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Updated vsgcameras example to use mouse buttons 4/5 #249

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Aug 21, 2023
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73 changes: 52 additions & 21 deletions examples/app/vsgcameras/vsgcameras.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,29 @@ class CameraSelector : public vsg::Inherit<vsg::Visitor, CameraSelector>
vsg::ref_ptr<vsg::Camera> main_camera;
vsg::ref_ptr<vsg::LookAt> original_viewMatrix;
Cameras cameras;
int currentCameraIndex = 0;

void apply(vsg::ButtonPressEvent &buttonPress) override
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FYI, the VSG and the rest of eco system use "TYPE& variable" convention rather than "TYPE &variable" convention. To me the type is TYPE& and &variable is the address.

{
if (cameras.empty()) return;

if (buttonPress.button == 4)
{
// next camera
currentCameraIndex++;
currentCameraIndex %= cameras.size();

selectCameraByIndex(currentCameraIndex);
}
else if (buttonPress.button == 5)
{
// previous camera
currentCameraIndex--;
currentCameraIndex %= cameras.size();

selectCameraByIndex(currentCameraIndex);
}
}

void apply(vsg::KeyPressEvent& keyPress) override
{
Expand All @@ -40,31 +63,39 @@ class CameraSelector : public vsg::Inherit<vsg::Visitor, CameraSelector>
}
else if ((keyPress.keyBase >= '1') && (keyPress.keyBase <= '9'))
{
uint16_t keyForCamera{'1'};
for(auto& [nodePath, camera] : cameras)
currentCameraIndex = keyPress.keyBase - '1';

selectCameraByIndex(currentCameraIndex);
}
}

private:
void selectCameraByIndex(int index)
{
int cameraIndex = 0;
for(auto& [nodePath, camera] : cameras)
{
if (cameraIndex == index)
{
if (keyForCamera == keyPress.keyBase)
auto begin = nodePath.begin();
auto end = nodePath.end();
if (begin != end) --end;

// auto matrix = vsg::computeTransform(nodePath);
auto matrix = vsg::visit<vsg::ComputeTransform>(begin, end).matrix;

std::cout<<"Matched: "<<camera->name<<" "<<matrix<<std::endl;

auto selected_lookAt = camera->viewMatrix.cast<vsg::LookAt>();
auto main_lookAt = main_camera->viewMatrix.cast<vsg::LookAt>();
if (main_lookAt)
{
auto begin = nodePath.begin();
auto end = nodePath.end();
if (begin != end) --end;

// auto matrix = vsg::computeTransform(nodePath);
auto matrix = vsg::visit<vsg::ComputeTransform>(begin, end).matrix;

std::cout<<"Matched: "<<camera->name<<" "<<matrix<<std::endl;

auto selected_lookAt = camera->viewMatrix.cast<vsg::LookAt>();
auto main_lookAt = main_camera->viewMatrix.cast<vsg::LookAt>();
if (main_lookAt)
{
*main_lookAt = *selected_lookAt;
main_lookAt->transform(matrix);
}
break;
*main_lookAt = *selected_lookAt;
main_lookAt->transform(matrix);
}
++keyForCamera;
break;
}
++cameraIndex;
}
}
};
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