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java.lang.Object | +--gnu.gleem.Manip
The base class for all manipulators. Fundamentally a manipulator must support a ray cast operation with itself and logic to understand what to do when that ray cast actually made the manipulator active.
| Constructor Summary | |
Manip()
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| Method Summary | |
boolean |
addMotionListener(ManipMotionListener l)
Returns true if the addition was successful, false otherwise |
abstract void |
clearHighlight()
Tell the manipulator to clear the current highlight |
void |
drag(Vec3f rayStart,
Vec3f rayDirection)
When a manipulator is active, drags of the live portion cause motion of the manipulator. |
abstract void |
highlight(HitPoint hit)
Tell the manipulator to highlight the current portion of itself. |
abstract void |
intersectRay(Vec3f rayStart,
Vec3f rayDirection,
java.util.List results)
Cast a ray in 3-space from the camera start position in the specified direction and test for intersections against all live portions of this manipulator. |
abstract void |
makeActive(HitPoint hit)
If the ManipManager decides that this manipulator is to become active, it will pass back the HitPoint which made it make its decision. |
abstract void |
makeInactive()
When the mouse button is released, makeInactive() is called. |
boolean |
removeMotionListener(ManipMotionListener l)
Returns true if the removal was successful, false otherwise |
abstract void |
render(gl4java.GLFunc gl)
Render this Manipulator now using the given OpenGL routines and assuming an OpenGL context is current. |
| Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
public Manip()
| Method Detail |
public boolean addMotionListener(ManipMotionListener l)
public boolean removeMotionListener(ManipMotionListener l)
public abstract void intersectRay(Vec3f rayStart,
Vec3f rayDirection,
java.util.List results)
public abstract void highlight(HitPoint hit)
public abstract void clearHighlight()
public abstract void makeActive(HitPoint hit)
public void drag(Vec3f rayStart,
Vec3f rayDirection)
public abstract void makeInactive()
public abstract void render(gl4java.GLFunc gl)
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