#pragma once
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgViewer/CompositeViewer>
#include <osgDB/ReadFile>
#include <osg/Geode>
#include <osg/Node>
#include <osgGA/TrackballManipulator>
#include <osg/GraphicsContext>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Image>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/TexGen>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/AnimationPath>
#include <osg/Matrixd> #include <osgGA/GUIEventHandler>
#include <osgGA/CameraManipulator>
#include <osgGA/StandardManipulator>
#include <osgGA/OrbitManipulator>
#include <osgGA/TrackballManipulator> class VCTravel :
//public MatrixManipulator
public osgGA::CameraManipulator
{
public:
VCTravel();
~VCTravel(); //设置当前视口
virtual void setByMatrix(const osg::Matrixd& matrix);
//
virtual void setByInverseMatrix(const osg::Matrixd& matrix);
//获取
virtual osg::Matrixd getMatrix() const;
//得到矩阵逆
virtual osg::Matrixd getInverseMatrix() const; private:
//视点
osg::Vec3 vec_position;
//方向
osg::Vec3 vec_rotation; };
#include "VCTravel.h"

VCTravel::VCTravel()
{
vec_position = osg::Vec3(0.0,0.0,0.0);
vec_rotation = osg::Vec3(0.0, 0.0, 0.0);
} VCTravel::~VCTravel()
{ } //设置当前视口
void VCTravel::setByMatrix(const osg::Matrixd& matrix)
{ }
//
void VCTravel::setByInverseMatrix(const osg::Matrixd& matrix)
{ }
//获取
osg::Matrixd VCTravel::getMatrix() const
{
osg::Matrixd mat;
mat.makeTranslate(vec_position);
return mat*osg::Matrixd::rotate(vec_rotation[], osg::X_AXIS, vec_rotation[], osg::Y_AXIS, vec_rotation[], osg::Z_AXIS);
}
//得到矩阵逆
osg::Matrixd VCTravel::getInverseMatrix() const
{
osg::Matrixd mat;
mat.makeTranslate(vec_position);
//return mat*osg::Matrixd::rotate(vec_rotation[0], osg::X_AXIS, vec_rotation[1], osg::Y_AXIS, vec_rotation[2], osg::Z_AXIS);
return osg::Matrixd::inverse(mat*osg::Matrixd::rotate(vec_rotation[], osg::X_AXIS, vec_rotation[], osg::Y_AXIS, vec_rotation[], osg::Z_AXIS));
}

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