multiple GraphicsWindows, this singleton is accessable via GUIEventEvent::getAccumulatedEventState().
Added use of this new singleton in GraphicsWindow* implementations.
Added WindowSizeHandler to osgkeyboard to help with debugging of event state
between windows.
Created a new GraphicsThread subclass from OperationThread which allows the
GraphicsContext specific calls to be moved out of the base OperationThread class.
Updated the rest of the OSG to respect these changes.
Added and cleaned up DeleteHandler calls in osgViewer to help avoid crashes on exit.
Changed DatabasePager across to dynamically checcking osg::getCompileContext(..)
Updated wrappers.
"
Found in the join file the fix for the bug found by Rafa.
Problem :
osgIntrospection::Value grp(new osg::Group);
osgIntrospection::ValueList vlcall;
vlcall.push_back(osgIntrospection::Value("toto"));
const osgIntrospection::MethodInfo *m =
grp->getType.getCompatibleMethod("setName", vlcall, true);
if (m)
{
m->invoke(grp, vlcall); // ** SEGFAULT here
}
Algorithm explanation :
The "invoke" method try to convert "grp", which reflect an
"osg::Group*", in a
"osgIntrospection::Value", which reflect a "osg::Node*".
This because
the "setName(const char *)" method found by
"grp->getType.getCompatibleMethod"
is an "osg::Object" type method.
When osgIntrospection do this conversion it try :
- to found a "osgIntrospection::Converter" to convert
from "osg::Group*" to "osg::Node*"
- to found a chain of "osgIntrospection::Converter" to convert
from "osg::Group*" to "one or many type" to "osg::Node*"
- to converte an Enum to int or unsigned int
- to convert the value in its "value string representation",
then converte this string in the destination value
Else it throw a "TypeConversionException".
Bug :
1)
When osgIntrospection try to found a chain of
"osgIntrospection::Converter"
It could do any downcast or (Type to SuperType) or upcast
(SuperType to Type).
This mean the the chain could be :
osg::Group to osg::Transform to osg::Camera to
osg::CullSettings to osg::CullStack to
osg::CollectOccludersVisitor to
osg::NodeVisitor to osg::Referenced to osg::Object
During the convertion with this chain, A METTRE failed and
the pointer in
"grp" is set NULL. But the "grp" is always a valid
"osgIntrospection::Value"
and so, osgIntrospection accept the conversion. Then it try
to use this pointer
to call the "setName" function. And Bing SEGFAULT.
2)
In "bool Reflection::accum_conv_path( ... )"
the convection path isn't accumulate in the recursive loop.
this cause multi request of a conversion path, and a
slowdown in the
conversion algorithm.
3)
Use of the last conversion way in a conversion from
pointer to pointer
this mean you can do this :
"osg::Node*" to " value string representation" to "osg::Material*"
What a bad thing !!!
Solution :
1)
Introduce the concept of dynamic_cast and static_cast.
now, to do a conversion, osgIntrospection does this :
- to found a "osgIntrospection::Converter" to convert
from "osg::Group*" to "osg::Node*"
- to found a chain of "osgIntrospection::Converter" to convert
from "osg::Group*" to "one or many type" to "osg::Node*"
only with static_cast, downcast (Type to SuperType)
- to found, if the source and the destination are two pointer,
a chain of "osgIntrospection::Converter" to convert
from "osg::Group*" to "one or many type" to "osg::Node*"
only with dynamic_cast, upcast (SuperType to Type)
- to convert an Enum to int or to unsigned int
- to convert the value in its "value string representation",
then convert this string in the destination value
Else it throw a "TypeConversionException".
Add the "enum CastType" to distinguish the static_cast or
dynamic_cast converter.
Add file OpenSceneGraph/include/osgIntrospection/CastType
2)
add a line to accumulate converter in converter Path.
3)
add a line to check if source and destination are pointer.
"
is not the usual OpenGL BOTTOM_LEFT orientation, but with the origin TOP_LEFT. This
allows geometry setup code to flip the t tex coord to render the movie the correct way up.
Stephan: "attached you'll find some modifications to the GraphicsWindow-class and
their platform-dependant implementations.
The problem:
setWindowRectangle and setWindowDecoration do not update the
traits-object, so, if you call setWindowRectangle on a
not-realized-window it will open with another size when realized later.
getWindowRectangle reports possible wrong sizes if setWindowRectangle
called before.
My solution:
split the implementation in two parts:
GraphicsWindow::setWindowRectangle will update its traits-object and
call afterwards the virtual method setWindowRectangleImplementation
(which is implemented by the derived platformspecific classess). For
setWindowDecoration I am useing a similar mechanism.
