Improved handling of intersection computations on datasets with multiple cameras
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@@ -68,6 +68,10 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
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void setUpViewOnSingleScreen(unsigned int screenNum=0);
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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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@@ -82,6 +86,8 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
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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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