osg/Camera>
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#include <osg/Matrix>
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#include <osg/Node>
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#include <osg/Node>
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec3>
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#include <osgGA/GUIActionAdapter>
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#include <osgGA/GUIActionAdapter>
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/GUIEventAdapter>
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@ -202,34 +200,24 @@ BEGIN_VALUE_REFLECTOR(osgManipulator::PointerInfo)
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__void__next,
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__void__next,
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"",
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"",
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"");
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"");
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I_Method0(osg::Vec2, pointToProject,
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Properties::NON_VIRTUAL,
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__osg_Vec2__pointToProject,
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"",
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"");
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I_Method0(osg::Vec3, getLocalIntersectPoint,
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I_Method0(osg::Vec3, getLocalIntersectPoint,
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Properties::NON_VIRTUAL,
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Properties::NON_VIRTUAL,
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__osg_Vec3__getLocalIntersectPoint,
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__osg_Vec3__getLocalIntersectPoint,
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"",
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"",
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"");
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"");
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I_Method3(bool, projectWindowXYIntoObject, IN, const osg::Vec2 &, windowCoord, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
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I_Method2(void, setNearFarPoints, IN, osg::Vec3, nearPoint, IN, osg::Vec3, farPoint,
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Properties::NON_VIRTUAL,
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Properties::NON_VIRTUAL,
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__bool__projectWindowXYIntoObject__C5_osg_Vec2_R1__osg_Vec3_R1__osg_Vec3_R1,
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__void__setNearFarPoints__osg_Vec3__osg_Vec3,
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"",
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"",
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"");
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"");
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I_Method2(bool, projectWindowXYIntoObject, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
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I_Method0(const osg::Vec3 &, getEyeDir,
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Properties::NON_VIRTUAL,
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Properties::NON_VIRTUAL,
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__bool__projectWindowXYIntoObject__osg_Vec3_R1__osg_Vec3_R1,
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__C5_osg_Vec3_R1__getEyeDir,
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"",
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"",
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"");
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"");
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I_Method2(bool, projectObjectIntoWindow, IN, const osg::Vec3 &, object, IN, osg::Vec3 &, window,
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I_Method2(void, getNearFarPoints, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
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Properties::NON_VIRTUAL,
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Properties::NON_VIRTUAL,
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__bool__projectObjectIntoWindow__C5_osg_Vec3_R1__osg_Vec3_R1,
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__void__getNearFarPoints__osg_Vec3_R1__osg_Vec3_R1,
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"",
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"");
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I_Method0(const osg::Matrix &, getViewMatrix,
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Properties::NON_VIRTUAL,
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__C5_osg_Matrix_R1__getViewMatrix,
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"",
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"",
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"");
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"");
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I_Method1(bool, contains, IN, const osg::Node *, node,
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I_Method1(bool, contains, IN, const osg::Node *, node,
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@ -252,21 +240,23 @@ BEGIN_VALUE_REFLECTOR(osgManipulator::PointerInfo)
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__void__setMousePosition__float__float,
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__void__setMousePosition__float__float,
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"",
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"",
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"");
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"");
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I_ProtectedMethod3(bool, projectWindowXYIntoObject, IN, const osg::Vec2 &, windowCoord, IN, osg::Vec3 &, nearPoint, IN, osg::Vec3 &, farPoint,
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Properties::NON_VIRTUAL,
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Properties::CONST,
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__bool__projectWindowXYIntoObject__C5_osg_Vec2_R1__osg_Vec3_R1__osg_Vec3_R1,
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"",
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"");
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I_SimpleProperty(osg::Camera *, Camera,
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I_SimpleProperty(osg::Camera *, Camera,
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0,
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0,
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__void__setCamera__osg_Camera_P1);
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__void__setCamera__osg_Camera_P1);
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I_SimpleProperty(const osg::Vec3 &, EyeDir,
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__C5_osg_Vec3_R1__getEyeDir,
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0);
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I_SimpleProperty(osg::Vec3, LocalIntersectPoint,
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I_SimpleProperty(osg::Vec3, LocalIntersectPoint,
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__osg_Vec3__getLocalIntersectPoint,
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__osg_Vec3__getLocalIntersectPoint,
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0);
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0);
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I_SimpleProperty(const osg::Matrix &, ViewMatrix,
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__C5_osg_Matrix_R1__getViewMatrix,
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0);
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I_PublicMemberProperty(float, _pixel_x);
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I_PublicMemberProperty(float, _pixel_y);
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I_PublicMemberProperty(osg::Camera *, _camera);
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I_PublicMemberProperty(osgManipulator::PointerInfo::IntersectionList, _hitList);
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I_PublicMemberProperty(osgManipulator::PointerInfo::IntersectionList, _hitList);
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I_PublicMemberProperty(osg::Matrix, _MVPW);
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I_PublicMemberProperty(osgManipulator::PointerInfo::IntersectionList::iterator, _hitIter);
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I_PublicMemberProperty(osg::Matrix, _inverseMVPW);
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END_REFLECTOR
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END_REFLECTOR
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BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osgManipulator::Dragger >)
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BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osgManipulator::Dragger >)
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