/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSGVIEWER_VIEW #define OSGVIEWER_VIEW 1 #include #include #include #include #include #include namespace osgViewer { class OSGVIEWER_EXPORT EndOfDynamicDrawBlock : public osg::State::DynamicObjectRenderingCompletedCallback { public: EndOfDynamicDrawBlock(unsigned int); void completed(osg::State* state); void block(); void reset(); void release(); void setNumOfBlocks(unsigned int blockCount); protected: ~EndOfDynamicDrawBlock(); OpenThreads::Mutex _mut; OpenThreads::Condition _cond; unsigned int _numberOfBlocks; unsigned int _blockCount; }; /** View holds a single view on a scene, this view may be composed of one or more slave cameras.*/ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter { public: View(); View(const osgViewer::View& view, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Object(osgViewer,View); Scene* getScene() { return _scene.get(); } const Scene* getScene() const { return _scene.get(); } virtual void setSceneData(osg::Node* node); osg::Node* getSceneData() { return _scene.valid() ? _scene->getSceneData() : 0; } const osg::Node* getSceneData() const { return _scene.valid() ? _scene->getSceneData() : 0; } void setEventQueue(osgGA::EventQueue* eventQueue) { _eventQueue = eventQueue; } osgGA::EventQueue* getEventQueue() { return _eventQueue.get(); } const osgGA::EventQueue* getEventQueue() const { return _eventQueue.get(); } void setCameraManipulator(osgGA::MatrixManipulator* manipulator); osgGA::MatrixManipulator* getCameraManipulator() { return _cameraManipulator.get(); } const osgGA::MatrixManipulator* getCameraManipulator() const { return _cameraManipulator.get(); } typedef std::list< osg::ref_ptr > EventHandlers; void addEventHandler(osgGA::GUIEventHandler* eventHandler); EventHandlers& getEventHandlers() { return _eventHandlers; } const EventHandlers& getEventHandlers() const { return _eventHandlers; } /** Set the DsplaySettings object associated with this view.*/ void setDisplaySettings(osg::DisplaySettings* ds) { _displaySettings = ds; } /** Set the DsplaySettings object associated with this view.*/ osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); } /** Set the DsplaySettings object associated with this view.*/ const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); } /** Convinience method for creating slave Cameras and associated GraphicsWindows across all screens.*/ void setUpViewAcrossAllScreens(); /** Convinience method for a single Camara associated with a single full screen GraphicsWindow.*/ void setUpViewOnSingleScreen(unsigned int screenNum=0); /** Return true if this view contains a specified camera.*/ bool containsCamera(const osg::Camera* camera) const; /** Get the camera which contains the pointer position x,y specified master cameras window/eye coords. * Also passes back the local window coords for the graphics context associated with the camera passed back. */ const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const; /** Compute intersections between a ray through the specified master cameras window/eye coords and a specified node. * Note, when a master cameras has slaves and no viewport itself its coordinate frame will be in clip space i.e. -1,-1 to 1,1, * while if its has a viewport the coordintates will be relative to its viewport dimensions. * Mouse events handled by the view will automatically be attached into the master camera window/clip coords so can be passed * directly on to the computeIntersections method. */ bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff); /** Compute intersections between a ray through the specified master cameras window/eye coords and a specified nodePath's subgraph. */ bool computeIntersections(float x,float y, osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff); virtual void requestRedraw(); virtual void requestContinuousUpdate(bool needed=true); virtual void requestWarpPointer(float x,float y); public: void assignSceneDataToCameras(); void init(); protected: virtual ~View(); osg::ref_ptr _scene; osg::ref_ptr _eventQueue; osg::ref_ptr _cameraManipulator; EventHandlers _eventHandlers; osg::ref_ptr _displaySettings; }; } #endif