#include <cameramanipulator.h>
Inherited by CameraManipulatorFollow, CameraManipulatorRace, and CameraManipulatorTV.
Inheritance diagram for CameraManipulator:
Public Member Functions | |
CameraManipulator (osg::Node *node, GlobalData &global) | |
virtual const char * | className () const |
returns the classname of the manipulator it's NECCESSARY to define this funtion, otherwise the new manipulator WON'T WORK! (but ask me not why) | |
virtual void | setByMatrix (const osg::Matrixd &matrix) |
normally called only when this manipulator is choosed | |
virtual void | setByInverseMatrix (const osg::Matrixd &matrix) |
set the position of the matrix manipulator using a 4x4 Matrix. | |
virtual osg::Matrixd | getMatrix () const |
get the position of the manipulator as 4x4 Matrix. | |
virtual osg::Matrixd | getInverseMatrix () const |
get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix. | |
virtual void | setNode (osg::Node *) |
is called every time the draw is updated. | |
virtual const osg::Node * | getNode () const |
virtual osg::Node * | getNode () |
virtual void | setHome (const osg::Vec3 &eye, const osg::Vec3 &view) |
set the home position of the camera. (and place it there) | |
virtual void | home (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &us) |
place the camera at its home position | |
virtual void | init (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &us) |
virtual bool | handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &us) |
virtual void | getUsage (osg::ApplicationUsage &usage) const |
Get the keyboard and mouse usage of this manipulator. | |
virtual void | update () |
updates the camera module at every drawstep should be called from the simulation loop | |
Protected Member Functions | |
virtual | ~CameraManipulator () |
virtual void | flushMouseEventStack () |
Reset the internal GUIEvent stack. | |
virtual void | addMouseEvent (const osgGA::GUIEventAdapter &ea) |
Add the current mouse GUIEvent to internal stack. | |
virtual void | computeMatrix () |
virtual bool | calcMovement () |
For the give mouse movement calculate the movement of the camera. | |
virtual void | manageAgents (const int &fkey) |
This manages the robots, switching between them and so on Is normally called from handle(...). | |
virtual void | calcMovementByAgent () |
This handles robot movements, so that the camera movemenent is right affected. | |
virtual void | setHomeViewByAgent () |
Sets the right view and eye if the robot has changed. | |
virtual void | setHomeEyeByAgent () |
virtual void | moveBehindAgent () |
moves behind the robot which is actually watched | |
virtual void | centerOnAgent () |
centers on the robot which is actually watched | |
Protected Attributes | |
osg::ref_ptr< const osgGA::GUIEventAdapter > | event_old |
osg::ref_ptr< const osgGA::GUIEventAdapter > | event |
osg::ref_ptr< osg::Node > | node |
float | modelScale |
osg::Matrixd | pose |
GlobalData & | globalData |
double | degreeSmoothness |
double | lengthSmoothness |
double | degreeAccuracy |
double | lengthAccuracy |
Static Protected Attributes | |
osg::Vec3 | eye |
osg::Vec3 | view |
osg::Vec3 | home_eye |
osg::Vec3 | home_view |
bool | home_externally_set = false |
osg::Vec3 | desiredEye |
osg::Vec3 | desiredView |
OdeAgent * | watchingAgent |
bool | watchingAgentDefined = false |
Position | oldPositionOfAgent |
bool | oldPositionOfAgentDefined = false |
int | i |
Left mouse button: Pan and tilt Right mouse button: forward and sideways Middle mouse button: up and sideways
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Add the current mouse GUIEvent to internal stack.
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For the give mouse movement calculate the movement of the camera. Return true is camera has moved and a redraw is required. |
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This handles robot movements, so that the camera movemenent is right affected. should normally be overwritten by new cameramanipulator Reimplemented in CameraManipulatorFollow, CameraManipulatorRace, and CameraManipulatorTV.
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centers on the robot which is actually watched
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returns the classname of the manipulator it's NECCESSARY to define this funtion, otherwise the new manipulator WON'T WORK! (but ask me not why)
Reimplemented in CameraManipulatorFollow, CameraManipulatorRace, and CameraManipulatorTV.
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Reset the internal GUIEvent stack.
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get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.
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get the position of the manipulator as 4x4 Matrix.
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Get the keyboard and mouse usage of this manipulator.
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place the camera at its home position
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This manages the robots, switching between them and so on Is normally called from handle(...).
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moves behind the robot which is actually watched
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set the position of the matrix manipulator using a 4x4 Matrix.
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normally called only when this manipulator is choosed
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set the home position of the camera. (and place it there)
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Reimplemented in CameraManipulatorTV.
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Sets the right view and eye if the robot has changed. Is called from manageRobots(); should be overwritten by new cameramanipulator (if needed) Reimplemented in CameraManipulatorFollow, and CameraManipulatorTV.
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is called every time the draw is updated. computes the movement of the camera, which is a difference between the desired pos and view and the actual pos and view. |
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updates the camera module at every drawstep should be called from the simulation loop
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