104 lines
3.9 KiB
C++
104 lines
3.9 KiB
C++
/* -*-c++-*-
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*
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* OpenSceneGraph example, osgimpostor.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef OSGGA_TESTMANIPULATOR
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#define OSGGA_TESTMANIPULATOR 1
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#include <osgGA/CameraManipulator>
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#include <osg/Quat>
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class TestManipulator : public osgGA::CameraManipulator
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{
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public:
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TestManipulator();
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virtual ~TestManipulator();
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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);
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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) { setByMatrix(osg::Matrixd::inverse(matrix)); }
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrixd getMatrix() const;
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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;
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/** 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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virtual void setNode(osg::Node*);
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/** Return node if attached.*/
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virtual const osg::Node* getNode() const;
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/** Return node if attached.*/
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virtual osg::Node* getNode();
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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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virtual void home(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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/** Start/restart the manipulator.*/
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virtual void init(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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/** handle events, return true if handled, false otherwise.*/
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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private:
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/** Reset the internal GUIEvent stack.*/
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void flushMouseEventStack();
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/** Add the current mouse GUIEvent to internal stack.*/
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void addMouseEvent(const osgGA::GUIEventAdapter& ea);
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void computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up);
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/** 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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bool calcMovement();
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/** 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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bool isMouseMoving();
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// Internal event stack comprising last three mouse events.
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osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t0;
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osg::ref_ptr<osg::Node> _node;
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float _modelScale;
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float _minimumZoomScale;
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bool _thrown;
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osg::Vec3 _center;
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osg::Quat _rotation;
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float _distance;
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};
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#endif
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