/usr/include/osgGA/CameraManipulator is in libopenscenegraph-dev 3.2.0~rc1-4.
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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 | /* -*-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);
/**
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.
FIXME: what does this actually mean? Provide examples.
*/
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}
/** 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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