383 lines
18 KiB
HTML
383 lines
18 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HTML>
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<TITLE>class OSGGA_EXPORT osgGA::TerrainManipulator</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.6">
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<BODY BGCOLOR="#ffffff">
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<H2>class OSGGA_EXPORT <A HREF="#DOC.DOCU">osgGA::TerrainManipulator</A></H2></H2><HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
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<param name=classes value="Mosg::Object,M,CGUIEventHandler,MGUIEventHandler.html,CMatrixManipulator,MMatrixManipulator.html,CTerrainManipulator,MTerrainManipulator.html">
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<param name=before value="M,M,M,M">
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<param name=after value="Md_SPSP,Md_SP,Md_,M">
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<param name=indent value="0,1,2,3">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Classes</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.15.3">RotationMode</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.15.1">TerrainManipulator</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.15.2">className</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.4">setRotationMode</A></B>(<!1><A HREF="TerrainManipulator.html#DOC.2.15.3">RotationMode</A> mode)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="TerrainManipulator.html#DOC.2.15.3">RotationMode</A> <B><A HREF="#DOC.2.15.5">getRotationMode</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.6">setByMatrix</A></B>(const osg::Matrixd& matrix)
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<DD><I>set the position of the matrix manipulator using a 4x4 Matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.7">setByInverseMatrix</A></B>(const osg::Matrixd& matrix)
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<DD><I>set the position of the matrix manipulator using a 4x4 Matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.15.8">getMatrix</A></B>() const
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<DD><I>get the position of the manipulator as 4x4 Matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.15.9">getInverseMatrix</A></B>() const
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<DD><I>get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osgUtil::SceneView::FusionDistanceMode <B><A HREF="#DOC.2.15.10">getFusionDistanceMode</A></B>() const
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<DD><I>Get the FusionDistanceMode.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual float <B><A HREF="#DOC.2.15.11">getFusionDistanceValue</A></B>() const
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<DD><I>Get the FusionDistanceValue.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.12">setNode</A></B>(osg::Node*)
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<DD><I>Attach a node to the manipulator.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const osg::Node* <B><A HREF="#DOC.2.15.13">getNode</A></B>() const
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<DD><I>Return node if attached</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Node* <B><A HREF="#DOC.2.15.14">getNode</A></B>()
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<DD><I>Return node if attached</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.15">home</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>& us)
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<DD><I>Move the camera to the default position.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.16">init</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>& us)
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<DD><I>Start/restart the manipulator</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.15.17">handle</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>& us)
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<DD><I>handle events, return true if handled, false otherwise</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.18">getUsage</A></B>(osg::ApplicationUsage& usage) const
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<DD><I>Get the keyboard and mouse usage of this manipulator</I>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr<const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>> <B><A HREF="#DOC.2.15.28">_ga_t1</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr<const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>> <B><A HREF="#DOC.2.15.29">_ga_t0</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr<osg::Node> <B><A HREF="#DOC.2.15.30">_node</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="TerrainManipulator.html#DOC.2.15.3">RotationMode</A> <B><A HREF="#DOC.2.15.31">_rotationMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.15.32">_thrown</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Vec3d <B><A HREF="#DOC.2.15.33">_center</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Quat <B><A HREF="#DOC.2.15.34">_rotation</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.15.35">_distance</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Vec3d <B><A HREF="#DOC.2.15.36">_previousUp</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.15.19">~TerrainManipulator</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.20">flushMouseEventStack</A></B>()
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<DD><I>Reset the internal GUIEvent stack</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.21">addMouseEvent</A></B>(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea)
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<DD><I>Add the current mouse GUIEvent to internal stack</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.22">computePosition</A></B>(const osg::Vec3d& eye, const osg::Vec3d& lv, const osg::Vec3d& up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.15.23">calcMovement</A></B>()
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<DD><I>For the give mouse movement calculate the movement of the camera.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.24">trackball</A></B>(osg::Vec3& axis, double& angle, double p1x, double p1y, double p2x, double p2y)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.15.25">tb_project_to_sphere</A></B>(double r, double x, double y)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.15.26">isMouseMoving</A></B>()
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<DD><I>Check the speed at which the mouse is moving.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.27">clampOrientation</A></B>()
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="MatrixManipulator.html">MatrixManipulator</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Classes</H3><DD><DT>
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class <B><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A></B>: public osg::Referenced
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<DD><I>callback class to use to allow matrix manipulators to querry the application for the local coordinate frame</I>
