OpenSceneGraph/examples/osgimpostor/TestManipulator.h

104 lines
3.9 KiB
C++

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