CameraManipulator Class Reference

CameraManipulator is a MatrixManipulator which provides a flying camera updating of the camera position & orientation. More...

#include <cameramanipulator.h>

Inherits Callbackable.

Inherited by CameraManipulatorFollow, CameraManipulatorRace, and CameraManipulatorTV.

Collaboration diagram for CameraManipulator:
Collaboration graph
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List of all members.

Public Member Functions

 CameraManipulator (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)
virtual void setByMatrix (const osg::Matrixd &matrix)
 set the position of the matrix manipulator using a 4x4 Matrix.
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
virtual void manipulateAgent (OsgHandle &osgHandle)
 manipulate agent if Manipulation is active (should be called every simulation step)
virtual void setWatchedAgent (OdeAgent *agent)
 Sets the agent to be watched with the camera.
virtual OdeAgentgetWatchedAgent ()
 returns watched agent
virtual void doOnCallBack (BackCaller *source, BackCaller::CallbackableType type=BackCaller::DEFAULT_CALLBACKABLE_TYPE)
 called if agents list changed

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 bool isWatchingAgentDefined ()
 Checks if an agent is selected and if this agent is available.
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
virtual void calcManipulationPointHorizontal (float x, float y)
 manipulates Agent by forces.
virtual void calcManipulationPointVertical (float x, float y)
virtual void calcManipulationPoint (float x, float y)

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
CameraHandlecamHandle
GlobalDataglobalData
double degreeSmoothness
double lengthSmoothness
double degreeAccuracy
double lengthAccuracy

Detailed Description

CameraManipulator is a MatrixManipulator which provides a flying camera updating of the camera position & orientation.

Left mouse button: Pan and tilt Right mouse button: forward and sideways Middle mouse button: up and sideways

It also enables to manipulate agents with forces


Constructor & Destructor Documentation

CameraManipulator ( osg::Node *  node,
GlobalData global,
CameraHandle cameraHandle 
)
~CameraManipulator (  )  [protected, virtual]

Member Function Documentation

void addMouseEvent ( const osgGA::GUIEventAdapter &  ea  )  [protected, virtual]

Add the current mouse GUIEvent to internal stack.

void calcManipulationPoint ( float  x,
float  y 
) [protected, virtual]
void calcManipulationPointHorizontal ( float  x,
float  y 
) [protected, virtual]

manipulates Agent by forces.

The given points are screen coords (-1 to 1) normalized.

void calcManipulationPointVertical ( float  x,
float  y 
) [protected, virtual]
bool calcMovement (  )  [protected, virtual]

For the give mouse movement calculate the movement of the camera.

Return true is camera has moved and a redraw is required.

void calcMovementByAgent (  )  [protected, virtual]

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.

void centerOnAgent (  )  [protected, virtual]

centers on the robot which is actually watched

virtual const char* className (  )  const [inline, virtual]

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 CameraManipulatorRace, and CameraManipulatorTV.

void computeMatrix (  )  [protected, virtual]
void doOnCallBack ( BackCaller source,
BackCaller::CallbackableType  type = BackCaller::DEFAULT_CALLBACKABLE_TYPE 
) [virtual]

called if agents list changed

Implements Callbackable.

void flushMouseEventStack (  )  [protected, virtual]

Reset the internal GUIEvent stack.

Matrixd getInverseMatrix (  )  const [virtual]

get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.

Matrixd getMatrix (  )  const [virtual]

get the position of the manipulator as 4x4 Matrix.

Node * getNode (  )  [virtual]
const Node * getNode (  )  const [virtual]
void getUsage ( osg::ApplicationUsage &  usage  )  const [virtual]

Get the keyboard and mouse usage of this manipulator.

OdeAgent * getWatchedAgent (  )  [virtual]

returns watched agent

bool handle ( const osgGA::GUIEventAdapter &  ea,
osgGA::GUIActionAdapter &  us 
) [virtual]
void home ( const osgGA::GUIEventAdapter &  ea,
osgGA::GUIActionAdapter &  us 
) [virtual]

place the camera at its home position

void init ( const osgGA::GUIEventAdapter &  ea,
osgGA::GUIActionAdapter &  us 
) [virtual]
bool isWatchingAgentDefined (  )  [protected, virtual]

Checks if an agent is selected and if this agent is available.

This agent must be listed in the global agent list.

Returns:
true if defined, otherwise false
void manageAgents ( const int &  fkey  )  [protected, virtual]

This manages the robots, switching between them and so on Is normally called from handle(.

..)

void manipulateAgent ( OsgHandle osgHandle  )  [virtual]

manipulate agent if Manipulation is active (should be called every simulation step)

void moveBehindAgent (  )  [protected, virtual]

moves behind the robot which is actually watched

virtual void setByInverseMatrix ( const osg::Matrixd &  matrix  )  [inline, virtual]

set the position of the matrix manipulator using a 4x4 Matrix.

void setByMatrix ( const osg::Matrixd &  matrix  )  [virtual]

set the position of the matrix manipulator using a 4x4 Matrix.

normally called only when this manipulator is choosed

void setHome ( const osg::Vec3 eye,
const osg::Vec3 view 
) [virtual]

set the home position of the camera. (and place it there)

void setHomeEyeByAgent (  )  [protected, virtual]

Reimplemented in CameraManipulatorTV.

void setHomeViewByAgent (  )  [protected, virtual]

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.

void setNode ( osg::Node *  node  )  [virtual]

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.

void setWatchedAgent ( OdeAgent agent  )  [virtual]

Sets the agent to be watched with the camera.

Parameters:
agent to set
void update (  )  [virtual]

updates the camera module at every drawstep should be called from the simulation loop


Member Data Documentation

CameraHandle& camHandle [protected]
double degreeAccuracy [protected]
double degreeSmoothness [protected]
osg::ref_ptr<const osgGA::GUIEventAdapter> event [protected]
osg::ref_ptr<const osgGA::GUIEventAdapter> event_old [protected]
GlobalData& globalData [protected]
double lengthAccuracy [protected]
double lengthSmoothness [protected]
float modelScale [protected]
osg::ref_ptr<osg::Node> node [protected]
osg::Matrixd pose [protected]

The documentation for this class was generated from the following files:
Generated on Thu Jun 28 14:48:44 2012 for Robot Simulator of the Robotics Group for Self-Organization of Control by  doxygen 1.6.3