Introduced new scheme for handling mouse events with osgViewer. The new scheme enables robust event handling even when using distortion correction render to texture Cameras.
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@@ -227,20 +227,29 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
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/** Return true if this view contains a specified camera.*/
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bool containsCamera(const osg::Camera* camera) const;
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/** Get the camera which contains the pointer position x,y specified in the master camera's window/eye coordinates.
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* Also passes back the local window coordinatess for the graphics context associated with the camera. */
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/** deprecated. */
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const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const;
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/** Compute intersections between a ray through the specified master camera's window/eye coordinates and a specified node.
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* Note, when a master camera has slaves and no viewport itself, its coordinate frame will be in clip space i.e. -1,-1 to 1,1,
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* while if it has a viewport the coordintates will be relative to its viewport dimensions.
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* Mouse events handled by the view will automatically be attached to the master camera window/clip coordinates so that they can be passed
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* directly to the computeIntersections method. */
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/** deprecated. */
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bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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/** Compute intersections between a ray through the specified master camera's window/eye coordinates and a specified nodePath's subgraph. */
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/** deprecated. */
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bool computeIntersections(float x,float y, const osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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/** Compute intersections of a ray, starting the current mouse position, through the specified camera. */
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bool computeIntersections(const osgGA::GUIEventAdapter& ea, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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/** Compute intersections of a ray, starting the current mouse position, through the specified master camera's window/eye coordinates and a specified nodePath's subgraph. */
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bool computeIntersections(const osgGA::GUIEventAdapter& ea, const osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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/** Compute intersections of a ray through the specified camera. */
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bool computeIntersections(const osg::Camera* camera, osgUtil::Intersector::CoordinateFrame cf, float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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/** Compute intersections of a ray through the specified camera and a specified nodePath's subgraph. */
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bool computeIntersections(const osg::Camera* camera, osgUtil::Intersector::CoordinateFrame cf, float x,float y, const osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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virtual void requestRedraw();
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virtual void requestContinuousUpdate(bool needed=true);
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