OpenSceneGraph/examples/osgpick/osgpick.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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.
*/
/* osgpick sample
* demonstrate use of osgUtil/PickVisitor for picking in a HUD or
* in a 3d scene,
*/
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
#include <osg/Material>
#include <osg/Geode>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/Projection>
#include <osg/MatrixTransform>
#include <osgText/Text>
#include <osgUtil/PickVisitor>
// class to handle events with a pick
class PickHandler : public osgGA::GUIEventHandler {
public:
PickHandler(osgProducer::OsgCameraGroup* cg,osgText::Text* updateText):
_cg(cg),
_updateText(updateText) {}
~PickHandler() {}
bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
virtual void pick(const osgGA::GUIEventAdapter& ea);
void setLabel(const std::string& name)
{
if (_updateText.get()) _updateText->setText(name);
}
protected:
osgProducer::OsgCameraGroup *_cg;
osg::ref_ptr<osgText::Text> _updateText;
};
bool PickHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::FRAME):
{
pick(ea);
}
return false;
default:
return false;
}
}
void PickHandler::pick(const osgGA::GUIEventAdapter& ea)
{
// OK here is the interesting bit - How To Pick a Geode
// including geodes in a HUD under a Projection Matrix
osg::Node *scene=_cg->getSceneData();//main node of the scene.
if (scene)
{
float x=ea.getXnormalized();
float y=ea.getYnormalized();
osgUtil::PickVisitor iv;
const float *matView;
const float *matProj;
Producer::Camera *cmm=_cg->getCamera(0);
matView=cmm->getViewMatrix();
matProj=cmm->getProjectionMatrix();
osg::Matrix vum;
vum.set(matView);
vum.postMult(osg::Matrix(matProj));
osg::Matrix windowmatrix=osg::Matrix::translate(1.0f,1.0f,1.0f)*
osg::Matrix::scale(0.5f,0.5f,0.5f);
vum.postMult(windowmatrix);
osgUtil::IntersectVisitor::HitList& hlist=iv.getHits(scene, vum, x,y);
std::string gdlist="";
if (iv.hits())
{
for(osgUtil::IntersectVisitor::HitList::iterator hitr=hlist.begin();
hitr!=hlist.end();
++hitr)
{
//osg::Vec3 ip = hitr->getLocalIntersectPoint();
//osg::Vec3 in = hitr->getLocalIntersectNormal();
osg::Geode* geode = hitr->_geode.get();
// the geodes are identified by name.
if (geode) {
gdlist=gdlist+" "+geode->getName();
}
}
}
setLabel(gdlist);
}
}
osg::Node* createHUD(osgText::Text* updateText)
{ // create the hud. derived from osgHud.cpp
// adds a set of quads, each in a separate Geode - which can be picked individually
// eg to be used as a menuing/help system!
// Can pick texts too!
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
modelview_abs->setReferenceFrame(osg::Transform::RELATIVE_TO_ABSOLUTE);
modelview_abs->setMatrix(osg::Matrix::identity());
osg::Projection* projection = new osg::Projection;
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
projection->addChild(modelview_abs);
std::string timesFont("fonts/times.ttf");
// turn lighting off for the text and disable depth test to ensure its always ontop.
osg::Vec3 position(150.0f,800.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);
{
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
geode->setName("simple");
modelview_abs->addChild(geode);
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setText("Picking in Head Up Displays is simple !=]");
text->setPosition(position);
position += delta;
}
for (int i=0; i<5; i++) {
osg::Vec3 dy(0.0f,-30.0f,0.0f);
osg::Vec3 dx(120.0f,0.0f,0.0f);
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
const char *opts[]={"One", "Two", "Three", "January", "Feb", "2003"};
osg::Geometry *quad=new osg::Geometry;
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
std::string name="subOption";
name += " ";
name += std::string(opts[i]);
geode->setName(name);
osg::Vec3Array* vertices = new osg::Vec3Array(4); // 1 quad
osg::Vec4Array* colors = new osg::Vec4Array;
colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(0.8-0.1*i,0.1*i,0.2*i, 1.0));
quad->setColorArray(colors);
quad->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
(*vertices)[0]=position;
(*vertices)[1]=position+dx;
(*vertices)[2]=position+dx+dy;
(*vertices)[3]=position+dy;
quad->setVertexArray(vertices);
quad->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
geode->addDrawable(quad);
modelview_abs->addChild(geode);
position += delta;
}
{ // this displays what has been selected
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
geode->setName("whatis");
geode->addDrawable( updateText );
modelview_abs->addChild(geode);
updateText->setFont(timesFont);
updateText->setText("whatis will tell you what is under the mouse");
updateText->setPosition(position);
position += delta;
}
return projection;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to do Head Up Displays.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [filename] ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
osg::ref_ptr<osg::Group> group = dynamic_cast<osg::Group*>(scene.get());
if (!group)
{
group = new osg::Group;
group->addChild(scene.get());
}
osg::ref_ptr<osgText::Text> updateText = new osgText::Text;
// add the HUD subgraph.
group->addChild(createHUD(updateText.get()));
// add the handler for doing the picking
viewer.getEventHandlerList().push_front(new PickHandler(&viewer,updateText.get()));
// set the scene to render
viewer.setSceneData(group.get());
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}