9d8fd69fa9
methods, two that takes an index,two that takes a key value. Updated the ViewEventHandler so the it now uses the getMatrixManipulatorWithIndex() method to avoid previous ambiguity.
143 lines
5.8 KiB
C++
143 lines
5.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_KEYSWITCMATRIXMANIPULATOR
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#define OSGUTIL_KEYSWITCMATRIXMANIPULATOR 1
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#include <osgGA/Export>
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#include <osgGA/MatrixManipulator>
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#include <osgGA/GUIEventHandler>
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#include <osgGA/GUIEventHandlerVisitor>
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namespace osgGA{
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class GUIEventAdapter;
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class GUIActionAdapter;
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/**
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KeySwitchMatrixManipulator is a decorator which allows the type of camera manipulator
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being used to be switched by pressing a key. E.g. '1' for a TrackballManipultor,
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'2' for a DriveManipulator, '3' for a FlightManipulator. The manipulators available,
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and the associated switch keys, can be configured.
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*/
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class OSGGA_EXPORT KeySwitchMatrixManipulator : public MatrixManipulator
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{
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public:
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typedef std::pair<std::string, osg::ref_ptr<MatrixManipulator> > NamedManipulator;
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typedef std::map<int, NamedManipulator> KeyManipMap;
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virtual const char* className() const { return "KeySwitchMatrixManipulator"; }
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/**
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Add a camera manipulator with an associated name, and a key to
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trigger the switch,
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*/
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void addMatrixManipulator(int key, std::string name, MatrixManipulator *cm);
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/**
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Add a camera manipulator with an autogenerated keybinding which is '1' + previous number of camera's registerd.
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*/
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void addNumberedMatrixManipulator(MatrixManipulator *cm);
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unsigned int getNumMatrixManipulators() const { return _manips.size(); }
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void selectMatrixManipulator(unsigned int num);
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/** Get the complete list of manipulators attached to this keyswitch manipulator.*/
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KeyManipMap& getKeyManipMap() { return _manips; }
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/** Get the const complete list of manipulators attached to this keyswitch manipulator.*/
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const KeyManipMap& getKeyManipMap() const { return _manips; }
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/** Get the current active manipulators.*/
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MatrixManipulator* getCurrentMatrixManipulator() { return _current.get(); }
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/** Get the const current active manipulators.*/
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const MatrixManipulator* getCurrentMatrixManipulator() const { return _current.get(); }
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/** Get manipulator assigned to a specified index.*/
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MatrixManipulator* getMatrixManipulatorWithIndex(unsigned int key);
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/** Get const manipulator assigned to a specified index.*/
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const MatrixManipulator* getMatrixManipulatorWithIndex(unsigned int key) const;
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/** Get manipulator assigned to a specified key.*/
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MatrixManipulator* getMatrixManipulatorWithKey(unsigned int key);
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/** Get const manipulator assigned to a specified key.*/
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const MatrixManipulator* getMatrixManipulatorWithKey(unsigned int key) const;
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// Overrides from MatrixManipulator...
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/** set the minimum distance (as ratio) the eye point can be zoomed in towards the
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center before the center is pushed forward.*/
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virtual void setMinimumDistance(float minimumDistance);
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/** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/
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virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb);
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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) { _current->setByMatrix(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) { _current->setByInverseMatrix(matrix); }
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrixd getMatrix() const { return _current->getMatrix(); }
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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 { return _current->getInverseMatrix(); }
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/** Get the FusionDistanceMode. Used by SceneView for setting up setereo convergence.*/
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virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _current->getFusionDistanceMode(); }
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/** Get the FusionDistanceValue. Used by SceneView for setting up setereo convergence.*/
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virtual float getFusionDistanceValue() const { return _current->getFusionDistanceValue(); }
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virtual void setNode(osg::Node* n);
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virtual const osg::Node* getNode() const { return _current->getNode(); }
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virtual osg::Node* getNode() { return _current->getNode(); }
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virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false);
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virtual void setAutoComputeHomePosition(bool flag);
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virtual void computeHomePosition();
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virtual void home(const GUIEventAdapter& ee,GUIActionAdapter& aa) { _current->home(ee,aa); }
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virtual void init(const GUIEventAdapter& ee,GUIActionAdapter& aa) { _current->init(ee,aa); }
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virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
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/** Get the keyboard and mouse usage of this manipulator.*/
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virtual void getUsage(osg::ApplicationUsage& usage) const;
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private:
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KeyManipMap _manips;
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osg::ref_ptr<MatrixManipulator> _current;
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};
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};
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#endif
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