/usr/include/osgGA/UFOManipulator is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 | /* -*-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_UFO_MANIPULATOR_DEF
#define OSGGA_UFO_MANIPULATOR_DEF 1
#include <iostream>
#include <osgGA/CameraManipulator>
#include <osg/Node>
#include <osg/Matrix>
/**
\class osgGA::UFOManipulator
\brief A UFO manipulator driven with keybindings.
The UFOManipulator is better suited for applications that employ
architectural walk-throughs, or situations where the eyepoint motion
model must move slowly, deliberately and well controlled.
The UFO Manipulator allows the following movements with the listed
Key combinations:
\param UpArrow Acceleration forward.
\param DownArrow Acceleration backward (or deceleration forward).
\param LeftArrow Rotate view and direction of travel to the left.
\param RightArrow Rotate view and direction of travel to the right.
\param SpaceBar Brake. Gradually decelerates linear and rotational movement.
\param Shift/UpArrow Accelerate up.
\param Shift/DownArrow Accelerate down.
\param Shift/LeftArrow Accelerate (linearly) left.
\param Shift/RightArrow Accelerate (linearly) right.
\param Shift/SpaceBar Instant brake. Immediately stop all linear and rotational movement.
When the Shift key is released, up, down, linear left and/or linear right movement is decelerated.
\param Ctrl/UpArrow Rotate view (but not direction of travel) up.
\param Ctrl/DownArrow Rotate view (but not direction of travel) down.
\param Ctrl/LeftArrow Rotate view (but not direction of travel) left.
\param Ctrl/RightArrow Rotate view (but not direction of travel) right.
\param Ctrl/Return Straightens out the view offset.
*/
namespace osgGA {
class OSGGA_EXPORT UFOManipulator : public osgGA::CameraManipulator
{
public:
/** Default constructor */
UFOManipulator();
/** return className
\return returns constant "UFO"
*/
virtual const char* className() const;
/** Set the current position with a matrix
\param matrix A viewpoint matrix.
*/
virtual void setByMatrix( const osg::Matrixd &matrix ) ;
/** Set the current position with the inverse matrix
\param invmat The inverse of a viewpoint matrix
*/
virtual void setByInverseMatrix( const osg::Matrixd &invmat);
/** Get the current viewmatrix */
virtual osg::Matrixd getMatrix() const;
/** Get the current inverse view matrix */
virtual osg::Matrixd getInverseMatrix() const ;
/** Set the subgraph this manipulator is driving the eye through.
\param node root of subgraph
*/
virtual void setNode(osg::Node* node);
/** Get the root node of the subgraph this manipulator is driving the eye through (const)*/
virtual const osg::Node* getNode() const;
/** Get the root node of the subgraph this manipulator is driving the eye through */
virtual osg::Node* getNode();
/** Computes the home position based on the extents and scale of the
scene graph rooted at node */
virtual void computeHomePosition();
/** Sets the viewpoint matrix to the home position */
virtual void home(const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter&) ;
void home(double);
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&);
/** Handles incoming osgGA events */
bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter &aa);
/** Reports Usage parameters to the application */
void getUsage(osg::ApplicationUsage& usage) const;
/** Report the current position as LookAt vectors */
void getCurrentPositionAsLookAt( osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up );
void setMinHeight( double in_min_height ) { _minHeightAboveGround = in_min_height; }
double getMinHeight() const { return _minHeightAboveGround; }
void setMinDistance( double in_min_dist ) { _minDistanceInFront = in_min_dist; }
double getMinDistance() const { return _minDistanceInFront; }
void setForwardSpeed( double in_fs ) { _forwardSpeed = in_fs; }
double getForwardSpeed() const { return _forwardSpeed; }
void setSideSpeed( double in_ss ) { _sideSpeed = in_ss; }
double getSideSpeed() const { return _sideSpeed; }
void setRotationSpeed( double in_rot_speed ) { _directionRotationRate = in_rot_speed; }
double getRotationSpeed() const { return _directionRotationRate; }
protected:
virtual ~UFOManipulator();
bool intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection) const;
osg::observer_ptr<osg::Node> _node;
float _viewAngle;
osg::Matrixd _matrix;
osg::Matrixd _inverseMatrix;
osg::Matrixd _offset;
double _minHeightAboveGround;
double _minDistanceInFront;
double _speedEpsilon;
double _forwardSpeed;
double _sideSpeed;
double _upSpeed;
double _speedAccelerationFactor;
double _speedDecelerationFactor;
bool _decelerateUpSideRate;
double _directionRotationEpsilon;
double _directionRotationRate;
double _directionRotationAcceleration;
double _directionRotationDeceleration;
double _viewOffsetDelta;
double _pitchOffsetRate;
double _pitchOffset;
double _yawOffsetRate;
double _yawOffset;
double _t0;
double _dt;
osg::Vec3d _direction;
osg::Vec3d _position;
bool _shift;
bool _ctrl;
bool _decelerateOffsetRate;
bool _straightenOffset;
void _stop();
void _keyDown( const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &);
void _keyUp( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter &);
void _frame(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter &);
void _adjustPosition();
};
}
#endif
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