ok, i misinterpreted eventqueue::mouseWarped which in fact is not an event..
so no there's nothin strange in how it's manage and my problem comes from 
somewhere elsewhere..

So I'll try to be concise
-I derive my manip  from FirstPersonManipulator
-i override handle and performMovement:
   in handle I store only last evt time and warpmousepointer to window center
   in performaction i remove from dx dy substraction of  
lastevt.getXnormalized()  (as it's in theory 0,0 after warprequest) and pass 
dx,dy to FirstPersonManipulator::performMovementLeftMouseButton

It seams to work for small mouse moves but when I make larger mouse movement i 
get lost. It look like  the where numerical drift in the transformation from 
normalized screen to Euler Angle...or something..

I can post the code but if someone already experience the problem it would be 
welcome 

Cheers


robertosfield wrote:
> Hi Julian,
> 
> On 23 April 2018 at 20:13, Julien Valentin <> wrote:
> 
> > I'm beginning the implementation of my own StandardManipulator
> > and would like to make a classic fps controller.
> > So mouse must stay centered all delta mouse pos be captured
> > However I found out that requestWarpPointer posts a wrapMouse event both in 
> > Viewer and GraphicWindows implementations.
> > it leads to duplication of the event (which is not so bad) but more 
> > dramatic, it prevent to recenter mouse without trigger an osgevent.
> > Is it a desired behavior?
> > 
> 
> Yes.  If the mouse moves you want objects that depend upon mouse
> position to wake up to the fact that it's moved using an event.
> 
> I can't work out what the problem you are having.
> 
> Robert.
> _______________________________________________
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
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