c194e92df8
Added CameraManipulator::finishAnimation() method to allow application code to stop any animation/throw of manipulators.
199 lines
8.4 KiB
C++
199 lines
8.4 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGGA_CameraManipulator
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#define OSGGA_CameraManipulator 1
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#include <osg/Node>
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#include <osg/Matrixd>
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#include <osg/CoordinateSystemNode>
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#include <osgUtil/SceneView>
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#include <osgGA/Export>
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#include <osgGA/GUIEventHandler>
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/GUIActionAdapter>
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namespace osgGA{
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#define NEW_HOME_POSITION
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/**
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CameraManipulator is an abstract base class defining the interface, and a certain
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amount of default functionality, for classes which wish to control OSG cameras
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in response to GUI events.
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*/
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class OSGGA_EXPORT CameraManipulator : public GUIEventHandler
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{
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typedef GUIEventHandler inherited;
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public:
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// We are not using META_Object as this is abstract class.
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// Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes.
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virtual const char* className() const { return "CameraManipulator"; }
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/** callback class to use to allow matrix manipulators to query the application for the local coordinate frame.*/
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class CoordinateFrameCallback : public osg::Referenced
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{
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public:
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virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0;
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protected:
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virtual ~CoordinateFrameCallback() {}
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};
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/** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/
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virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb) { _coordinateFrameCallback = cb; }
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/** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
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CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); }
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/** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
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const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); }
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/** get the coordinate frame.*/
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osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const
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{
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if (_coordinateFrameCallback.valid()) return _coordinateFrameCallback->getCoordinateFrame(position);
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return osg::CoordinateFrame();
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}
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osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); }
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osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); }
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osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); }
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByMatrix(const osg::Matrixd& matrix) = 0;
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByInverseMatrix(const osg::Matrixd& matrix) = 0;
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrixd getMatrix() const = 0;
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/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
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virtual osg::Matrixd getInverseMatrix() const = 0;
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/** update the camera for the current frame, typically called by the viewer classes.
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Default implementation simply set the camera view matrix. */
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virtual void updateCamera(osg::Camera& camera) { camera.setViewMatrix(getInverseMatrix()); }
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/** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/
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virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; }
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/** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/
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virtual float getFusionDistanceValue() const { return 1.0f; }
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/** Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.
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* The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes.*/
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void setIntersectTraversalMask(unsigned int mask) { _intersectTraversalMask = mask; }
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/** Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.*/
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unsigned int getIntersectTraversalMask() const { return _intersectTraversalMask; }
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/**
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Attach a node to the manipulator, automatically detaching any previously attached node.
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setNode(NULL) detaches previous nodes.
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May be ignored by manipulators which do not require a reference model.
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*/
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virtual void setNode(osg::Node*) {}
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/** Return const node if attached.*/
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virtual const osg::Node* getNode() const { return NULL; }
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/** Return node if attached.*/
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virtual osg::Node* getNode() { return NULL; }
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/** Manually set the home position, and set the automatic compute of home position. */
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virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false)
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{
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setAutoComputeHomePosition(autoComputeHomePosition);
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_homeEye = eye;
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_homeCenter = center;
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_homeUp = up;
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}
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/** Get the manually set home position. */
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virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up) const
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{
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eye = _homeEye;
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center = _homeCenter;
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up = _homeUp;
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}
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/** Set whether the automatic compute of the home position is enabled.*/
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virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; }
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/** Get whether the automatic compute of the home position is enabled.*/
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bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; }
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/** Compute the home position.*/
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virtual void computeHomePosition(const osg::Camera *camera = NULL, bool useBoundingBox = false);
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/** finish any active manipulator animations.*/
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virtual void finishAnimation() {}
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/**
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Move the camera to the default position.
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May be ignored by manipulators if home functionality is not appropriate.
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*/
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virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {}
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/**
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Move the camera to the default position.
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This version does not require GUIEventAdapter and GUIActionAdapter so may be
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called from somewhere other than a handle() method in GUIEventHandler. Application
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must be aware of implications.
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*/
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virtual void home(double /*currentTime*/) {}
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/**
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Start/restart the manipulator.
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FIXME: what does this actually mean? Provide examples.
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*/
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virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}
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/** Handle event. Override the handle(..) method in your event handlers to respond to events. */
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virtual bool handle(osgGA::Event* event, osg::Object* object, osg::NodeVisitor* nv) { return GUIEventHandler::handle(event, object, nv); }
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/** Handle events, return true if handled, false otherwise. */
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virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
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protected:
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CameraManipulator();
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CameraManipulator(const CameraManipulator& mm, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY);
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virtual ~CameraManipulator();
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std::string getManipulatorName() const;
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unsigned int _intersectTraversalMask;
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bool _autoComputeHomePosition;
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osg::Vec3d _homeEye;
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osg::Vec3d _homeCenter;
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osg::Vec3d _homeUp;
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osg::ref_ptr<CoordinateFrameCallback> _coordinateFrameCallback;
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};
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}
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#endif
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