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</DL></P>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>setMinimumDistance</B>(float minimumDistance)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>float <B>getMinimumDistance</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>setCoordinateFrameCallback</B>(<!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* cb)
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<DT>
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<IMG ALT="o" SRC=icon2.gif><!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* <B>getCoordinateFrameCallback</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>const <!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>* <B>getCoordinateFrameCallback</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::CoordinateFrame <B>getCoordinateFrame</B>(const osg::Vec3d& position) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>getSideVector</B>(const osg::CoordinateFrame& cf) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>getFrontVector</B>(const osg::CoordinateFrame& cf) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>getUpVector</B>(const osg::CoordinateFrame& cf) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>setHomePosition</B>(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>getHomePosition</B>(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>setAutoComputeHomePosition</B>(bool flag)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>bool <B>getAutoComputeHomePosition</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>computeHomePosition</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>accept</B>(<!1><A HREF="GUIEventHandlerVisitor.html">GUIEventHandlerVisitor</A>& v)
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>double <B>_minimumDistance</B>
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<DT>
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<IMG ALT="o" SRC=icon2.gif>bool <B>_autoComputeHomePosition</B>
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>_homeEye</B>
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>_homeCenter</B>
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::Vec3d <B>_homeUp</B>
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<DT>
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<IMG ALT="o" SRC=icon2.gif>osg::ref_ptr<<!1><A HREF="CoordinateFrameCallback.html">CoordinateFrameCallback</A>> <B>_coordinateFrameCallback</B>
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="GUIEventHandler.html">GUIEventHandler</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>META_Object <B>(osgGA, GUIEventHandler) const </B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="CompositeGUIEventHandler.html">CompositeGUIEventHandler</A>* <B>getComposite</B>()
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<DL>
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<A NAME="TerrainManipulator"></A>
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<A NAME="DOC.2.15.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TerrainManipulator()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="className"></A>
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<A NAME="DOC.2.15.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="RotationMode"></A>
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<A NAME="DOC.2.15.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum RotationMode</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="ELEVATION_AZIM_ROLL"></A>
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<A NAME="DOC.2.15.3.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ELEVATION_AZIM_ROLL</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ELEVATION_AZIM"></A>
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<A NAME="DOC.2.15.3.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ELEVATION_AZIM</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="setRotationMode"></A>
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<A NAME="DOC.2.15.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRotationMode(<!1><A HREF="TerrainManipulator.html#DOC.2.15.3">RotationMode</A> mode)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getRotationMode"></A>
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<A NAME="DOC.2.15.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="TerrainManipulator.html#DOC.2.15.3">RotationMode</A> getRotationMode() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setByMatrix"></A>
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<A NAME="DOC.2.15.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setByMatrix(const osg::Matrixd& matrix)</B></TT>
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<DD>set the position of the matrix manipulator using a 4x4 Matrix
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<DL><DT><DD></DL><P>
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<A NAME="setByInverseMatrix"></A>
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<A NAME="DOC.2.15.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setByInverseMatrix(const osg::Matrixd& matrix)</B></TT>
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<DD>set the position of the matrix manipulator using a 4x4 Matrix
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<DL><DT><DD></DL><P>
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<A NAME="getMatrix"></A>
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<A NAME="DOC.2.15.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd getMatrix() const </B></TT>
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<DD>get the position of the manipulator as 4x4 Matrix
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<DL><DT><DD></DL><P>
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<A NAME="getInverseMatrix"></A>
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<A NAME="DOC.2.15.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd getInverseMatrix() const </B></TT>
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<DD>get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix
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<DL><DT><DD></DL><P>
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<A NAME="getFusionDistanceMode"></A>
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<A NAME="DOC.2.15.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const </B></TT>
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<DD>Get the FusionDistanceMode. Used by SceneView for setting up setereo convergence.
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<DL><DT><DD></DL><P>
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<A NAME="getFusionDistanceValue"></A>
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<A NAME="DOC.2.15.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual float getFusionDistanceValue() const </B></TT>
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<DD>Get the FusionDistanceValue. Used by SceneView for setting up setereo convergence.
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<DL><DT><DD></DL><P>
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<A NAME="setNode"></A>
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<A NAME="DOC.2.15.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setNode(osg::Node*)</B></TT>
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<DD>Attach a node to the manipulator.
