Author: abe
Date: Wed May 28 13:34:18 2008
New Revision: 2275
Modified:
trunk/Interface/Camera.h
trunk/Model/Cameras/EnvironmentCamera.cc
trunk/Model/Cameras/EnvironmentCamera.h
trunk/Model/Cameras/FisheyeCamera.cc
trunk/Model/Cameras/FisheyeCamera.h
trunk/Model/Cameras/OrthogonalCamera.cc
trunk/Model/Cameras/OrthogonalCamera.h
trunk/Model/Cameras/PinholeCamera.cc
trunk/Model/Cameras/PinholeCamera.h
trunk/Model/Cameras/SphereCamera.h
trunk/Model/Cameras/ThinLensCamera.cc
trunk/Model/Cameras/ThinLensCamera.h
trunk/UserInterface/XWindowUI.cc
trunk/UserInterface/XWindowUI.h
Log:
Reverted changes to the Camera interface from 2272. I moved the video
game mouse code back into the XWindowUI GUI. We've always supported
this type of interaction in the GUI layer, just not in XWindowUI ;-).
The interaction is possible using the exisitng get/setBasicCameraData
methods without changing the Camera interface (and breaking embedded
projects). I can totally understand that it might not be obvious that
this approach is possible if you look at the other interaction methods
in XWindowUI which all seem to have custom methods in Camera...
The basic idea is that the mouse event handler sends a transaction to
Manta which calls another method XWindowUI::gameTransform(). The
transaction obtains the camera eye, lookat, and up vectors, applies
the video game camera logic, and then sends the vectors back to the
camera.
Let me know if there are any concerns- I'm pretty sure we can support
just about any interaction model without changing the Camera.h
interface itself ;-)
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