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.
completed the new registration of the plugin-readerwriters
("REGISTER_OSGPLUGIN") according to your osgstaticviewer-example (see
attachment, based on today's svn)."
Added and cleaned up DeleteHandler calls in osgViewer to help avoid crashes on exit.
Changed DatabasePager across to dynamically checcking osg::getCompileContext(..)
Updated wrappers.
I've also added a little offset to the windows' positions so that their decoration falls inside the desktop and we can manipulate them - it looks a bit less "made out of wood"."
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.
files got messed up, most notiably the Nib and also the Localized
strings file. I didn't notice the latter until now so Martin is
missing this file.
Anyway, the attached tar contains all new versions of all the
necessary files. There are cleanups and fixes to a lot of things.
Martin did a good job porting the thing to osg::Viewer so most of the
code changes I made address other areas.
Two things I noticed in the new port you might want to consider as
feedback. First, there might be a bug with osgViewer when the view
size goes to 0. If you play with the splitviews in this program and
shrink the view until it is closed, and then re-expand it, the model
doesn't come back, not even after a home() call. SimpleViewer didn't
have this problem.
Second, a more minor thing, this program has a
take-screenshot--and-copy-to-clipboard feature via Cmd-C (or Menu
item). I achieve this by using osg::Camera to render to an FBO and
then copy the contents to Cocoa. To insert the camera, I manipulate
the scenegraph so I can get the camera node in and out. I end up
calling setSceneData at the end of eveything to restore everything to
the original state before I started mucking with the scenegraph. This
unfortunately, triggers a home() reset. So in this particular case, it
make Copy look like it's changing the scene. The old SimpleViewer had
the same problem, but I was able to work around it by directly
invoking the underlying SceneView's setSceneData so the home()
mechanism was bypassed. The viewer design seems to protect this data
more carefully so the bypass trick won't work. My feedback is that
maybe a flag or extra parameter can be introduced so a reset is not
triggered if not desired.
I have checked in a ton of Xcode fixes for the entire build process in
general so once this piece gets checked in, hopefully everything will
build cleanly."
the matrix.getRotate() function when a matrix contains a scale as well
as a rotation.
The scale can optionally be switched off, see the top of
testQuatFromMatrix().
As expected, all the current methods for mat to quat conversion fail
these new tests. When the scale is omitted, mk2 of getRotate with sign
instead of signOrZero passes, as well as mk1.
"
Changed this back to setup_example since WIN32 flag is now supported.
MFC_OSG.h:
Added flag to indicate when the rendering thread has exited.
MFC_OSG.cpp:
Code modifications to support rendering flag thread exit.
MFC_OSG_MDIView.cpp:
Change to OnDestroy function to wait until we get render thread exit flag is true before we close the window.
Main Exit Process:
User presses escape button
Viewer captures escape button and stops threading etc.
Viewer sets Done when shutdown is complete
MFC Render Thread monitors viewer->done for true
MFC Render Thread exits while loop and sets MFC Done flag
MFC View Window monitors MFC Done flag and then closes/destroys the window
"
"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).
"
Below is the changes made to the included files. The examples CMakeList.txt file was not included but the code change needed for osgviewerMFC inclusion is listed below.
CMakeList.txt:
This is a little different than other example cmakelist.txt files in that I could not use the setup_example macro. I had to go in and extract out the important parts of the macro and inline them in the CMakeList.txt file so that I could add the WIN32 declaration into the ADD_EXECUTABLE() statement. In the future the setup_example macro might be modified to support osgviewerMFC but this is special case so you might not want to muddy the water for one example.
MFC_OSG.h:
This file had some small changes:
From: #include <osgViewer/GraphicsWindowWin32>
To: #include <osgViewer/api/win32/GraphicsWindowWin32>
Also added two new function declarations
Void PreFrameUpdate(void);
Void PostFrameUpdate(void);
MFC_OSG.cpp:
This file changed only in that I am explicitly showing the viewer run loop and added the two new functions in the MFC_OSG.h file.
"
the osgsimpleviewerQt4 example in my Visual studio solutions... After
looking into it it seems that you cannot have both Qt3 and Qt4
enabled. After modifying the root CMakeLists.txt to use :
FIND_PACKAGE(Qt) which should ask you to choose betwwen Qt3 and Qt4
if you have both
instead of :
FIND_PACKAGE(Qt3)
FIND_PACKAGE(Qt4)
I had the project generated. But then due to the way CMake handles Qt4
I had to modify osgsimpleviewerQt4's CMakeLists.txt to have the binary
link with QtOpengl4. "
"Attached is a patch allows access access to the CMake MACOSX_BUNDLE
option. Now SETUP_APPLICATION and SETUP_EXAMPLE take an additional
optional parameter that specifies if the program is a command line
application or a GUI application (think: IS_COMMANDLINE_APP). Passing
1 means true (is_commandline_app). Passing 0 or omitting the parameter
means false.
I changed the scripts for osgversion and osgunittests to support this
option because I believe they are command line apps. Are there any
others?"
It should not be introusive to any other palatform apart MSVC, but in order to link to debug-specific libs
I had to change plugins CMakeLists to differentiate debug/release linkage, I have used the same macro used in core libs
Now the macro used for plugin and examples linking test for existance of TARGET_LIBRARIES_VARS
that holds the names of the variables that have to be used for linking"
New features and enhancements:
- Shared OpenGL contexts
- Multithreaded OpenGL Engine support
- Localizable string support
- Offscreen rendering (to framebuffer object) for:
- Copy/Paste (to image) support
- Drag-and-drop (as source image) support
- Print to Printer/PDF
- Dock minimization picture
- More robust initializer handling
- Fix to better handle hardware surfaces in NSScrollViews/NSSplitViews
- Use of respondsToSelector and instancesRespondToSelector to
demonstrate runtime feature checking to provide access to newer
features while still compiling on and supporting legacy versions
The new file "Localizable.strings" needs to be placed inside the
English.lproj directory."
class to encapsulate the pixel coords, SceneView and picking operations in prep for
making the code more general purpose, and less reliant on classes like osgUtil::SceneView and osgUtil::IntersectVisitor.
Vivek's email to osg-submissions:
"I'm happy to release the osgdragger nodekit to the OSG community. I
implemented the nodekit for my company, Fugro-Jason Inc., and they
have kindly agreed to open source it.
The nodekit contains a few draggers but it should be easy to build new
draggers on top of it. The design of the nodekit is based on a
SIGGRAPH 2002 course - "Design and Implementation of Direct
Manipulation in 3D". You can find the course notes at
http://www.pauliface.com/Sigg02/index.html. Reading pages 20 - 29 of
the course notes should give you a fair understanding of how the
nodekit works.
The source code also contains an example of how to use the draggers."
structure of scene graphs. I only considered the case of DEEP_COPY_NODES,
but it is sufficient for me. It is not the most elegant way -- I used
a map to list all the already cloned nodes with multiple parents, to be
looked up whenever such a node is revisited. The good part is, it works."
From Robert Osfield, fixed build problems under Linux 64 due to use of int's to store Node*
in internal maps used in above custom CopyOp. Added ref_ptr<> usage to main to
prevent memory leaks
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView
Added frame(double simulationTime) and advance(double simulationTime) parameters to
osgViewer::SimpleViewer, Vewer and CompositeViewer.
Updated various examples and Nodes to use SimulationTime where appropriate.