Hi John et. al,

(I composed the majority of this post before your reply, so you've
already contributed to some of the topics I'll cover, but I'll keep
these listed here for general discussion purposes)

I've been thinking further about the various osgGA camera manipulator
classes, there are now too many for sure, so I want to rationalize
them.

1) Renaming MatrixMapulator.  Originally it had been my thought to
make it possible to have a MatrixManipulator control matrices in the
scene as well as the camera, but it really wouldn't fulfill that role
well with the way it's evolved.   So in essense MarixManipulator is a
Camera Manipulator - this is how it's always been used,  and not
likely to change from this, so renaming this base class
CameraManipuator seems sensible.

2) MatrixManipulator and StandardManipulator are really one of the
same thing - a base class for camera manipulators, the only reason why
it looks like StandardManipulator has been implemented was to avoid
conflicts between the subclasses from MatrixManipulator like
SphericalManipulator and UFOManipulator that haven't been ported
across to the new scheme, if we can resolve this then it looks like
the need for a separate MatrixManipulator/StandardManipulator goes
away and we can just merge the functionality and rename it
CameraManipulator.

3) SphericalManipulator now looks redundant thanks to the new
OrbitManipulator so it can be dropped.  FirstPersonManipulator also
looks to be a useful base to make a replacement of UFOManipulator, so
we could potentially just merge the functionality and do away with
UFOManipulator.

Now these proposed changes do break the API and will mean that some
client apps might not compile, and will require a few minor tweaks
such as renaming includes and classes and perhaps a few methods.
However, we are about to go for OSG-3.0 and I'd rather have a clean
set of API's where possible, and break API compatibility when the
balances of improvement of streamlined API outweigh the negative
impact.

Robert.
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