297 lines
14 KiB
HTML
297 lines
14 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::TrackballManipulator</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.10">
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<BODY BGCOLOR="#ffffff">
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<H2>class OSGGA_EXPORT <A HREF="#DOC.DOCU">osgGA::TrackballManipulator</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,CTrackballManipulator,MTrackballManipulator.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 Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.13.1">TrackballManipulator</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.2.13.2">className</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.2.13.3">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.2.13.4">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.2.13.5">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.2.13.6">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.2.13.7">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.2.13.8">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.2.13.9">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.2.13.10">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.2.13.11">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.2.13.12">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.2.13.13">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.2.13.14">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.2.13.15">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.2.13.24">_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.2.13.25">_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.2.13.26">_node</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.13.27">_modelScale</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.13.28">_minimumZoomScale</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.13.29">_thrown</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Vec3 <B><A HREF="#DOC.2.13.30">_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.2.13.31">_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.2.13.32">_distance</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.2.13.16">~TrackballManipulator</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.13.17">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.2.13.18">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.2.13.19">computePosition</A></B>(const osg::Vec3& eye, const osg::Vec3& lv, const osg::Vec3& up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.13.20">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.2.13.21">trackball</A></B>(osg::Vec3& axis, float& angle, float p1x, float p1y, float p2x, float p2y)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.13.22">tb_project_to_sphere</A></B>(float r, float x, float y)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.13.23">isMouseMoving</A></B>()
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<DD><I>Check the speed at which the mouse is moving.</I>
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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 Methods</H3><DD><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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</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="TrackballManipulator"></A>
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<A NAME="DOC.2.13.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TrackballManipulator()</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.2.13.2"></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="setByMatrix"></A>
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<A NAME="DOC.2.13.3"></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.2.13.4"></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.2.13.5"></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.2.13.6"></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.2.13.7"></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.2.13.8"></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.2.13.9"></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.2.13.10"></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.2.13.11"></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.2.13.12"></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.2.13.13"></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.2.13.14"></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.2.13.15"></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="~TrackballManipulator"></A>
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<A NAME="DOC.2.13.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~TrackballManipulator()</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.2.13.17"></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.2.13.18"></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.2.13.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void computePosition(const osg::Vec3& eye, const osg::Vec3& lv, const osg::Vec3& 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.2.13.20"></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.2.13.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void trackball(osg::Vec3& axis, float& angle, float p1x, float p1y, float p2x, float 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.2.13.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float tb_project_to_sphere(float r, float x, float 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.2.13.23"></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="_ga_t1"></A>
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<A NAME="DOC.2.13.24"></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.2.13.25"></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.2.13.26"></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="_modelScale"></A>
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<A NAME="DOC.2.13.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _modelScale</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_minimumZoomScale"></A>
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<A NAME="DOC.2.13.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _minimumZoomScale</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_thrown"></A>
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<A NAME="DOC.2.13.29"></A>
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<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>
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<A NAME="DOC.2.13.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Vec3 _center</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_rotation"></A>
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<A NAME="DOC.2.13.31"></A>
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<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.2.13.32"></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></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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