OpenSceneGraph/include/osgGA/TrackballManipulator
Robert Osfield 0d3f78350a Added keyboard mouse binding usage to the osg::ApplicationUsage and
osgGA::GUIEventHandler and its subclasses.
2003-02-19 10:43:02 +00:00

99 lines
3.2 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGGA_TRACKBALLMANIPULATOR
#define OSGGA_TRACKBALLMANIPULATOR 1
#include <osgGA/CameraManipulator>
namespace osgGA{
class OSGGA_EXPORT TrackballManipulator : public CameraManipulator
{
public:
TrackballManipulator();
virtual ~TrackballManipulator();
virtual const char* className() { return "Trackball"; }
/** 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 GUIEventAdapter& ea,GUIActionAdapter& us);
/** Start/restart the manipulator.*/
virtual void init(const GUIEventAdapter& ea,GUIActionAdapter& us);
/** handle events, return true if handled, false otherwise.*/
virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
/** Get the keyboard and mouse usage of this manipulator.*/
virtual void getUsage(osg::ApplicationUsage& usage) const;
protected:
/** Reset the internal GUIEvent stack.*/
void flushMouseEventStack();
/** Add the current mouse GUIEvent to internal stack.*/
void addMouseEvent(const GUIEventAdapter& ea);
void computeLocalDataFromCamera();
void computeCameraFromLocalData();
/** For the give mouse movement calculate the movement of the camera.
Return true is camera has moved and a redraw is required.*/
bool calcMovement();
void trackball(osg::Vec3& axis,float& angle, float p1x, float p1y, float p2x, float p2y);
float tb_project_to_sphere(float r, float x, float y);
/** 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 GUIEventAdapter> _ga_t1;
osg::ref_ptr<const GUIEventAdapter> _ga_t0;
osg::ref_ptr<osg::Node> _node;
float _modelScale;
float _minimumZoomScale;
bool _thrown;
osg::Vec3 _center;
osg::Quat _rotation;
float _distance;
};
}
#endif