OpenSceneGraph/include/osgGA/SphericalManipulator
Robert Osfield 3aded84015 From Cory Riddell, "I added an _allowThrow boolean along with a getter and setter to the
spherical manipulator. The default value is true.

This is very similar to the flag in trackball."
2009-06-25 09:14:47 +00:00

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#ifndef __SphericalManipulator_h__
#define __SphericalManipulator_h__
#include <osgGA/MatrixManipulator>
#include <osg/Math>
#include <osg/Quat>
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 setHeading(double azimuth) { _heading = azimuth; }
double getHeading() const {return _heading;}
void setElevation(double elevation) { _elevation = elevation; }
double getElevtion() const {return _elevation;}
/** 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
{
ELEVATION_HEADING=0,
HEADING,
ELEVATION,
MAP
};
RotationMode getRotationMode() const {return _rotationMode;}
void setRotationMode(RotationMode mode);
/** Returns true if the camera can be thrown, false otherwise. This defaults to true. */
bool getAllowThrow() const { return _allowThrow; }
/** Set the 'allow throw' flag. Releasing the mouse button while moving the camera results in a throw. */
void setAllowThrow(bool allowThrow) { _allowThrow = allowThrow; }
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<const osgGA::GUIEventAdapter> _ga_t1;
osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t0;
osg::ref_ptr<osg::Node> _node;
double _modelScale;
double _minimumZoomScale;
bool _thrown;
bool _allowThrow;
RotationMode _rotationMode;
osg::Vec3d _center;
double _distance;
double _heading; // angle from x axis in xy plane
double _elevation; // angle from xy plane, positive upwards towards the z axis
double _homeDistance;
double _zoomDelta;
};
}
#endif