Added bool paramter to MatrixManipulator::setHomePosition(,,,bool) to allow
the autocomputehomeposition to be controlled.
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2003c27714
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@ -109,7 +109,7 @@ public:
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virtual osg::Node* getNode() { return _current->getNode(); }
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virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up);
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virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false);
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virtual void setAutoComputeHomePosition(bool flag);
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@ -114,13 +114,16 @@ public:
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/** Return node if attached.*/
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virtual osg::Node* getNode() { return NULL; }
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virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up)
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/** Manually set the home position, and set the automatic compute of home position. */
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virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false)
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{
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setAutoComputeHomePosition(autoComputeHomePosition);
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_homeEye = eye;
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_homeCenter = center;
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_homeUp = up;
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}
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/** Get the mnaully set home position. */
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virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up)
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{
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eye = _homeEye;
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@ -128,10 +131,13 @@ public:
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up = _homeUp;
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}
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/** Set whether the automatic compute of the home position is enabled.*/
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virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; }
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/** Get whether the automatic compute of the home position is enabled.*/
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bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; }
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/** Compute the home position.*/
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virtual void computeHomePosition()
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{
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if(getNode())
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@ -140,7 +146,8 @@ public:
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setHomePosition(boundingSphere._center+osg::Vec3( 0.0,-3.5f * boundingSphere._radius,0.0f),
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boundingSphere._center,
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osg::Vec3(0.0f,0.0f,1.0f));
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osg::Vec3(0.0f,0.0f,1.0f),
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_autoComputeHomePosition);
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}
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}
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@ -10,8 +10,7 @@ void KeySwitchMatrixManipulator::addMatrixManipulator(int key, std::string name,
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_manips[key]=std::make_pair(name,osg::ref_ptr<MatrixManipulator>(cm));
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if(!_current.valid()){
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_current=cm;
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_current->setAutoComputeHomePosition(_autoComputeHomePosition);
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_current->setHomePosition(_homeEye,_homeCenter,_homeUp);
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_current->setHomePosition(_homeEye,_homeCenter,_homeUp,_autoComputeHomePosition);
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_current->setNode(0);
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_current->setCoordinateFrameCallback(getCoordinateFrameCallback());
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_current->setByMatrix(getMatrix());
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@ -36,8 +35,7 @@ void KeySwitchMatrixManipulator::selectMatrixManipulator(unsigned int num)
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if (itr!=_manips.end())
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{
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itr->second.second->setAutoComputeHomePosition(_autoComputeHomePosition);
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itr->second.second->setHomePosition(_homeEye,_homeCenter,_homeUp);
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itr->second.second->setHomePosition(_homeEye,_homeCenter,_homeUp,_autoComputeHomePosition);
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if (_current.valid())
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{
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@ -66,14 +64,14 @@ void KeySwitchMatrixManipulator::setNode(osg::Node* node)
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}
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}
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void KeySwitchMatrixManipulator::setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up)
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void KeySwitchMatrixManipulator::setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition)
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{
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MatrixManipulator::setHomePosition(eye, center, up);
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MatrixManipulator::setHomePosition(eye, center, up, autoComputeHomePosition);
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for(KeyManipMap::iterator itr=_manips.begin();
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itr!=_manips.end();
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++itr)
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{
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itr->second.second->setHomePosition(eye, center, up);
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itr->second.second->setHomePosition(eye, center, up, autoComputeHomePosition);
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}
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}
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