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

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Gordon Tomlinson
Email         : [EMAIL PROTECTED]
YIM/AIM
       : Gordon3dBrit
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       : www.3dscenegraph.com
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"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?

Hi, all:

  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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