/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSGGA_CameraManipulator #define OSGGA_CameraManipulator 1 #include #include #include #include #include #include #include #include namespace osgGA{ #define NEW_HOME_POSITION /** CameraManipulator is an abstract base class defining the interface, and a certain amount of default functionality, for classes which wish to control OSG cameras in response to GUI events. */ class OSGGA_EXPORT CameraManipulator : public GUIEventHandler { typedef GUIEventHandler inherited; public: // We are not using META_Object as this is abstract class. // Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes. virtual const char* className() const { return "CameraManipulator"; } /** callback class to use to allow matrix manipulators to query the application for the local coordinate frame.*/ class CoordinateFrameCallback : public osg::Referenced { public: virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0; protected: virtual ~CoordinateFrameCallback() {} }; /** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/ virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb) { _coordinateFrameCallback = cb; } /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/ CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); } /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/ const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); } /** get the coordinate frame.*/ osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const { if (_coordinateFrameCallback.valid()) return _coordinateFrameCallback->getCoordinateFrame(position); return osg::CoordinateFrame(); } osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); } osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); } osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); } /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByMatrix(const osg::Matrixd& matrix) = 0; /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByInverseMatrix(const osg::Matrixd& matrix) = 0; /** get the position of the manipulator as 4x4 Matrix.*/ virtual osg::Matrixd getMatrix() const = 0; /** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/ virtual osg::Matrixd getInverseMatrix() const = 0; /** update the camera for the current frame, typically called by the viewer classes. Default implementation simply set the camera view matrix. */ virtual void updateCamera(osg::Camera& camera) { camera.setViewMatrix(getInverseMatrix()); } /** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/ virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; } /** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/ virtual float getFusionDistanceValue() const { return 1.0f; } /** Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. * The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes.*/ void setIntersectTraversalMask(unsigned int mask) { _intersectTraversalMask = mask; } /** Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.*/ unsigned int getIntersectTraversalMask() const { return _intersectTraversalMask; } /** Attach a node to the manipulator, automatically detaching any previously attached node. setNode(NULL) detaches previous nodes. May be ignored by manipulators which do not require a reference model. */ virtual void setNode(osg::Node*) {} /** Return const node if attached.*/ virtual const osg::Node* getNode() const { return NULL; } /** Return node if attached.*/ virtual osg::Node* getNode() { return NULL; } /** Manually set the home position, and set the automatic compute of home position. */ virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false) { setAutoComputeHomePosition(autoComputeHomePosition); _homeEye = eye; _homeCenter = center; _homeUp = up; } /** Get the manually set home position. */ virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up) const { eye = _homeEye; center = _homeCenter; up = _homeUp; } /** Set whether the automatic compute of the home position is enabled.*/ virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; } /** Get whether the automatic compute of the home position is enabled.*/ bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; } /** Compute the home position.*/ virtual void computeHomePosition(const osg::Camera *camera = NULL, bool useBoundingBox = false); /** finish any active manipulator animations.*/ virtual void finishAnimation() {} /** Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate. */ virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {} /** Move the camera to the default position. This version does not require GUIEventAdapter and GUIActionAdapter so may be called from somewhere other than a handle() method in GUIEventHandler. Application must be aware of implications. */ virtual void home(double /*currentTime*/) {} /** Start/restart the manipulator. FIXME: what does this actually mean? Provide examples. */ virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {} /** Handle event. Override the handle(..) method in your event handlers to respond to events. */ virtual bool handle(osgGA::Event* event, osg::Object* object, osg::NodeVisitor* nv) { return GUIEventHandler::handle(event, object, nv); } /** Handle events, return true if handled, false otherwise. */ virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us); protected: CameraManipulator(); CameraManipulator(const CameraManipulator& mm, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY); virtual ~CameraManipulator(); std::string getManipulatorName() const; unsigned int _intersectTraversalMask; bool _autoComputeHomePosition; osg::Vec3d _homeEye; osg::Vec3d _homeCenter; osg::Vec3d _homeUp; osg::ref_ptr _coordinateFrameCallback; }; } #endif