OpenSceneGraph/include/osgViewer/View

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGVIEWER_VIEW
#define OSGVIEWER_VIEW 1
#include <osg/View>
#include <osgUtil/PolytopeIntersector>
#include <osgUtil/LineSegmentIntersector>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/SceneView>
#include <osgGA/CameraManipulator>
#include <osgGA/EventVisitor>
#include <osgGA/EventQueue>
#include <osgViewer/Scene>
#include <osgViewer/ViewerBase>
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namespace osgViewer {
struct OSGVIEWER_EXPORT DepthPartitionSettings : public osg::Referenced
{
enum DepthMode
{
FIXED_RANGE,
BOUNDING_VOLUME
};
DepthPartitionSettings(DepthMode mode=BOUNDING_VOLUME);
virtual bool getDepthRange(osg::View& view, unsigned int partition, double& zNear, double& zFar);
DepthMode _mode;
double _zNear;
double _zMid;
double _zFar;
};
/** View holds a single view on a scene, this view may be composed of one or more slave cameras.*/
class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
{
public:
View();
View(const osgViewer::View& view, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgViewer,View);
/** Provide a mechanism for getting the osg::View associated from the GUIActionAdapter.
* One would use this to case view to osgViewer::View(er) if supported by the subclass.*/
virtual osg::View* asView() { return this; }
/** Provide a mechanism for getting the viewer object from this osgViewer::View.
* In the case of a osgViewer::Viewer the ViewerBase will effectively point to this object as Viewer subclasses from View.
* In the case of a osgViewer::CompsoiteViewer the ViewerBase will point to the CompositeViewer that owns this View. */
ViewerBase* getViewerBase() { return _viewerBase.get(); }
/** Take all the settings, Camera and Slaves from the passed in view, leaving it empty. */
virtual void take(osg::View& rhs);
virtual void setStartTick(osg::Timer_t tick);
osg::Timer_t getStartTick() const { return _startTick; }
Scene* getScene() { return _scene.get(); }
const Scene* getScene() const { return _scene.get(); }
/** Set the scene graph that the View will use.*/
virtual void setSceneData(osg::Node* node);
/** Get the View's scene graph.*/
osg::Node* getSceneData() { return _scene.valid() ? _scene->getSceneData() : 0; }
/** Get the const View's scene graph.*/
const osg::Node* getSceneData() const { return _scene.valid() ? _scene->getSceneData() : 0; }
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/** Set the View's database pager.*/
void setDatabasePager(osgDB::DatabasePager* dp);
/** Get the View's database pager.*/
osgDB::DatabasePager* getDatabasePager();
/** Get the const View's database pager.*/
const osgDB::DatabasePager* getDatabasePager() const;
/** Set the View's image pager.*/
void setImagePager(osgDB::ImagePager* ip);
/** Get the View's image pager.*/
osgDB::ImagePager* getImagePager();
/** Get the const View's image pager.*/
const osgDB::ImagePager* getImagePager() const;
/* Set the EventQueue that the View uses to integrate external non window related events.*/
void setEventQueue(osgGA::EventQueue* eventQueue) { _eventQueue = eventQueue; }
/* Get the View's EventQueue.*/
osgGA::EventQueue* getEventQueue() { return _eventQueue.get(); }
/* Get the const View's EventQueue.*/
const osgGA::EventQueue* getEventQueue() const { return _eventQueue.get(); }
/** Set the CameraManipulator that moves the View's master Camera position in response to events.
* The parameter resetPosition determines whether manipulator is set to its home position.*/
void setCameraManipulator(osgGA::CameraManipulator* manipulator, bool resetPosition = true);
/** Get the View's CameraManipulator.*/
osgGA::CameraManipulator* getCameraManipulator() { return _cameraManipulator.get(); }
/** Get the const View's CameraManipulator.*/
const osgGA::CameraManipulator* getCameraManipulator() const { return _cameraManipulator.get(); }
/** Set the view to the CameraManipulator's home position, if none is attached home() it does nothing.
* Note, to set the home position use getCamaraManipulator()->setHomePosition(...). */
void home();
typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
/** Add an EventHandler that adds handling of events to the View.*/
void addEventHandler(osgGA::GUIEventHandler* eventHandler);
/** Remove an EventHandler from View.*/
void removeEventHandler(osgGA::GUIEventHandler* eventHandler);
/** Get the View's list of EventHandlers.*/
EventHandlers& getEventHandlers() { return _eventHandlers; }
/** Get the const View's list of EventHandlers.*/
const EventHandlers& getEventHandlers() const { return _eventHandlers; }
/** Set the NodePath to any active CoordinateSystemNode present in the Scene.