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Automatically detaches previously attached node.
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setNode(NULL) detaches previously nodes.
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Is ignored by manipulators which do not require a reference model.
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<DL><DT><DD></DL><P>
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<A NAME="getNode"></A>
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<A NAME="DOC.2.15.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const osg::Node* getNode() const </B></TT>
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<DD>Return node if attached
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<DL><DT><DD></DL><P>
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<A NAME="getNode"></A>
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<A NAME="DOC.2.15.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Node* getNode()</B></TT>
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<DD>Return node if attached
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<DL><DT><DD></DL><P>
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<A NAME="home"></A>
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<A NAME="DOC.2.15.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void home(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>& us)</B></TT>
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<DD>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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<DL><DT><DD></DL><P>
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<A NAME="init"></A>
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<A NAME="DOC.2.15.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void init(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>& us)</B></TT>
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<DD>Start/restart the manipulator
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<DL><DT><DD></DL><P>
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<A NAME="handle"></A>
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<A NAME="DOC.2.15.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool handle(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea, <!1><A HREF="GUIActionAdapter.html">GUIActionAdapter</A>& us)</B></TT>
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<DD>handle events, return true if handled, false otherwise
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<DL><DT><DD></DL><P>
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<A NAME="getUsage"></A>
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<A NAME="DOC.2.15.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void getUsage(osg::ApplicationUsage& usage) const </B></TT>
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<DD>Get the keyboard and mouse usage of this manipulator
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<DL><DT><DD></DL><P>
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<A NAME="~TerrainManipulator"></A>
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<A NAME="DOC.2.15.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~TerrainManipulator()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="flushMouseEventStack"></A>
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<A NAME="DOC.2.15.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void flushMouseEventStack()</B></TT>
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<DD>Reset the internal GUIEvent stack
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<DL><DT><DD></DL><P>
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<A NAME="addMouseEvent"></A>
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<A NAME="DOC.2.15.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void addMouseEvent(const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>& ea)</B></TT>
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<DD>Add the current mouse GUIEvent to internal stack
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<DL><DT><DD></DL><P>
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<A NAME="computePosition"></A>
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<A NAME="DOC.2.15.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void computePosition(const osg::Vec3d& eye, const osg::Vec3d& lv, const osg::Vec3d& up)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="calcMovement"></A>
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<A NAME="DOC.2.15.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool calcMovement()</B></TT>
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<DD>For the give mouse movement calculate the movement of the camera.
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Return true is camera has moved and a redraw is required.
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<DL><DT><DD></DL><P>
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<A NAME="trackball"></A>
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<A NAME="DOC.2.15.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void trackball(osg::Vec3& axis, double& angle, double p1x, double p1y, double p2x, double p2y)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="tb_project_to_sphere"></A>
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<A NAME="DOC.2.15.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double tb_project_to_sphere(double r, double x, double y)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="isMouseMoving"></A>
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<A NAME="DOC.2.15.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool isMouseMoving()</B></TT>
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<DD>Check the speed at which the mouse is moving.
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If speed is below a threshold then return false, otherwise return true.
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<DL><DT><DD></DL><P>
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<A NAME="clampOrientation"></A>
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<A NAME="DOC.2.15.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void clampOrientation()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_ga_t1"></A>
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<A NAME="DOC.2.15.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr<const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>> _ga_t1</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_ga_t0"></A>
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<A NAME="DOC.2.15.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr<const <!1><A HREF="GUIEventAdapter.html">GUIEventAdapter</A>> _ga_t0</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_node"></A>
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<A NAME="DOC.2.15.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr<osg::Node> _node</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_rotationMode"></A>
|
|
<A NAME="DOC.2.15.31"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="TerrainManipulator.html#DOC.2.15.3">RotationMode</A> _rotationMode</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="_thrown"></A>
|
|
<A NAME="DOC.2.15.32"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _thrown</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_center"></A>
|
|
<A NAME="DOC.2.15.33"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Vec3d _center</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="_rotation"></A>
|
|
<A NAME="DOC.2.15.34"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Quat _rotation</B></TT>
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|
<DL><DT><DD></DL><P>
|
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<A NAME="_distance"></A>
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|
<A NAME="DOC.2.15.35"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _distance</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="_previousUp"></A>
|
|
<A NAME="DOC.2.15.36"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Vec3d _previousUp</B></TT>
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<DL><DT><DD></DL><P></DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<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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