/* -*-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 #include 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 _ga_t1; osg::ref_ptr _ga_t0; osg::ref_ptr _node; float _modelScale; float _minimumZoomScale; bool _thrown; osg::Vec3 _center; osg::Quat _rotation; float _distance; }; #endif