Added handling of CameraNode into PickVisitor in src/osgProducer/Viewer.cpp. This

is unlikely to be the final solution, but does at least fix part of the problem of handling
picking HUD's underneath CameraNodes.
This commit is contained in:
Robert Osfield 2005-11-02 15:23:54 +00:00
parent 7e858b15f1
commit b0df518d11
2 changed files with 33 additions and 19 deletions

View File

@ -25,6 +25,7 @@
#include <osg/Depth>
#include <osg/Projection>
#include <osg/MatrixTransform>
#include <osg/CameraNode>
#include <osg/io_utils>
#include <osgText/Text>
@ -108,18 +109,19 @@ void PickHandler::pick(const osgGA::GUIEventAdapter& ea)
}
osg::Node* createHUD(osgText::Text* updateText)
{ // create the hud. derived from osgHud.cpp
{
// 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::ABSOLUTE_RF);
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);
osg::CameraNode* hudCamera = new osg::CameraNode;
hudCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
hudCamera->setViewMatrix(osg::Matrix::identity());
hudCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
hudCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
std::string timesFont("fonts/times.ttf");
@ -133,7 +135,7 @@ osg::Node* createHUD(osgText::Text* updateText)
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
geode->setName("simple");
modelview_abs->addChild(geode);
hudCamera->addChild(geode);
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
@ -172,7 +174,7 @@ osg::Node* createHUD(osgText::Text* updateText)
quad->setVertexArray(vertices);
quad->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
geode->addDrawable(quad);
modelview_abs->addChild(geode);
hudCamera->addChild(geode);
position += delta;
}
@ -186,7 +188,7 @@ osg::Node* createHUD(osgText::Text* updateText)
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
geode->setName("The text label");
geode->addDrawable( updateText );
modelview_abs->addChild(geode);
hudCamera->addChild(geode);
updateText->setCharacterSize(20.0f);
updateText->setFont(timesFont);
@ -197,7 +199,7 @@ osg::Node* createHUD(osgText::Text* updateText)
position += delta;
}
return projection;
return hudCamera;
}

View File

@ -88,17 +88,16 @@ public:
_nodeMaskOverride = mask; }
virtual void apply(osg::Projection& pr)
{ // stack the intersect rays, transform to new projection, traverse
// Assumes that the Projection is an absolute projection
void handleProjectionMatrix(const osg::Matrixd& matrix, osg::Group& node)
{
osg::Matrixd mt;
mt.invert(pr.getMatrix());
mt.invert(matrix);
osg::Vec3 npt=osg::Vec3(xp,yp,-1.0f) * mt, farpt=osg::Vec3(xp,yp,1.0f) * mt;
// traversing the nodes children, using the projection direction
for (unsigned int i=0; i<pr.getNumChildren(); i++)
for (unsigned int i=0; i<node.getNumChildren(); i++)
{
osg::Node *nodech=pr.getChild(i);
osg::Node *nodech=node.getChild(i);
osgUtil::IntersectVisitor::HitList &hli=_piv.getIntersections(nodech,npt, farpt);
for(osgUtil::IntersectVisitor::HitList::iterator hitr=hli.begin();
hitr!=hli.end();
@ -111,6 +110,19 @@ public:
}
}
virtual void apply(osg::Projection& pr)
{
handleProjectionMatrix(pr.getMatrix(), pr);
}
virtual void apply(osg::CameraNode& camera)
{
// just handling the projection matrix here, this leaves the question about non identity view matrices....
// we need to think about the effects of this. Robert Osfield, Novemenber 2005.
handleProjectionMatrix(camera.getProjectionMatrix(), camera);
}
osgUtil::IntersectVisitor::HitList& getHits(osg::Node *node, const osg::Vec3& near_point, const osg::Vec3& far_point)
{
// High level get intersection with sceneview using a ray from x,y on the screen