/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGUTIL_KEYSWITCMATRIXMANIPULATOR
#define OSGUTIL_KEYSWITCMATRIXMANIPULATOR 1
#include <osgGA/Export>
#include <osgGA/CameraManipulator>
#include <osgGA/GUIEventHandler>
namespace osgGA{
class GUIActionAdapter;
/**
KeySwitchMatrixManipulator is a decorator which allows the type of camera manipulator
being used to be switched by pressing a key. E.g. '1' for a TrackballManipultor,
'2' for a DriveManipulator, '3' for a FlightManipulator. The manipulators available,
and the associated switch keys, can be configured.
*/
/**
使用按键来操切换操作器类
**/
class OSGGA_EXPORT KeySwitchMatrixManipulator : public CameraManipulator
{
public:
/*
std::pair是一个结构体,定义pair比然后插入到map中比在map中直接插入键值对效率要高,标准的OSG应该用这种方式来操作map;
*/
typedef std::pair<std::string, osg::ref_ptr<CameraManipulator> > NamedManipulator;
typedef std::map<int, NamedManipulator> KeyManipMap;
virtual const char* className() const { return "KeySwitchMatrixManipulator"; }
/**
Add a camera manipulator with an associated name, and a key to
trigger the switch,
添加操作器(漫游器)到场景中,同时添加快捷键和标示,这样操作快捷键就可以调用操作器了;
*/
void addMatrixManipulator(int key, std::string name, CameraManipulator *cm);
/**
Add a camera manipulator with an autogenerated keybinding which is '1' + previous number of camera's registerd.
*/
void addNumberedMatrixManipulator(CameraManipulator *cm);
unsigned int getNumMatrixManipulators() const { return _manips.size(); }
void selectMatrixManipulator(unsigned int num);
/** Get the complete list of manipulators attached to this keyswitch manipulator.*/
KeyManipMap& getKeyManipMap() { return _manips; }
/** Get the const complete list of manipulators attached to this keyswitch manipulator.*/
const KeyManipMap& getKeyManipMap() const { return _manips; }
/** Get the current active manipulators.*/
CameraManipulator* getCurrentMatrixManipulator() { return _current.get(); }
/** Get the const current active manipulators.*/
const CameraManipulator* getCurrentMatrixManipulator() const { return _current.get(); }
/** Get manipulator assigned to a specified index.*/
CameraManipulator* getMatrixManipulatorWithIndex(unsigned int key);
/** Get const manipulator assigned to a specified index.*/
const CameraManipulator* getMatrixManipulatorWithIndex(unsigned int key) const;
/** Get manipulator assigned to a specified key.*/
CameraManipulator* getMatrixManipulatorWithKey(unsigned int key);
/** Get const manipulator assigned to a specified key.*/
const CameraManipulator* getMatrixManipulatorWithKey(unsigned int key) const;
// Overrides from CameraManipulator...
/** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/
virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb);
/** Set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByMatrix(const osg::Matrixd& matrix) { _current->setByMatrix(matrix); }
/** set the position of the matrix manipulator using a 4x4 Matrix.*/
virtual void setByInverseMatrix(const osg::Matrixd& matrix) { _current->setByInverseMatrix(matrix); }
/** get the position of the manipulator as 4x4 Matrix.*/
virtual osg::Matrixd getMatrix() const { return _current->getMatrix(); }
/** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/
virtual osg::Matrixd getInverseMatrix() const { return _current->getInverseMatrix(); }
/** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/
virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _current->getFusionDistanceMode(); }
/** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/
virtual float getFusionDistanceValue() const { return _current->getFusionDistanceValue(); }
virtual void setNode(osg::Node* n);
virtual const osg::Node* getNode() const { return _current->getNode(); }
virtual osg::Node* getNode() { return _current->getNode(); }
virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false);
virtual void setAutoComputeHomePosition(bool flag);
virtual void computeHomePosition();
virtual void home(const GUIEventAdapter& ee,GUIActionAdapter& aa);
virtual void init(const GUIEventAdapter& ee,GUIActionAdapter& aa) { if (_current.valid()) _current->init(ee,aa); }
virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us);
/** Get the keyboard and mouse usage of this manipulator.*/
virtual void getUsage(osg::ApplicationUsage& usage) const;
private:
KeyManipMap _manips;
osg::ref_ptr<CameraManipulator> _current;
};
}
#endif
//源码
#include <osgGA/KeySwitchMatrixManipulator>
#include <osg/Notify>
using namespace osgGA;
void KeySwitchMatrixManipulator::addMatrixManipulator(int key, std::string name, CameraManipulator *cm)
{
if(!cm) return;
_manips[key]=std::make_pair(name,osg::ref_ptr<CameraManipulator>(cm));
if(!_current)
{
_current=cm;
_current->setHomePosition(_homeEye,_homeCenter,_homeUp,_autoComputeHomePosition);
_current->setNode(0);
