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Robot Simulator of the Robotics Group for Self-Organization of Control
0.8.0
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CameraManipulatorTV is a MatrixManipulator which provides Flying simulator-like updating of the camera position & orientation. More...
#include <cameramanipulatorTV.h>


Public Member Functions | |
| CameraManipulatorTV (osg::Node *node, GlobalData &global, CameraHandle &cameraHandle) | |
| 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) More... | |
Public Member Functions inherited from CameraManipulator | |
| CameraManipulator (osg::Node *node, GlobalData &global, CameraHandle &cameraHandle) | |
| virtual void | setByMatrix (const osg::Matrixd &matrix) |
| set the position of the matrix manipulator using a 4x4 Matrix. More... | |
| virtual void | setByInverseMatrix (const osg::Matrixd &matrix) |
| set the position of the matrix manipulator using a 4x4 Matrix. More... | |
| virtual osg::Matrixd | getMatrix () const |
| get the position of the manipulator as 4x4 Matrix. More... | |
| 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. More... | |
| virtual void | setNode (osg::Node *) |
| is called every time the draw is updated. More... | |
| 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) More... | |
| virtual void | home (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &us) |
| place the camera at its home position More... | |
| 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. More... | |
| virtual void | update () |
| updates the camera module at every drawstep should be called from the simulation loop More... | |
| virtual void | manipulateAgent (OsgHandle &osgHandle) |
| manipulate agent if Manipulation is active (should be called every simulation step) More... | |
| virtual void | setWatchedAgent (OdeAgent *agent) |
| Sets the agent to be watched with the camera. More... | |
| virtual OdeAgent * | getWatchedAgent () |
| returns watched agent More... | |
| virtual void | doOnCallBack (BackCaller *source, BackCaller::CallbackableType type=BackCaller::DEFAULT_CALLBACKABLE_TYPE) |
| called if agents list changed More... | |
Public Member Functions inherited from Callbackable | |
| Callbackable () | |
| virtual | ~Callbackable () |
Protected Member Functions | |
| virtual | ~CameraManipulatorTV () |
| virtual void | calcMovementByAgent () |
| This handles robot movements, so that the camera movemenent is right affected. More... | |
| virtual void | setHomeViewByAgent () |
| Sets the right view and eye if the robot has changed. More... | |
| virtual void | setHomeEyeByAgent () |
Protected Member Functions inherited from CameraManipulator | |
| virtual | ~CameraManipulator () |
| virtual void | flushMouseEventStack () |
| Reset the internal GUIEvent stack. More... | |
| virtual void | addMouseEvent (const osgGA::GUIEventAdapter &ea) |
| Add the current mouse GUIEvent to internal stack. More... | |
| virtual void | computeMatrix () |
| virtual bool | calcMovement () |
| For the give mouse movement calculate the movement of the camera. More... | |
| virtual bool | isWatchingAgentDefined () |
| Checks if an agent is selected and if this agent is available. More... | |
| virtual void | manageAgents (const int &fkey) |
| This manages the robots, switching between them and so on Is normally called from handle(...) More... | |
| virtual void | moveBehindAgent () |
| moves behind the robot which is actually watched More... | |
| virtual void | centerOnAgent () |
| centers on the robot which is actually watched More... | |
| virtual void | calcManipulationPointHorizontal (float x, float y) |
| manipulates Agent by forces. More... | |
| virtual void | calcManipulationPointVertical (float x, float y) |
| virtual void | calcManipulationPoint (float x, float y) |
Additional Inherited Members | |
Protected Attributes inherited from CameraManipulator | |
| 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 |
| CameraHandle & | camHandle |
| GlobalData & | globalData |
| double | degreeSmoothness |
| double | lengthSmoothness |
| double | degreeAccuracy |
| double | lengthAccuracy |
CameraManipulatorTV is a MatrixManipulator which provides Flying simulator-like updating of the camera position & orientation.
Left mouse button: Pan and tilt Right mouse button: forward and sideways Middle mouse button: up and sideways
| CameraManipulatorTV | ( | osg::Node * | node, |
| GlobalData & | global, | ||
| CameraHandle & | cameraHandle | ||
| ) |
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protectedvirtual |
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protectedvirtual |
This handles robot movements, so that the camera movemenent is right affected.
should be overwritten by new cameramanipulator
Reimplemented from CameraManipulator.
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inlinevirtual |
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 from CameraManipulator.
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protectedvirtual |
Reimplemented from CameraManipulator.
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protectedvirtual |
Sets the right view and eye if the robot has changed.
Is called from manageRobots(); should be overwritten by new cameramanipulator
Reimplemented from CameraManipulator.