OpenSceneGraph/include/osgGA/DriveManipulator
Robert Osfield c6a1b7e97f From Magnus Kessler, "I'm resubmitting a slightly different version of the changes you left out for
osg/Camera. The ::glName issue masked the fact that the "(..)" isn't handled
well in doxygen and leads to "(." in the generated files.

I'm also submitting a minor documentation fix to osgGA/DriveManipulator to get
it out of my patch queue ;)"
2010-09-16 09:49:22 +00:00

124 lines
4.0 KiB
C++

/* -*-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_DRIVEMANIPULATOR
#define OSGGA_DRIVEMANIPULATOR 1
#include <osgGA/CameraManipulator>
#include <osg/Quat>
namespace osgGA{
/**
DriveManipulator is a camera manipulator which provides drive-like
functionality. By default, the left mouse button accelerates, the right
mouse button decelerates, and the middle mouse button (or left and
right simultaneously) stops dead.
*/
class OSGGA_EXPORT DriveManipulator : public CameraManipulator
{
public:
DriveManipulator();
virtual const char* className() const { return "Drive"; }
/** Get 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;
virtual void setNode(osg::Node*);
virtual const osg::Node* getNode() const;
virtual osg::Node* getNode();
virtual void computeHomePosition();
virtual void home(const GUIEventAdapter& ea,GUIActionAdapter& us);
virtual void init(const GUIEventAdapter& ea,GUIActionAdapter& us);
virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
/** Get the keyboard and mouse usage of this manipulator.*/
virtual void getUsage(osg::ApplicationUsage& usage) const;
void setModelScale( double in_ms ) { _modelScale = in_ms; }
double getModelScale() const { return _modelScale; }
void setVelocity( double in_vel ) { _velocity = in_vel; }
double getVelocity() const { return _velocity; }
void setHeight( double in_h ) { _height = in_h; }
double getHeight() const { return _height; }
protected:
virtual ~DriveManipulator();
bool intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection, osg::Vec3d& normal) const;
/** Reset the internal GUIEvent stack.*/
void flushMouseEventStack();
/** Add the current mouse GUIEvent to internal stack.*/
void addMouseEvent(const GUIEventAdapter& ea);
void computePosition(const osg::Vec3d& eye,const osg::Vec3d& lv,const osg::Vec3d& up);
/** For the given mouse movement calculate the movement of the camera.
* Return true if camera has moved and a redraw is required.
*/
bool calcMovement();
// Internal event stack comprising last two mouse events.
osg::ref_ptr<const GUIEventAdapter> _ga_t1;
osg::ref_ptr<const GUIEventAdapter> _ga_t0;
osg::observer_ptr<osg::Node> _node;
double _modelScale;
double _velocity;
double _height;
double _buffer;
enum SpeedControlMode {
USE_MOUSE_Y_FOR_SPEED,
USE_MOUSE_BUTTONS_FOR_SPEED
};
SpeedControlMode _speedMode;
osg::Vec3d _eye;
osg::Quat _rotation;
double _pitch;
double _distance;
bool _pitchUpKeyPressed;
bool _pitchDownKeyPressed;
};
}
#endif