//#include //#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int runApp(std::string xapp); // class to handle events with a pick class PickHandler : public osgGA::GUIEventHandler { public: PickHandler(osgProducer::Viewer* viewer,osgText::Text* updateText): _viewer(viewer), _updateText(updateText) {} ~PickHandler() {} bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us); std::string pick(float x, float y); void highlight(const std::string& name) { if (_updateText.get()) _updateText->setText(name); } protected: osgProducer::Viewer* _viewer; osg::ref_ptr _updateText; }; bool PickHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::FRAME): case(osgGA::GUIEventAdapter::MOVE): { //osg::notify(osg::NOTICE)<<"MOVE "<computeIntersections(x, y, hlist)) { for(osgUtil::IntersectVisitor::HitList::iterator hitr=hlist.begin(); hitr!=hlist.end(); ++hitr) { if (hitr->_geode.valid() && !hitr->_geode->getName().empty()) return hitr->_geode->getName(); } } return ""; } 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::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); std::string timesFont("fonts/times.ttf"); // turn lighting off for the text and disable depth test to ensure its always ontop. osg::Vec3 position(50.0f,510.0f,0.0f); osg::Vec3 delta(0.0f,-60.0f,0.0f); { // 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("The text label"); geode->addDrawable( updateText ); modelview_abs->addChild(geode); updateText->setCharacterSize(20.0f); updateText->setFont(timesFont); updateText->setColor(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); updateText->setText(""); updateText->setPosition(position); position += delta; } return projection; } // end create HUDf static osg::Vec3 defaultPos( 0.0f, 0.0f, 0.0f ); static osg::Vec3 centerScope(0.0f, 0.0f, 0.0f); class Xample { std::string texture; std::string app; public: Xample(std::string image, std::string prog) { texture = image; app = prog; osg::notify(osg::INFO) << "New Xample!" << std::endl; }; ~Xample() { }; std::string getTexture() { return texture; } std::string getApp() { return app; } }; // end class Xample typedef std::list::iterator OP; static std::list Xamplelist; void printList() { osg::notify(osg::INFO) << "start printList()" << std::endl; for (OP i = Xamplelist.begin() ; i != Xamplelist.end() ; ++i) { Xample& x = *i; osg::notify(osg::INFO) << "current x.texture = " << x.getTexture() << std::endl; osg::notify(osg::INFO) << "current x.app = " << x.getApp() << std::endl; } osg::notify(osg::INFO) << "end printList()" << std::endl; } // end printList() int runApp(std::string xapp) { osg::notify(osg::INFO) << "start runApp()" << std::endl; for (OP i = Xamplelist.begin() ; i != Xamplelist.end() ; ++i) { Xample& x = *i; if(!xapp.compare(x.getApp())) { osg::notify(osg::INFO) << "app found!" << std::endl; const char* cxapp = xapp.c_str(); osg::notify(osg::INFO) << "char* = " << cxapp <getOrCreateStateSet(); // load texture.jpg as an image osg::Image* imgTexture = osgDB::readImageFile( texture ); // if the image is successfully loaded if (imgTexture) { // create a new two-dimensional texture object osg::Texture2D* texCube = new osg::Texture2D; // set the texture to the loaded image texCube->setImage(imgTexture); // set the texture to the state stateTexture->setTextureAttributeAndModes(0,texCube,osg::StateAttribute::ON); // set the state of the current geode geodeCurrent->setStateSet(stateTexture); } } // end SetObjectTextureState osg::Geode* createTexturedCube(float fRadius,osg::Vec3 vPosition, std::string texture, std::string geodeName) { // create a cube shape osg::Box *bCube = new osg::Box(vPosition,fRadius); // osg::Box *bCube = new osg::Box(vPosition,fRadius); // create a container that makes the cube drawable osg::ShapeDrawable *sdCube = new osg::ShapeDrawable(bCube); // create a geode object to as a container for our drawable cube object osg::Geode* geodeCube = new osg::Geode(); geodeCube->setName( geodeName ); // set the object texture state SetObjectTextureState(geodeCube, texture); // add our drawable cube to the geode container geodeCube->addDrawable(sdCube); return(geodeCube); } // end CreateCube osg::PositionAttitudeTransform* getPATransformation(osg::Node* object, osg::Vec3 position, osg::Vec3 scale, osg::Vec3 pivot) { osg::PositionAttitudeTransform* tmpTrans = new osg::PositionAttitudeTransform(); tmpTrans->addChild( object ); tmpTrans->setPosition( position ); tmpTrans->setScale( scale ); tmpTrans->setPivotPoint( pivot ); return tmpTrans; } void printBoundings(osg::Node* current, std::string name) { const osg::BoundingSphere& currentBound = current->getBound(); osg::notify(osg::INFO) << name << std::endl; osg::notify(osg::INFO) << "center = " << currentBound.center() << std::endl; osg::notify(osg::INFO) << "radius = " << currentBound.radius() << std::endl; // return currentBound.radius(); } osg::Group* setupGraph() // create Geodes/Nodes from Xamplelist 3 { osg::Group* xGroup = new osg::Group(); // positioning and sizes float defaultRadius = 0.8f; int itemsInLine = 4; // name says everything float offset = 0.05f; float bs = (defaultRadius / 4) + offset; float xstart = (3*bs) * (-1); float zstart = xstart * (-1); float xnext = xstart; float znext = zstart; float xjump = (2*bs); float zjump = xjump; osg::Vec3 vScale( 0.5f, 0.5f, 0.5f ); osg::Vec3 vPivot( 0.0f, 0.0f, 0.0f ); // run through Xampleliste int z = 1; for (OP i = Xamplelist.begin() ; i != Xamplelist.end() ; ++i, ++z) { Xample& x = *i; osg::Node* tmpCube = createTexturedCube(defaultRadius, defaultPos, x.getTexture(), x.getApp()); printBoundings(tmpCube, x.getApp()); osg::Vec3 vPosition( xnext, 0.0f, znext ); osg::PositionAttitudeTransform* transX = getPATransformation(tmpCube, vPosition, vScale, vPivot); xGroup->addChild( transX ); // line feed if(z < itemsInLine) xnext += xjump; else { xnext = xstart; znext -= zjump; z = 0; } } // end run through list return xGroup; } // end setupGraph int main( int argc, char **argv ) { if (argc<=1) { readConfFile("osg.conf"); // read ConfigFile 1 } else { readConfFile(argv[1]); // read ConfigFile 1 } // construct the viewer. osgProducer::Viewer viewer; // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); osg::ref_ptr updateText = new osgText::Text; // add the handler for doing the picking viewer.getEventHandlerList().push_front(new PickHandler(&viewer,updateText.get())); osg::Group* root = new osg::Group(); root->addChild( setupGraph() ); // add the HUD subgraph. root->addChild(createHUD(updateText.get())); // add model to viewer. viewer.setSceneData( root ); // create the windows and run the threads. viewer.realize(); osg::Matrix lookAt; lookAt.makeLookAt(osg::Vec3(0.0f, -4.0f, 0.0f), centerScope, osg::Vec3(0.0f, 0.0f, 1.0f)); //viewer.setView(lookAt); 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(); // to be able to turn scene, place next call before viewer.update() viewer.setView(lookAt); // fire off the cull and draw traversals of the scene. viewer.frame(); } // wait for all cull and draw threads to complete. viewer.sync(); // run a clean up frame to delete all OpenGL objects. viewer.cleanup_frame(); // wait for all the clean up frame to complete. viewer.sync(); return 0; } // end main