panning for left-right drags, but was zooming for up-down drags. I
changed it to pan both directions as I believe that is the correct
behaviour. If the original combination pan-zoom behaviour was
intentional, please let me know."
dependent on the complexity of the geometry. For complex scenes this
meant that it looked like you were "throwing" the display into molasses.
For simple geometry things get over-excited once thrown.
The fix is to factor in the frame rendering time to the caluclated
motion. I've implemented this for rotation and panning.
Now when things are thrown they maintain a rate very close to what was
happening when the mouse button was released."
Therefore I have changed all the occurances of atof by asciiToFloat or
asciiToDouble.
I believe that it is safe to do so at least for all the plugins.
Included here are also asciiToFloat conversion of environment variables. One
might argue that these should be locale dependent. But IMO these should be
set and interpreted by osg independent of the current locale.
"
TrackballManipulator. The purpose of this is to disable throwing when
you release the mouse button while moving the mouse. The default
settings is true (ie, allow throw). The two source files are attached.
"
Also, there was also a small bug in osgDB's CMakeLists.txt that was causing an error when I tested with CMake 2.4.4.
IF(${OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX} STREQUAL "quicktime")
was changed to
IF(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX STREQUAL "quicktime")
"
Arbitrarily zooms 10% in/out for each click."
Note from Robert Osfield, flipped the orienation of the zoom to make the right mouse key zoom and the scroll wheel work in the same direction.
A Collada camera will be added to the scenegraph as osg::CameraView. This allows the user to create a set of predefined camera viewpoints. I also added a new MatrixManipulator to osgGA called CameraViewSwitchManipulator and added usage of this to the osgviewer example. This manipulator allows switching between the predefined camera viewpoints. The current design limition I ran into is that a MatrixManipulator only manipulates the ViewMatrix, but for this particular manipulator I also want to update the projectionMatrix of the camera when switching to a new viewpoint. This is not implemented because I don't know what would be the best way to design it. Any ideas?
Furthermore Collada also supports orthographic camera's, where an osg::CameraView only supports a perspective camera. Would it be useful to create a CameraView with customizable optics for this?"
It assumes that inverse(_inverseMatrix * _offset) = _offset * _matrix
This is only true when _offset=identity, so I think it should be inverse(_offset) * _matrix
This inconsistency can cause problems when switching from UFO to other manipulators, because the UFO:Manipulator::getMatrix function is not necessarily returning a correct inverse of the currently set ModelViewTransform.
It was tempting to change the name of the _offset member to _inverseOffset, or to maintain both variables, but in the end went for the minimal change."
hyper keys defined already, but these modifiers were missing in
GUIEventAdapter::ModKeyMask, and the EventQueue ingored them as well.
The attached diff/archive adds the missing parts for Super/Hyper
modifier key support.
I'm aware that this might not be supported on all systems/keyboards
out of the box, but decided to submit it anyway because:
- developers are aware of differences between input devices
(Some mice have scroll wheels, others don't. Some have five or
more buttons, some have only one. Some keyboards don't have
numpads, some have AltGr, some don't etc.)
- even if someone relies on Hyper/Super in distributed software,
this is easy to fix and doesn't create lock-in conditions
- while the names Hyper/Super may only be common on X11, they are
just symbol names and not OS-specific
- even though some systems might not offer these additional modifiers
by default, it's likely that all of them have at least 8 modifier
levels internally, so it should only be a matter of OS configuration
to make them work
- having super/hyper available is useful to offer a user ways
to define local key definitions that are safe from collisions with
predefined "official" key assignments"
Introduced code in BoundgingSphere, BoundingBox, ProxyNode and LOD to utilise the above settings.
Added Matrix::value_type, Plane::value_type, BoundingSphere::value_type and BoundingBox::value_type command line
options that report where the types of floats or doubles.
osgViewer::StatsHandler and other handlers which allow you to change the
key(s) you would press to get them to do something. Pretty simple change
but useful in our context and possibly in others too."
multiple GraphicsWindows, this singleton is accessable via GUIEventEvent::getAccumulatedEventState().
Added use of this new singleton in GraphicsWindow* implementations.
Added WindowSizeHandler to osgkeyboard to help with debugging of event state
between windows.