126 lines
4.9 KiB
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126 lines
4.9 KiB
HTML
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<TITLE>class OSGUTIL_EXPORT osgUtil::CameraZSpindleManipulator</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.3">
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<BODY BGCOLOR="#ffffff">
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<H2>class OSGUTIL_EXPORT <A HREF="#DOC.DOCU">osgUtil::CameraZSpindleManipulator</A></H2>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Classes</H3><DD><DT>
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<A HREF="#DOC.2.3.2"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>enum <B>MovementType</B>
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<DD><I></I>
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</DL></P>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<A HREF="#DOC.2.3.6"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>CameraZSpindleManipulator</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.7"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>~CameraZSpindleManipulator</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.8"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setCamera</B>(osg::Camera *)
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.9"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::Camera* <B>getCamera</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.1"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>initialise</B>(int x, int y)
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<DD><I> initialise(int x,int y) will typically be called on a <b>mouse down</b> prior to a number of drag events.</I>
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<DT>
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<A HREF="#DOC.2.3.3"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>update</B>(<!1><A HREF="CameraZSpindleManipulator.html#DOC.2.3.2">MovementType</A> movementType, int x, int y)
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<DD><I> update(MovementType,int,int) will typically be called on receipt of drag events, with a view to letting the view change the view.</I>
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<DT>
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<A HREF="#DOC.2.3.4"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>update</B>()
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<DD><I> This will replicate any previous update, and is useful for animation</I>
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<DT>
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<A HREF="#DOC.2.3.5"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="CameraZSpindleManipulator.html#DOC.2.3.2">MovementType</A> <B>getLastMovementType</B>() const
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<DD><I> Returns last movementType, and is useful for updating on <b>mouse up</b></I>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU">
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<HR>
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<H2>Documentation</H2>
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<DL>
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<A NAME="CameraZSpindleManipulator">
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<A NAME="DOC.2.3.6">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CameraZSpindleManipulator()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~CameraZSpindleManipulator">
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<A NAME="DOC.2.3.7">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~CameraZSpindleManipulator()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setCamera">
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<A NAME="DOC.2.3.8">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCamera(osg::Camera *)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getCamera">
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<A NAME="DOC.2.3.9">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Camera* getCamera() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="initialise">
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<A NAME="DOC.2.3.1">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void initialise(int x, int y)</B></TT>
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<DD>
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initialise(int x,int y) will typically be called on a
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<b>mouse down</b> prior to a number of drag events. The parameters
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tell the viewer where the mouse is at the start of the drag.
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<DL><DT><DD></DL><P>
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<A NAME="MovementType">
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<A NAME="DOC.2.3.2">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum MovementType</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="NONE">
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<A NAME="DOC.2.3.2.1">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NONE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ORBIT">
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<A NAME="DOC.2.3.2.2">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ORBIT</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ZOOM">
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<A NAME="DOC.2.3.2.3">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ZOOM</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="PAN">
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<A NAME="DOC.2.3.2.4">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PAN</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="update">
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<A NAME="DOC.2.3.3">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool update(<!1><A HREF="CameraZSpindleManipulator.html#DOC.2.3.2">MovementType</A> movementType, int x, int y)</B></TT>
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<DD>
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update(MovementType,int,int) will typically be called on receipt of drag events,
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with a view to letting the view change the view. The return value specifies whether
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any change to the view was necessary as a result from the mouse event. Returns true
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if any change in viewpoint is made.
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<DL><DT><DD></DL><P>
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<A NAME="update">
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<A NAME="DOC.2.3.4">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void update()</B></TT>
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<DD>
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This will replicate any previous update, and is useful for animation
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<DL><DT><DD></DL><P>
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<A NAME="getLastMovementType">
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<A NAME="DOC.2.3.5">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CameraZSpindleManipulator.html#DOC.2.3.2">MovementType</A> getLastMovementType() const </B></TT>
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<DD>
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Returns last movementType, and is useful for updating on <b>mouse up</b>
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<DL><DT><DD></DL><P></DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<DL><DT><DD></DL><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I><P><HR>
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<BR>
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