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