Removed remaining dependancies on osg::Camera.
This commit is contained in:
@@ -1,5 +1,4 @@
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#include "GliderManipulator.h"
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#include <osg/Notify>
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using namespace osg;
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@@ -10,6 +9,8 @@ GliderManipulator::GliderManipulator()
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_modelScale = 0.01f;
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_velocity = 0.0f;
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_yawMode = YAW_AUTOMATICALLY_WHEN_BANKED;
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_distance = 1.0f;
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}
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@@ -35,17 +36,23 @@ const osg::Node* GliderManipulator::getNode() const
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}
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osg::Node* GliderManipulator::getNode()
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{
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return _node.get();
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}
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void GliderManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us)
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{
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if(_node.get() && _camera.get())
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if(_node.get())
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{
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const osg::BoundingSphere& boundingSphere=_node->getBound();
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osg::Vec3 eye = boundingSphere._center+osg::Vec3(-boundingSphere._radius*0.25f,-boundingSphere._radius*0.25f,-boundingSphere._radius*0.03f);
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_camera->setView(eye,
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eye+osg::Vec3(1.0f,1.0f,-0.1f),
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computePosition(eye,
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osg::Vec3(1.0f,1.0f,-0.1f),
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osg::Vec3(0.0f,0.0f,1.0f));
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_velocity = boundingSphere._radius*0.01f;
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@@ -67,23 +74,17 @@ void GliderManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
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us.requestContinuousUpdate(false);
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const osg::BoundingSphere& boundingSphere=_node->getBound();
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_velocity = boundingSphere._radius*0.01f;
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_velocity = 0.0f;
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if (ea.getEventType()!=GUIEventAdapter::RESIZE)
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{
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us.requestWarpPointer((ea.getXmin()+ea.getXmax())/2.0f,(ea.getYmin()+ea.getYmax())/2.0f);
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}
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_camera->setFusionDistanceRatio(1/1000.0f);
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}
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bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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{
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if(!_camera.get()) return false;
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switch(ea.getEventType())
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{
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case(GUIEventAdapter::PUSH):
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@@ -132,6 +133,16 @@ bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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us.requestContinuousUpdate(false);
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return true;
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}
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else if (ea.getKey()=='q')
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{
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_yawMode = YAW_AUTOMATICALLY_WHEN_BANKED;
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return true;
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}
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else if (ea.getKey()=='a')
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{
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_yawMode = NO_AUTOMATIC_YAW;
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return true;
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}
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return false;
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case(GUIEventAdapter::FRAME):
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@@ -149,6 +160,12 @@ bool GliderManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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}
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}
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void GliderManipulator::getUsage(osg::ApplicationUsage& usage) const
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{
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usage.addKeyboardMouseBinding("Flight: Space","Reset the viewing position to home");
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usage.addKeyboardMouseBinding("Flight: q","Automatically yaw when banked (default)");
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usage.addKeyboardMouseBinding("Flight: a","No yaw when banked");
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}
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void GliderManipulator::flushMouseEventStack()
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{
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@@ -164,16 +181,53 @@ void GliderManipulator::addMouseEvent(const GUIEventAdapter& ea)
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}
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void GliderManipulator::setByMatrix(const osg::Matrix& matrix)
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{
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_eye = matrix.getTrans();
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_rotation.set(matrix);
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_distance = 1.0f;
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}
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osg::Matrix GliderManipulator::getMatrix() const
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{
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return osg::Matrix::rotate(_rotation)*osg::Matrix::translate(_eye);
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}
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osg::Matrix GliderManipulator::getInverseMatrix() const
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{
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return osg::Matrix::translate(-_eye)*osg::Matrix::rotate(_rotation.inverse());
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}
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void GliderManipulator::computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up)
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{
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osg::Vec3 f(lv);
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f.normalize();
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osg::Vec3 s(f^up);
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s.normalize();
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osg::Vec3 u(s^f);
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u.normalize();
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osg::Matrix rotation_matrix(s[0], u[0], -f[0], 0.0f,
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s[1], u[1], -f[1], 0.0f,
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s[2], u[2], -f[2], 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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_eye = eye;
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_distance = lv.length();
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_rotation.set(rotation_matrix);
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_rotation = _rotation.inverse();
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}
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bool GliderManipulator::calcMovement()
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{
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_camera->setFusionDistanceMode(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE);
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_camera->setFusionDistanceRatio(1/300.0f);
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//_camera->setFusionDistanceMode(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE);
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// return if less then two events have been added.
