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188 lines
7.8 KiB
188 lines
7.8 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 OSGGA_CameraManipulator |
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#define OSGGA_CameraManipulator 1 |
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#include <osg/Node> |
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#include <osg/Matrixd> |
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#include <osg/CoordinateSystemNode> |
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#include <osgUtil/SceneView> |
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#include <osgGA/Export> |
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#include <osgGA/GUIEventHandler> |
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#include <osgGA/GUIEventAdapter> |
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#include <osgGA/GUIActionAdapter> |
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namespace osgGA{ |
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#define NEW_HOME_POSITION |
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/** |
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CameraManipulator is an abstract base class defining the interface, and a certain |
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amount of default functionality, for classes which wish to control OSG cameras |
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in response to GUI events. |
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*/ |
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class OSGGA_EXPORT CameraManipulator : public GUIEventHandler |
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{ |
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typedef GUIEventHandler inherited; |
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public: |
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// We are not using META_Object as this is abstract class. |
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// Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes. |
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virtual const char* className() const { return "CameraManipulator"; } |
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/** callback class to use to allow matrix manipulators to query the application for the local coordinate frame.*/ |
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class CoordinateFrameCallback : public osg::Referenced |
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{ |
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public: |
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virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0; |
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protected: |
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virtual ~CoordinateFrameCallback() {} |
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}; |
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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) { _coordinateFrameCallback = cb; } |
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/** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/ |
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CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); } |
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/** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/ |
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const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); } |
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/** get the coordinate frame.*/ |
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osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const |
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{ |
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if (_coordinateFrameCallback.valid()) return _coordinateFrameCallback->getCoordinateFrame(position); |
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return osg::CoordinateFrame(); |
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} |
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osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); } |
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osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); } |
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osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); } |
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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) = 0; |
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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) = 0; |
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/** get the position of the manipulator as 4x4 Matrix.*/ |
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virtual osg::Matrixd getMatrix() const = 0; |
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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 = 0; |
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/** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/ |
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virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; } |
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/** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/ |
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virtual float getFusionDistanceValue() const { return 1.0f; } |
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/** Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. |
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* The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes.*/ |
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void setIntersectTraversalMask(unsigned int mask) { _intersectTraversalMask = mask; } |
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/** Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.*/ |
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unsigned int getIntersectTraversalMask() const { return _intersectTraversalMask; } |
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/** |
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Attach a node to the manipulator, automatically detaching any previously attached node. |
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setNode(NULL) detaches previous nodes. |
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May be ignored by manipulators which do not require a reference model. |
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*/ |
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virtual void setNode(osg::Node*) {} |
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/** Return const node if attached.*/ |
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virtual const osg::Node* getNode() const { return NULL; } |
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/** Return node if attached.*/ |
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virtual osg::Node* getNode() { return NULL; } |
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/** Manually set the home position, and set the automatic compute of home position. */ |
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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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{ |
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setAutoComputeHomePosition(autoComputeHomePosition); |
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_homeEye = eye; |
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_homeCenter = center; |
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_homeUp = up; |
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} |
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/** Get the manually set home position. */ |
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virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up) const |
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{ |
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eye = _homeEye; |
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center = _homeCenter; |
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up = _homeUp; |
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} |
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/** Set whether the automatic compute of the home position is enabled.*/ |
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virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; } |
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/** Get whether the automatic compute of the home position is enabled.*/ |
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bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; } |
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/** Compute the home position.*/ |
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virtual void computeHomePosition(const osg::Camera *camera = NULL, bool useBoundingBox = false); |
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/** |
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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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*/ |
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virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {} |
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/** |
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Move the camera to the default position. |
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This version does not require GUIEventAdapter and GUIActionAdapter so may be |
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called from somewhere other than a handle() method in GUIEventHandler. Application |
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must be aware of implications. |
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*/ |
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virtual void home(double /*currentTime*/) {} |
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/** |
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Start/restart the manipulator. |
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FIXME: what does this actually mean? Provide examples. |
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*/ |
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virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {} |
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/** Handle events, return true if handled, false otherwise. */ |
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virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us); |
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protected: |
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CameraManipulator(); |
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CameraManipulator(const CameraManipulator& mm, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY); |
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virtual ~CameraManipulator(); |
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std::string getManipulatorName() const; |
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unsigned int _intersectTraversalMask; |
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bool _autoComputeHomePosition; |
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osg::Vec3d _homeEye; |
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osg::Vec3d _homeCenter; |
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osg::Vec3d _homeUp; |
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osg::ref_ptr<CoordinateFrameCallback> _coordinateFrameCallback; |
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}; |
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} |
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#endif
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