OpenSceneGraph/include/osgGA/FlightManipulator
2005-12-09 20:03:04 +00:00

120 lines
3.9 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_FLIGHTMANIPULATOR
#define OSGGA_FLIGHTMANIPULATOR 1
#include <osgGA/MatrixManipulator>
#include <osg/Quat>
namespace osgGA{
/**
FlightManipulator is a MatrixManipulator which provides flight simulator-like
updating of the camera position & orientation. 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 FlightManipulator : public MatrixManipulator
{
public:
FlightManipulator();
virtual const char* className() const { return "Flight"; }
/** 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;
virtual void setNode(osg::Node*);
virtual const osg::Node* getNode() const;
virtual osg::Node* getNode();
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;
enum YawControlMode {
YAW_AUTOMATICALLY_WHEN_BANKED,
NO_AUTOMATIC_YAW
};
/** Configure the Yaw control for the flight model. */
void setYawControlMode(YawControlMode ycm) { _yawMode = ycm; }
void setModelScale(double in_ms) { _modelScale = in_ms; }
double getModelScale() const { return _modelScale; }
void setAcceleration(double in_acc) { _acceleration = in_acc; }
double getAcceleration() const { return _acceleration; }
void setVelocity(double in_vel) { _velocity = in_vel; }
double getVelocity() const { return _velocity; }
protected:
virtual ~FlightManipulator();
/** Reset the internal GUIEvent stack.*/
void flushMouseEventStack();
/** Add the current mouse GUIEvent to internal stack.*/
void addMouseEvent(const 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();
// Internal event stack comprising last two mouse events.
osg::ref_ptr<const GUIEventAdapter> _ga_t1;
osg::ref_ptr<const GUIEventAdapter> _ga_t0;
osg::ref_ptr<osg::Node> _node;
double _modelScale;
double _acceleration;
double _velocity;
YawControlMode _yawMode;
osg::Vec3d _eye;
osg::Quat _rotation;
double _distance;
};
}
#endif