OpenSceneGraph/doc/doc++/osgGA/CameraManipulator.html
2003-04-17 16:22:51 +00:00

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<TITLE>class OSGGA_EXPORT osgGA::CameraManipulator</TITLE>
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<H2>class OSGGA_EXPORT <A HREF="#DOC.DOCU">osgGA::CameraManipulator</A></H2></H2><HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=245>
<param name=classes value="Mosg::Object,M,CGUIEventHandler,MGUIEventHandler.html,CCameraManipulator,MCameraManipulator.html,CTrackballManipulator,MTrackballManipulator.html,CKeySwitchCameraManipulator,MKeySwitchCameraManipulator.html,CFlightManipulator,MFlightManipulator.html,CDriveManipulator,MDriveManipulator.html,CAnimationPathManipulator,MAnimationPathManipulator.html">
<param name=before value="M,M,M,M|_,MR_,MR_,MR_,Mr_">
<param name=after value="Md_SP,Md_,M,M,M,M,M,M">
<param name=indent value="0,1,2,2,2,2,2,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.2.1">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.2">setCamera</A></B>(osg::Camera*)
<DD><I>Attach a camera to the manipulator to be used for specifying view</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const osg::Camera* <B><A HREF="#DOC.2.2.3">getCamera</A></B>() const
<DD><I>Get the attached camera</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Camera* <B><A HREF="#DOC.2.2.4">getCamera</A></B>()
<DD><I>Get the attached camera</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.5">setNode</A></B>(osg::Node*)
<DD><I> Attach a node to the manipulator, automatically detaching any previously attached node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const osg::Node* <B><A HREF="#DOC.2.2.6">getNode</A></B>() const
<DD><I>Return const node if attached</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Node* <B><A HREF="#DOC.2.2.7">getNode</A></B>()
<DD><I>Return node if attached</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.8">home</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp;, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp;)
<DD><I> Move the camera to the default position.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.9">init</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp;, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp;)
<DD><I> Start/restart the manipulator.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.2.10">handle</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)
<DD><I>Handle events, return true if handled, false otherwise.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.11">accept</A></B>(<!1><A HREF="GUIEventHandlerVisitor.html">GUIEventHandlerVisitor</A>&amp; v)
<DD><I>Handle visitations </I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::Camera&gt; <B><A HREF="#DOC.2.2.14">_camera</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.2.12">CameraManipulator</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.2.13">~CameraManipulator</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="GUIEventHandler.html">GUIEventHandler</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>META_Object <B>(osgGA, GUIEventHandler) const </B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="CompositeGUIEventHandler.html">CompositeGUIEventHandler</A>* <B>getComposite</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>getUsage</B>(osg::ApplicationUsage&amp;) const
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
<P>CameraManipulator is an abstract base class defining the interface, and a certain
amount of default functionality, for classes which wish to control OSG cameras
in response to GUI events.
</BLOCKQUOTE>
<DL>
<A NAME="className"></A>
<A NAME="DOC.2.2.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCamera"></A>
<A NAME="DOC.2.2.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setCamera(osg::Camera*)</B></TT>
<DD>Attach a camera to the manipulator to be used for specifying view
<DL><DT><DD></DL><P>
<A NAME="getCamera"></A>
<A NAME="DOC.2.2.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const osg::Camera* getCamera() const </B></TT>
<DD>Get the attached camera
<DL><DT><DD></DL><P>
<A NAME="getCamera"></A>
<A NAME="DOC.2.2.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Camera* getCamera()</B></TT>
<DD>Get the attached camera
<DL><DT><DD></DL><P>
<A NAME="setNode"></A>
<A NAME="DOC.2.2.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setNode(osg::Node*)</B></TT>
<DD>
Attach a node to the manipulator, automatically detaching any previously attached node.
setNode(NULL) detaches previous nodes.
May be ignored by manipulators which do not require a reference model.
<DL><DT><DD></DL><P>
<A NAME="getNode"></A>
<A NAME="DOC.2.2.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const osg::Node* getNode() const </B></TT>
<DD>Return const node if attached
<DL><DT><DD></DL><P>
<A NAME="getNode"></A>
<A NAME="DOC.2.2.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Node* getNode()</B></TT>
<DD>Return node if attached
<DL><DT><DD></DL><P>
<A NAME="home"></A>
<A NAME="DOC.2.2.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void home(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp;, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp;)</B></TT>
<DD>
Move the camera to the default position.
May be ignored by manipulators if home functionality is not appropriate.
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.2.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void init(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp;, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp;)</B></TT>
<DD>
Start/restart the manipulator.
FIXME: what does this actually mean? Provide examples.
<DL><DT><DD></DL><P>
<A NAME="handle"></A>
<A NAME="DOC.2.2.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool handle(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>&amp; ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>&amp; us)</B></TT>
<DD>Handle events, return true if handled, false otherwise.
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.2.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="GUIEventHandlerVisitor.html">GUIEventHandlerVisitor</A>&amp; v)</B></TT>
<DD>Handle visitations
<DL><DT><DD></DL><P>
<A NAME="CameraManipulator"></A>
<A NAME="DOC.2.2.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CameraManipulator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~CameraManipulator"></A>
<A NAME="DOC.2.2.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~CameraManipulator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_camera"></A>
<A NAME="DOC.2.2.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Camera&gt; _camera</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="TrackballManipulator.html">TrackballManipulator</A><BR>
<A HREF="KeySwitchCameraManipulator.html">KeySwitchCameraManipulator</A><BR>
<A HREF="FlightManipulator.html">FlightManipulator</A><BR>
<A HREF="DriveManipulator.html">DriveManipulator</A><BR>
<A HREF="AnimationPathManipulator.html">AnimationPathManipulator</A><BR>
</DL>
<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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