_current->setCoordinateFrameCallback(getCoordinateFrameCallback());
_current->setByMatrix(getMatrix());
}
}
void KeySwitchMatrixManipulator::addNumberedMatrixManipulator(CameraManipulator *cm)
{
if(!cm) return;
addMatrixManipulator('1'+_manips.size(),cm->className(),cm);
}
void KeySwitchMatrixManipulator::selectMatrixManipulator(unsigned int num)
{
unsigned int manipNo = 0;
KeyManipMap::iterator itr;
for(itr=_manips.begin();
manipNo!=num && itr!=_manips.end();
++itr,++manipNo)
{
}
if (itr!=_manips.end())
{
itr->second.second->setHomePosition(_homeEye,_homeCenter,_homeUp,_autoComputeHomePosition);
if (_current.valid())
{
if ( !itr->second.second->getCoordinateFrameCallback() )
{
itr->second.second->setCoordinateFrameCallback(_current->getCoordinateFrameCallback());
}
if ( !itr->second.second->getNode() )
{
itr->second.second->setNode(_current->getNode());
}
itr->second.second->setByMatrix(_current->getMatrix());
}
_current = itr->second.second;
}
}
void KeySwitchMatrixManipulator::setNode(osg::Node* node)
{
for(KeyManipMap::iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
itr->second.second->setNode(node);
}
}
void KeySwitchMatrixManipulator::setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition)
{
CameraManipulator::setHomePosition(eye, center, up, autoComputeHomePosition);
for(KeyManipMap::iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
itr->second.second->setHomePosition(eye, center, up, autoComputeHomePosition);
}
}
void KeySwitchMatrixManipulator::setAutoComputeHomePosition(bool flag)
{
_autoComputeHomePosition = flag;
for(KeyManipMap::iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
itr->second.second->setAutoComputeHomePosition(flag);
}
}
void KeySwitchMatrixManipulator::computeHomePosition()
{
for(KeyManipMap::iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
itr->second.second->computeHomePosition();
}
}
void KeySwitchMatrixManipulator::home(const GUIEventAdapter& ee,GUIActionAdapter& aa)
{
// call home for all child manipulators
// (this can not be done just for current manipulator,
// because it is not possible to transfer some manipulator
// settings across manipulators using just MatrixManipulator interface
// (one problematic variable is for example OrbitManipulator::distance
// that can not be passed by setByMatrix method),
// thus we have to call home on all of them)
for(KeyManipMap::iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
itr->second.second->home(ee,aa);
}
}
void KeySwitchMatrixManipulator::setCoordinateFrameCallback(CoordinateFrameCallback* cb)
{
_coordinateFrameCallback = cb;
for(KeyManipMap::iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
itr->second.second->setCoordinateFrameCallback(cb);
}
}
CameraManipulator* KeySwitchMatrixManipulator::getMatrixManipulatorWithIndex(unsigned int index)
{
unsigned i=0;
for(KeyManipMap::iterator itr = _manips.begin();
itr != _manips.end();
++itr, ++i)
{
if (i==index) return itr->second.second.get();
}
return 0;
}
const CameraManipulator* KeySwitchMatrixManipulator::getMatrixManipulatorWithIndex(unsigned int index) const
{
unsigned i=0;
for(KeyManipMap::const_iterator itr = _manips.begin();
itr != _manips.end();
++itr, ++i)
{
if (i==index) return itr->second.second.get();
}
return 0;
}
CameraManipulator* KeySwitchMatrixManipulator::getMatrixManipulatorWithKey(unsigned int key)
{
KeyManipMap::iterator itr = _manips.find(key);
if (itr!=_manips.end()) return itr->second.second.get();
else return 0;
}
const CameraManipulator* KeySwitchMatrixManipulator::getMatrixManipulatorWithKey(unsigned int key) const
{
KeyManipMap::const_iterator itr = _manips.find(key);
if (itr!=_manips.end()) return itr->second.second.get();
else return 0;
}
bool KeySwitchMatrixManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& aa)
{
if (!_current) return false;
bool handled = false;
if (!ea.getHandled() && ea.getEventType()==GUIEventAdapter::KEYDOWN)
{
KeyManipMap::iterator it=_manips.find(ea.getKey());
if(it != _manips.end())
{
OSG_INFO<<"Switching to manipulator: "<<(*it).second.first<<std::endl;
if ( !it->second.second->getNode() )
{
it->second.second->setNode(_current->getNode());
}
it->second.second->setByMatrix(_current->getMatrix());
it->second.second->init(ea,aa);
_current = it->second.second;
handled = true;
}
}
return _current->handle(ea,aa) || handled;
}
void KeySwitchMatrixManipulator::getUsage(osg::ApplicationUsage& usage) const
{
for(KeyManipMap::const_iterator itr=_manips.begin();
itr!=_manips.end();
++itr)
{
std::string key; key += (char)(itr->first);
std::string explanation(std::string("Select '")+itr->second.first+std::string("' camera manipulator"));
if (_current==itr->second.second) explanation += " (default)";
usage.addKeyboardMouseBinding(key,explanation);
itr->second.second->getUsage(usage);
}
}