Cleaned up CompositeViewer interface and added event traversal of views
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@@ -22,7 +22,7 @@ namespace osgViewer {
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// WARNING ** Under development do not use, yet :-)
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/** CompsiteViewer holds a or more views to a one more scenes.*/
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class OSGVIEWER_EXPORT CompositeViewer : public osg::Referenced, public osgGA::GUIActionAdapter
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class OSGVIEWER_EXPORT CompositeViewer : public osg::Referenced
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{
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public:
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@@ -144,25 +144,6 @@ class OSGVIEWER_EXPORT CompositeViewer : public osg::Referenced, public osgGA::G
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void startThreading();
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void setUpRenderingSupport();
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/** Get the camera which contains the pointer position x,y specified master cameras window/eye coords.
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* Also passes back the local window coords for the graphics context associated with the camera passed back. */
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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 cameras window/eye coords and a specified node.
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* Note, when a master cameras 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 its 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 into the master camera window/clip coords so can be passed
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* directly on to the computeIntersections method. */
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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 cameras window/eye coords and a specified nodePath's subgraph. */
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bool computeIntersections(float x,float y, 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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virtual void requestWarpPointer(float x,float y);
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public:
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