//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSGGA_TESTMANIPULATOR #define OSGGA_TESTMANIPULATOR 1 #include #include class TestManipulator : public osgGA::MatrixManipulator { public: TestManipulator(); virtual ~TestManipulator(); /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByMatrix(const osg::Matrixd& matrix); /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByInverseMatrix(const osg::Matrixd& matrix) { setByMatrix(osg::Matrixd::inverse(matrix)); } /** get the position of the manipulator as 4x4 Matrix.*/ virtual osg::Matrixd getMatrix() const; /** 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; /** 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 void setNode(osg::Node*); /** Return node if attached.*/ virtual const osg::Node* getNode() const; /** Return node if attached.*/ virtual osg::Node* getNode(); /** Move the camera to the default position. May be ignored by manipulators if home functionality is not appropriate.*/ virtual void home(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us); /** Start/restart the manipulator.*/ virtual void init(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us); /** handle events, return true if handled, false otherwise.*/ virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us); private: /** Reset the internal GUIEvent stack.*/ void flushMouseEventStack(); /** Add the current mouse GUIEvent to internal stack.*/ void addMouseEvent(const osgGA::GUIEventAdapter& ea); void computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up); /** For the give mouse movement calculate the movement of the camera. Return true is camera has moved and a redraw is required.*/ bool calcMovement(); /** Check the speed at which the mouse is moving. If speed is below a threshold then return false, otherwise return true.*/ bool isMouseMoving(); // Internal event stack comprising last three mouse events. osg::ref_ptr _ga_t1; osg::ref_ptr _ga_t0; osg::ref_ptr _node; float _modelScale; float _minimumZoomScale; bool _thrown; osg::Vec3 _center; osg::Quat _rotation; float _distance; }; #endif