I hope you'll find the submission useful, the Win32 and X11 changes are
not tested but should work."
Changes to this made by Robert are call of resized in setWindowRectangle
instead of setting of Traits, and use of a bool return type.
changes I made:
+ put a warning in the console if a nonexistant screen is requested
+ add getters for the aglcontext and pixelformat -- I need access to
them in my own code.
"
the declaring file for a given type via the new member function
osgIntrospection::Type::getDeclaringFile. This information is useful
in order to know what header to include when auto-generating wrappers
for a given type.
During the C# wrapper generator development I've been keeping the
declaring file configuration state up-to-date manually with changes
to OSG, and it's proven to require substantial effort. So it would be
extremely valuable to get this change in before 2.0 to reduce maintenance
during the lifetime of the release. It'll also be equally useful to
others looking to create wrapper generators using osgIntrospection.
This is a fairly simple change and was tested with a fresh rebuild of the
entire suite of osgWrapper libraries, so it should be relatively low risk
(fingers crossed)."
that the terrain is always the Earth planet. I changed the constructor
method to accept the Equator radius and the Polar radius like
parameters. By default, it assumes the Earth radius for the
EllipsoidLocator. I added a setEllipsoidModel method, too.
Now, we are developing some libraries for a GIS applicacion, and our
libraries can visualize terrains of planets like Mars. I think that is
a interesting change."
I added _preDrawCallback member and neccessary access methods plus modified osgUtil RenderStage.cpp to invoke it before all drawInner calls are made. I tried to maintain symmetry with postDrawCallback but you know better where is a proper place for this call ;-)
"
window.
The win32 implementation is still in its original shape since I have no win32
implementation available.
I have chosen the enum approach for the first cut. That is benefitial since
the user does not need to track creation of mouse cursors for different
windows and displays in presence of multiple viewer windows.
The default set of available mouse shapes is the same set that was available
with glut. That set served many OpenGL applications well, so the hope is that
this is enough.
Even though, that implementation is still extensible:
I have digged out the way SDL defines new mouse cursors and added a still
documented out function prototype in the GraphicsWindow that can be used to
extend the current implemtation for arbitrary mouse shapes. That is not
implemented yet.
I hope that somebody with a win32 test system can catch up that implementation
on win32."
The major modification concern the LineProjector class in Projector.cpp. The intersection was previously done in window space, I've modified it to compute it in object space."
"Since we desperately needed a means for picking Lines
and Points I implemented (hopefully!) proper geometrical tests
for the PolytopeIntersector.
First of all I implemented a new "GenericPrimiteFunctor"
which is basically an extended copy TriangleFunctor which also
handles Points, Lines and Quads through suitable overloads of
operator(). I would have liked to call it "PrimitiveFunctor"
but that name was already used...
I used a template method to remove redundancy in the
drawElements method overloads. If you know of platforms where
this will not work I can change it to the style used
in TriangleFunctor.
In PolytopeIntersector.cpp I implemented a
"PolytopePrimitiveIntersector" which provides the needed
overloads for Points, Lines, Triangles and Quads to
the GenericPrimitiveFunctor. This is then used in the
intersect method of PolytopeIntersector.
Implementation summary:
- Points: Check distance to all planes
- Lines: Check distance of both ends against each plane.
If both are outside -> line is out
If both are in -> continue checking
One is in, one is out -> compute intersection point (candidate)
Then check all candidates against all other polytope
planes. The remaining candidates are the proper
intersection points of the line with the polytope.
- Triangles: Perform Line-Checks for all edges of the
triangle as above. If there is an proper intersection
-> done.
In the case where there are more than 2 polytope
plane to check against we have to check for the case
where the triangle encloses the polytope.
In that case the intersection lines of the polytope
planes are computed and checked against the triangle.
- Quads: handled as two triangles.
This is implementation is certainly not the fastest.
There are certainly ways and strategies to improve it.
I also enabled the code for PolytopeIntersector
in osgkeyboardmouse and added keybindings to
switch the type of intersector ('p') and the picking
coordinate system ('c') on the fly. Since the
PolytopeIntersector does not have a canonical
ordering for its intersections (as opposed to
the LineSegementIntersector) I chaged the
implementation to toggle all hit geometries.
I tested the functionality with osgkeyboardmouse
and several models and it seems to work for
polygonal models. Special nodes such as billboards
do not work.
The next thing on my todo-list is to implement
a an improved Intersection-Structure for the
PolytopeIntersector. We need to know
which primitives where hit (and where).
"