* The CoordinateSystemNode path is used to help applications and CamaraManipulators handle geocentric coordinates systems,
* so that the local up direction is known at any position on the whole earth. */
void setCoordinateSystemNodePath(const osg::NodePath& nodePath);
/** Get the NodePath to any active CoordinateSystemNode present in the Scene.*/
osg::NodePath getCoordinateSystemNodePath() const;
/** Compute the NodePath to any active CoordinateSystemNode present in the Scene.*/
void computeActiveCoordinateSystemNodePath();
/** Set the DisplaySettings object associated with this view.*/
void setDisplaySettings(osg::DisplaySettings* ds) { _displaySettings = ds; }
/** Set the DisplaySettings object associated with this view.*/
osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); }
/** Set the DisplaySettings object associated with this view.*/
const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
/** Set the FusionDistanceMode and Value. Note, only used when working in stereo.*/
void setFusionDistance(osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f)
{
_fusionDistanceMode = mode;
_fusionDistanceValue = value;
}
/** Get the FusionDistanceMode.*/
osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
/** Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.*/
float getFusionDistanceValue() const { return _fusionDistanceValue; }
/** Convenience method for creating slave Cameras and associated GraphicsWindows across all screens.*/
void setUpViewAcrossAllScreens();
/** Convenience method for a single camera on a single window.*/
void setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum=0);
/** Convenience method for a single camera associated with a single full screen GraphicsWindow.*/
void setUpViewOnSingleScreen(unsigned int screenNum=0);
/** Convenience method for spherical display using 6 slave cameras rendering the 6 sides of a cube map, and 7th camera doing distortion correction to present on a spherical display.*/
void setUpViewFor3DSphericalDisplay(double radius=1.0, double collar=0.45, unsigned int screenNum=0, osg::Image* intensityMap=0, const osg::Matrixd& projectorMatrix = osg::Matrixd());
/** Convenience method for spherical display by rendering main scene to a panoramic 2:1 texture and then doing distortion correction to present onto a spherical display.*/
void setUpViewForPanoramicSphericalDisplay(double radius=1.0, double collar=0.45, unsigned int screenNum=0, osg::Image* intensityMap=0, const osg::Matrixd& projectorMatrix = osg::Matrixd());
/** Convenience method for autostereoscopic Philips WoWvx display.*/
void setUpViewForWoWVxDisplay(unsigned int screenNum, unsigned char wow_content, unsigned char wow_factor, unsigned char wow_offset, float wow_disparity_Zd, float wow_disparity_vz, float wow_disparity_M, float wow_disparity_C);
/** Convenience method for setting up depth partitioning on the specified camera.*/
bool setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* dps=0);
/** Convenience method for setting up multiple slave cameras with depth partitioning on each of the view's active cameras.*/
bool setUpDepthPartition(DepthPartitionSettings* dsp=0);
/** Return true if this view contains a specified camera.*/
bool containsCamera(const osg::Camera* camera) const;
/** Get the camera which contains the pointer position x,y specified in the master camera's window/eye coordinates.
* Also passes back the local window coordinatess for the graphics context associated with the camera. */
const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const;
/** Compute intersections between a ray through the specified master camera's window/eye coordinates and a specified node.
* Note, when a master camera has slaves and no viewport itself, its coordinate frame will be in clip space i.e. -1,-1 to 1,1,
* while if it has a viewport the coordintates will be relative to its viewport dimensions.
* Mouse events handled by the view will automatically be attached to the master camera window/clip coordinates so that they can be passed
* directly to the computeIntersections method. */
bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
/** Compute intersections between a ray through the specified master camera's window/eye coordinates and a specified nodePath's subgraph. */
bool computeIntersections(float x,float y, const osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
virtual void requestRedraw();
virtual void requestContinuousUpdate(bool needed=true);
virtual void requestWarpPointer(float x,float y);
public:
void assignSceneDataToCameras();
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void init();
protected:
friend class CompositeViewer;
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virtual ~View();
virtual osg::GraphicsOperation* createRenderer(osg::Camera* camera);
osg::observer_ptr<ViewerBase> _viewerBase;
osg::Timer_t _startTick;
osg::ref_ptr<osgViewer::Scene> _scene;
osg::ref_ptr<osgGA::EventQueue> _eventQueue;
osg::ref_ptr<osgGA::CameraManipulator> _cameraManipulator;
EventHandlers _eventHandlers;
osg::ObserverNodePath _coordinateSystemNodePath;
osg::ref_ptr<osg::DisplaySettings> _displaySettings;
osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceValue;
};
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}
#endif