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if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
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float dt = _ga_t0->time()-_ga_t1->time();
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double dt = _ga_t0->time()-_ga_t1->time();
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if (dt<0.0f)
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{
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@@ -206,29 +260,44 @@ bool GliderManipulator::calcMovement()
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float dx = _ga_t0->getXnormalized();
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float dy = _ga_t0->getYnormalized();
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osg::Vec3 center = _camera->getEyePoint();
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osg::Vec3 sv = _camera->getSideVector();
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osg::Vec3 lv = _camera->getLookVector();
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float pitch = inDegrees(-dy*70.0f*dt);
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float roll = inDegrees(dx*60.0f*dt);
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osg::Matrix rotation_matrix;
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rotation_matrix.makeRotate(_rotation);
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osg::Vec3 up = osg::Vec3(0.0f,1.0f,0.0) * rotation_matrix;
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osg::Vec3 lv = osg::Vec3(0.0f,0.0f,-1.0f) * rotation_matrix;
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osg::Vec3 sv = lv^up;
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sv.normalize();
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float pitch = -inDegrees(dy*75.0f*dt);
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float roll = inDegrees(dx*50.0f*dt);
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osg::Quat delta_rotate;
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osg::Quat roll_rotate;
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osg::Quat pitch_rotate;
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pitch_rotate.makeRotate(pitch,sv.x(),sv.y(),sv.z());
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roll_rotate.makeRotate(roll,lv.x(),lv.y(),lv.z());
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delta_rotate = pitch_rotate*roll_rotate;
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osg::Matrix mat;
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mat.makeTranslate(-center);
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mat *= Matrix::rotate(pitch,sv.x(),sv.y(),sv.z());
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mat *= Matrix::rotate(roll,lv.x(),lv.y(),lv.z());
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if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
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{
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float bank = asinf(sv.z());
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float yaw = inRadians(bank)*dt;
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mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
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osg::Quat yaw_rotate;
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yaw_rotate.makeRotate(yaw,0.0f,0.0f,1.0f);
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delta_rotate = delta_rotate*yaw_rotate;
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}
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lv *= (_velocity*dt);
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mat *= Matrix::translate(center+lv);
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_camera->transformLookAt(mat);
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_eye += lv;
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_rotation = _rotation*delta_rotate;
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return true;
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}
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@@ -1,53 +1,89 @@
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#ifndef HANGGLIDE_GLIDERMANIPULATOR
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#define HANGGLIDE_GLIDERMANIPULATOR 1
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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#include <osgGA/CameraManipulator>
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#ifndef OSGGA_GliderMANIPULATOR
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#define OSGGA_GliderMANIPULATOR 1
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class GliderManipulator : public osgGA::CameraManipulator
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#include <osgGA/MatrixManipulator>
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#include <osg/Quat>
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/**
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GliderManipulator is a MatrixManipulator which provides Glider simulator-like
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updating of the camera position & orientation. By default, the left mouse
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button accelerates, the right mouse button decelerates, and the middle mouse
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button (or left and right simultaneously) stops dead.
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*/
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class OSGGA_EXPORT GliderManipulator : public osgGA::MatrixManipulator
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{
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public:
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GliderManipulator();
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virtual ~GliderManipulator();
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GliderManipulator();
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virtual const char* className() const { return "Glider"; }
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/** set the position of the matrix manipulator using a 4x4 Matrix.*/
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virtual void setByMatrix(const osg::Matrix& 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::Matrix& matrix) { setByMatrix(osg::Matrix::inverse(matrix)); }
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/** get the position of the manipulator as 4x4 Matrix.*/
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virtual osg::Matrix 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::Matrix 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;
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/** Move the camera to the default position.
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May be ignored by manipulators if home functionality is not appropriate.*/
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virtual osg::Node* getNode();
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virtual void home(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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/** Start/restart the manipulator.*/
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virtual void init(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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/** handle events, return true if handled, false otherwise.*/
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::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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enum YawControlMode {
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YAW_AUTOMATICALLY_WHEN_BANKED,
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NO_AUTOMATIC_YAW
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YAW_AUTOMATICALLY_WHEN_BANKED,
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NO_AUTOMATIC_YAW
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};
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/** Set the yaw control between no yaw and yawing when banked.*/
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/** Configure the Yaw control for the Glider model. */
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void setYawControlMode(YawControlMode ycm) { _yawMode = ycm; }
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private:
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protected:
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virtual ~GliderManipulator();
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/** Reset the internal GUIEvent stack.*/
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void flushMouseEventStack();
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/** Add the current mouse GUIEvent to internal stack.*/
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void addMouseEvent(const osgGA::GUIEventAdapter& ea);
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void computePosition(const osg::Vec3& eye,const osg::Vec3& lv,const osg::Vec3& up);
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/** For the give mouse movement calculate the movement of the camera.
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Return true is camera has moved and a redraw is required.*/
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bool calcMovement();
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// Internal event stack comprising last three mouse events.
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osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t0;
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@@ -56,8 +92,12 @@ class GliderManipulator : public osgGA::CameraManipulator
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float _modelScale;
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float _velocity;
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YawControlMode _yawMode;
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osg::Vec3 _eye;
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osg::Quat _rotation;
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float _distance;
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};
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