Changed setTransformation(eye, center, up) paramter ordering to match gluLookAt conventions.

This commit is contained in:
Robert Osfield
2010-08-16 11:03:24 +00:00
parent 2d291234c6
commit fe6d590fc5
7 changed files with 30 additions and 39 deletions

View File

@@ -45,9 +45,9 @@ class OSGGA_EXPORT FirstPersonManipulator : public StandardManipulator
virtual osg::Matrixd getInverseMatrix() const;
virtual void setTransformation( const osg::Vec3d& eye, const osg::Quat& rotation );
virtual void setTransformation( const osg::Vec3d& center, const osg::Vec3d& eye, const osg::Vec3d& up );
virtual void setTransformation( const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up );
virtual void getTransformation( osg::Vec3d& eye, osg::Quat& rotation ) const;
virtual void getTransformation( osg::Vec3d& center, osg::Vec3d& eye, osg::Vec3d& up ) const;
virtual void getTransformation( osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up ) const;
virtual void setVelocity( const double& velocity );
inline double getVelocity() const;

View File

@@ -46,9 +46,9 @@ class OSGGA_EXPORT OrbitManipulator : public StandardManipulator
virtual osg::Matrixd getInverseMatrix() const;
virtual void setTransformation( const osg::Vec3d& eye, const osg::Quat& rotation );
virtual void setTransformation( const osg::Vec3d& center, const osg::Vec3d& eye, const osg::Vec3d& up );
virtual void setTransformation( const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up );
virtual void getTransformation( osg::Vec3d& eye, osg::Quat& rotation ) const;
virtual void getTransformation( osg::Vec3d& center, osg::Vec3d& eye, osg::Vec3d& up ) const;
virtual void getTransformation( osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up ) const;
void setHeading( double azimuth );
double getHeading() const;

View File

@@ -51,10 +51,17 @@ class OSGGA_EXPORT StandardManipulator : public CameraManipulator
// Use META_Object(osgGA,YourManipulator); in your descendant non-abstract classes.
virtual const char* className() const { return "StandardManipulator"; }
/** Sets manipulator by eye position and eye orientation.*/
virtual void setTransformation( const osg::Vec3d& eye, const osg::Quat& rotation ) = 0;
virtual void setTransformation( const osg::Vec3d& center, const osg::Vec3d& eye, const osg::Vec3d& up ) = 0;
/** Sets manipulator by eye position, center of rotation, and up vector.*/
virtual void setTransformation( const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up ) = 0;
/** Gets manipulator's eye position and eye orientation.*/
virtual void getTransformation( osg::Vec3d& eye, osg::Quat& rotation ) const = 0;
virtual void getTransformation( osg::Vec3d& center, osg::Vec3d& eye, osg::Vec3d& up ) const = 0;
/** Gets manipulator's focal center, eye position, and up vector.*/
virtual void getTransformation( osg::Vec3d& eye, osg::Vec3d& center, osg::Vec3d& up ) const = 0;
virtual void setNode( osg::Node* );
virtual const osg::Node* getNode() const;