#ifndef __SphericalManipulator_h__ #define __SphericalManipulator_h__ #include #include #include namespace osgGA { class OSGGA_EXPORT SphericalManipulator : public MatrixManipulator { public: SphericalManipulator(); virtual const char* className() const { return "Spherical Manipulator"; } /** 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; /** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/ virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE; } /** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/ virtual float getFusionDistanceValue() const { return _distance; } /** 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); virtual void home(double); /** Start/restart the manipulator.*/ virtual void init(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us); void zoomOn(const osg::BoundingSphere& bound); /** handle events, return true if handled, false otherwise.*/ virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us); /** Compute the home position.*/ virtual void computeHomePosition(); void computeViewPosition(const osg::BoundingSphere& bound,double& scale,double& distance,osg::Vec3d& center); void setCenter(const osg::Vec3d& center) {_center=center;} const osg::Vec3d& getCenter() const {return _center;} bool setDistance(double distance); double getDistance() const { return _distance; } double getHomeDistance() const { return _homeDistance; } void setAzimuth(double azimuth) { _azimuth = azimuth; } double getAzimuth() const {return _azimuth;} void setZenith(double zenith) { _zenith = zenith; } double getZenith() const {return _zenith;} /** get the minimum distance (as ratio) the eye point can be zoomed in */ double getMinimumZoomScale() const { return _minimumZoomScale; } /** set the minimum distance (as ratio) the eye point can be zoomed in towards the center before the center is pushed forward.*/ void setMinimumZoomScale(double minimumZoomScale) {_minimumZoomScale=minimumZoomScale;} /** set the mouse scroll wheel zoom delta. * Range -1.0 to +1.0, -ve value inverts wheel direction and zero switches off scroll wheel. */ void setScroolWheelZoomDelta(double zoomDelta) { _zoomDelta = zoomDelta; } /** get the mouse scroll wheel zoom delta. */ double getScroolWheelZoomDelta() const { return _zoomDelta; } /** Get the keyboard and mouse usage of this manipulator.*/ virtual void getUsage(osg::ApplicationUsage& usage) const; enum RotationMode { MODE_3D=0, MODE_3D_HORIZONTAL, MODE_3D_VERTICAL, MODE_2D }; RotationMode getRotationMode() const {return _rotationMode;} void setRotationMode(RotationMode mode); static double computeAngles(const osg::Vec3d &vec,double& azimuth,double& zenith); protected: virtual ~SphericalManipulator(); /** Reset the internal GUIEvent stack.*/ void flushMouseEventStack(); /** Add the current mouse GUIEvent to internal stack.*/ void addMouseEvent(const osgGA::GUIEventAdapter& ea); /** 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 two mouse events. osg::ref_ptr _ga_t1; osg::ref_ptr _ga_t0; osg::ref_ptr _node; double _modelScale; double _minimumZoomScale; bool _thrown; RotationMode _rotationMode; osg::Vec3d _center; double _distance; double _azimuth; // angle from x axis in xy plane double _zenith; // angle from z axis double _homeDistance; double _zoomDelta; }; } #endif