virtual ~TrackballManipulator() virtual void setNode(osg::Node*) Attach a node to the manipulator. Automatically detaches previously attached node. setNode(NULL) detaches previously nodes. Is ignored by manipulators which do not require a reference model. virtual osg::Node* getNode() const Return node if attached virtual void home(GUIEventAdapter& ea, GUIActionAdapter& us) Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate. virtual void init(GUIEventAdapter& ea, GUIActionAdapter& us) Start/restart the manipulator virtual bool update(GUIEventAdapter& ea, GUIActionAdapter& us) handle events, return true if handled, false otherwise
virtual void setNode(osg::Node*) Attach a node to the manipulator. Automatically detaches previously attached node. setNode(NULL) detaches previously nodes. Is ignored by manipulators which do not require a reference model. virtual osg::Node* getNode() const Return node if attached virtual void home(GUIEventAdapter& ea, GUIActionAdapter& us) Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate. virtual void init(GUIEventAdapter& ea, GUIActionAdapter& us) Start/restart the manipulator virtual bool update(GUIEventAdapter& ea, GUIActionAdapter& us) handle events, return true if handled, false otherwise
virtual osg::Node* getNode() const Return node if attached virtual void home(GUIEventAdapter& ea, GUIActionAdapter& us) Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate. virtual void init(GUIEventAdapter& ea, GUIActionAdapter& us) Start/restart the manipulator virtual bool update(GUIEventAdapter& ea, GUIActionAdapter& us) handle events, return true if handled, false otherwise
virtual void home(GUIEventAdapter& ea, GUIActionAdapter& us) Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate. virtual void init(GUIEventAdapter& ea, GUIActionAdapter& us) Start/restart the manipulator virtual bool update(GUIEventAdapter& ea, GUIActionAdapter& us) handle events, return true if handled, false otherwise
virtual void init(GUIEventAdapter& ea, GUIActionAdapter& us) Start/restart the manipulator virtual bool update(GUIEventAdapter& ea, GUIActionAdapter& us) handle events, return true if handled, false otherwise
virtual bool update(GUIEventAdapter& ea, GUIActionAdapter& us) handle events, return true if handled, false otherwise
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