From Roland Smeenk, "Attached you will find an improved Collada plugin to properly support camera's.
A Collada camera will be added to the scenegraph as osg::CameraView. This allows the user to create a set of predefined camera viewpoints. I also added a new MatrixManipulator to osgGA called CameraViewSwitchManipulator and added usage of this to the osgviewer example. This manipulator allows switching between the predefined camera viewpoints. The current design limition I ran into is that a MatrixManipulator only manipulates the ViewMatrix, but for this particular manipulator I also want to update the projectionMatrix of the camera when switching to a new viewpoint. This is not implemented because I don't know what would be the best way to design it. Any ideas? Furthermore Collada also supports orthographic camera's, where an osg::CameraView only supports a perspective camera. Would it be useful to create a CameraView with customizable optics for this?"
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include/osgGA/CameraViewSwitchManipulator
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include/osgGA/CameraViewSwitchManipulator
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGGA_VIEWLISTMANIPULATOR
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#define OSGGA_VIEWLISTMANIPULATOR 1
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#include <osgGA/MatrixManipulator>
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#include <osg/Quat>
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#include <osg/CameraView>
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namespace osgGA{
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class OSGGA_EXPORT CameraViewSwitchManipulator : public MatrixManipulator
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{
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public:
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CameraViewSwitchManipulator() {}
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virtual const char* className() const { return "CameraViewSwitcher"; }
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByMatrix(const osg::Matrixd& matrix) {}
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByInverseMatrix(const osg::Matrixd& matrix) {}
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrixd getMatrix() const;
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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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virtual osg::Matrixd getInverseMatrix() const;
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/** Attach a node to the manipulator.
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Automatically detaches previously attached node.
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setNode(NULL) detaches previously nodes.
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Is ignored by manipulators which do not require a reference model.*/
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virtual void setNode(osg::Node*);
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/** Return node if attached.*/
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virtual const osg::Node* getNode() const { return _node.get();}
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/** Return node if attached.*/
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virtual osg::Node* getNode() { return _node.get();}
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/** Start/restart the manipulator.*/
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virtual void init(const GUIEventAdapter& ea,GUIActionAdapter& us) { _currentView = 0; }
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/** handle events, return true if handled, false otherwise.*/
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virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
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/** Get the keyboard and mouse usage of this manipulator.*/
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virtual void getUsage(osg::ApplicationUsage& usage) const;
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typedef std::vector< osg::ref_ptr<osg::CameraView> > CameraViewList;
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protected:
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virtual ~CameraViewSwitchManipulator() {}
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osg::ref_ptr<osg::Node> _node;
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CameraViewList _cameraViews;
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unsigned int _currentView;
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};
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}
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#endif
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