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