Most motion models are designed to do a simple job like the
track ball, if you need some more specific to your application then you have to
write your motion model etc..
So you could simply write your own motion model
that does not respond to mouse events, you have the source so you can
easily adapt one of the current motion models
In the simulation world the mouse for many is the means to
move around the world via some motion model, if your simulation requires
interactive modes then you simply switch between motion models and
interactive modes when required, or your write a motion model that has both
interactive and motion modes
Best Regards
Gordon
__________________________________________________________
Gordon
Tomlinson
Email
:
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YIM/AIM
: Gordon3dBrit
MSN
IM
: [EMAIL PROTECTED]
Website
: www.3dscenegraph.com
__________________________________________________________
"Self defence is not a
function of learning tricks
but is a function of how
quickly and intensely one
can arouse one's instinct
for survival"
- Master Tambo Tetsura
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of spider
Sent: Sunday, October 15, 2006 11:29 PM
To: osg-user
Subject: [osg-users] how to disable auto-animation when processing mousemotion event?
I have been studying osg for a several month, now I feel still new to osg.
In osg's all examples, processing for mouse motion event seems like( e.g. for left button): press, then motion, then release, then scene animation occured. You know , for interactive 3d visualization software, this responding to mouse motion events is not welcome almost all the time. I mean how to disable auto animation for mouse motion event.
BTW, manipulators I used as following: new a KeySwitchMatrixManipulator which then was filled with a StateSetManipulator and a TrackballManipulator.
Hope my poor enlish not trouble you, :-)
--Warren
Thanks alot.
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