root/OpenSceneGraph/trunk/include/osgGA/CameraManipulator @ 13890

Revision 13890, 8.4 kB (checked in by robert, 4 hours ago)

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14#ifndef OSGGA_CameraManipulator
15#define OSGGA_CameraManipulator 1
16
17#include <osg/Node>
18#include <osg/Matrixd>
19#include <osg/CoordinateSystemNode>
20
21#include <osgUtil/SceneView>
22
23#include <osgGA/Export>
24#include <osgGA/GUIEventHandler>
25#include <osgGA/GUIEventAdapter>
26#include <osgGA/GUIActionAdapter>
27
28namespace osgGA{
29
30#define NEW_HOME_POSITION
31
32/**
33
34CameraManipulator is an abstract base class defining the interface, and a certain
35amount of default functionality, for classes which wish to control OSG cameras
36in response to GUI events.
37
38*/
39class OSGGA_EXPORT CameraManipulator : public GUIEventHandler
40{
41        typedef GUIEventHandler inherited;
42
43    public:
44
45        // We are not using META_Object as this is abstract class.
46        // Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes.
47        virtual const char* className() const { return "CameraManipulator"; }
48
49        /** callback class to use to allow matrix manipulators to query the application for the local coordinate frame.*/
50        class CoordinateFrameCallback : public osg::Referenced
51        {
52        public:
53            virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const = 0;
54        protected:
55            virtual ~CoordinateFrameCallback() {}
56        };
57
58        /** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/
59        virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb) { _coordinateFrameCallback = cb; }
60
61        /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
62        CoordinateFrameCallback* getCoordinateFrameCallback() { return _coordinateFrameCallback.get(); }
63
64        /** get the coordinate frame callback which tells the manipulator which way is up, east and north.*/
65        const CoordinateFrameCallback* getCoordinateFrameCallback() const { return _coordinateFrameCallback.get(); }
66
67        /** get the coordinate frame.*/
68        osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const
69        {
70            if (_coordinateFrameCallback.valid()) return  _coordinateFrameCallback->getCoordinateFrame(position);
71            return osg::CoordinateFrame();
72        }
73
74        osg::Vec3d getSideVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(0,0),cf(0,1),cf(0,2)); }
75        osg::Vec3d getFrontVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(1,0),cf(1,1),cf(1,2)); }
76        osg::Vec3d getUpVector(const osg::CoordinateFrame& cf) const { return osg::Vec3d(cf(2,0),cf(2,1),cf(2,2)); }
77
78        /** set the position of the matrix manipulator using a 4x4 Matrix.*/
79        virtual void setByMatrix(const osg::Matrixd& matrix) = 0;
80
81        /** set the position of the matrix manipulator using a 4x4 Matrix.*/
82        virtual void setByInverseMatrix(const osg::Matrixd& matrix) = 0;
83
84        /** get the position of the manipulator as 4x4 Matrix.*/
85        virtual osg::Matrixd getMatrix() const = 0;
86
87        /** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
88        virtual osg::Matrixd getInverseMatrix() const = 0;
89
90        /** update the camera for the current frame, typically called by the viewer classes.
91            Default implementation simply set the camera view matrix. */
92        virtual void updateCamera(osg::Camera& camera) { camera.setViewMatrix(getInverseMatrix()); }
93
94        /** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/
95        virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE; }
96
97        /** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/
98        virtual float getFusionDistanceValue() const { return 1.0f; }
99
100        /** Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.
101          * The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes.*/
102        void setIntersectTraversalMask(unsigned int mask) { _intersectTraversalMask = mask; }
103
104        /** Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection.*/
105        unsigned int getIntersectTraversalMask() const { return _intersectTraversalMask; }
106
107        /**
108        Attach a node to the manipulator, automatically detaching any previously attached node.
109        setNode(NULL) detaches previous nodes.
110        May be ignored by manipulators which do not require a reference model.
111        */
112        virtual void setNode(osg::Node*) {}
113
114        /** Return const node if attached.*/
115        virtual const osg::Node* getNode() const { return NULL; }
116
117        /** Return node if attached.*/
118        virtual osg::Node* getNode() { return NULL; }
119
120        /** Manually set the home position, and set the automatic compute of home position. */
121        virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false)
122        {
123            setAutoComputeHomePosition(autoComputeHomePosition);
124            _homeEye = eye;
125            _homeCenter = center;
126            _homeUp = up;
127        }
128
129        /** Get the manually set home position. */
130        virtual void getHomePosition(osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up) const
131        {
132            eye = _homeEye;
133            center = _homeCenter;
134            up = _homeUp;
135        }
136
137        /** Set whether the automatic compute of the home position is enabled.*/
138        virtual void setAutoComputeHomePosition(bool flag) { _autoComputeHomePosition = flag; }
139
140        /** Get whether the automatic compute of the home position is enabled.*/
141        bool getAutoComputeHomePosition() const { return _autoComputeHomePosition; }
142
143        /** Compute the home position.*/
144        virtual void computeHomePosition(const osg::Camera *camera = NULL, bool useBoundingBox = false);
145
146        /**
147        Move the camera to the default position.
148        May be ignored by manipulators if home functionality is not appropriate.
149        */
150        virtual void home(const GUIEventAdapter& ,GUIActionAdapter&) {}
151
152        /**
153        Move the camera to the default position.
154        This version does not require GUIEventAdapter and GUIActionAdapter so may be
155        called from somewhere other than a handle() method in GUIEventHandler.  Application
156        must be aware of implications.
157        */
158        virtual void home(double /*currentTime*/) {}
159
160        /**
161        Start/restart the manipulator.
162        FIXME: what does this actually mean? Provide examples.
163        */
164        virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}
165
166        /** Handle event. Override the handle(..) method in your event handlers to respond to events. */
167        virtual bool handle(osgGA::Event* event, osg::Object* object, osg::NodeVisitor* nv) { return GUIEventHandler::handle(event, object, nv); }
168
169        /** Handle events, return true if handled, false otherwise. */
170        virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
171
172    protected:
173
174        CameraManipulator();
175        CameraManipulator(const CameraManipulator& mm, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY);
176
177        virtual ~CameraManipulator();
178
179        std::string getManipulatorName() const;
180
181        unsigned int            _intersectTraversalMask;
182
183        bool                    _autoComputeHomePosition;
184
185        osg::Vec3d              _homeEye;
186        osg::Vec3d              _homeCenter;
187        osg::Vec3d              _homeUp;
188
189        osg::ref_ptr<CoordinateFrameCallback> _coordinateFrameCallback;
190
191};
192
193}
194
195#endif
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