/* OpenSceneGraph example, osgscalarbar. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace osgSim; using osgSim::ScalarBar; #if defined(_MSC_VER) // not have to have this pathway for just VS6.0 as its unable to handle the full // ScalarBar::ScalarPrinter::printScalar scoping. // Create a custom scalar printer struct MyScalarPrinter: public ScalarBar::ScalarPrinter { std::string printScalar(float scalar) { std::cout<<"In MyScalarPrinter::printScalar"< cs; cs.push_back(osg::Vec4(1.0f,0.0f,0.0f,1.0f)); // R cs.push_back(osg::Vec4(0.0f,1.0f,0.0f,1.0f)); // G cs.push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); // G cs.push_back(osg::Vec4(0.0f,0.0f,1.0f,1.0f)); // B cs.push_back(osg::Vec4(0.0f,1.0f,1.0f,1.0f)); // R ColorRange* cr = new ColorRange(0.0f,1.0f,cs); ScalarBar* sb = new ScalarBar(20, 11, cr, vertical ? "Vertical" : "Horizontal", vertical ? ScalarBar::VERTICAL : ScalarBar::HORIZONTAL, 0.1f, new MyScalarPrinter); sb->setScalarPrinter(new MyScalarPrinter); if ( !vertical ) { sb->setPosition( osg::Vec3(0.5f,0.5f,0)); } return sb; #else ScalarBar *sb = new ScalarBar; ScalarBar::TextProperties tp; tp._fontFile = "fonts/times.ttf"; sb->setTextProperties(tp); return sb; #endif } osg::Node * createScalarBar_HUD() { osgSim::ScalarBar * geode = new osgSim::ScalarBar; osgSim::ScalarBar::TextProperties tp; tp._fontFile = "fonts/times.ttf"; geode->setTextProperties(tp); osg::StateSet * stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF); stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); stateset->setRenderBinDetails(11, "RenderBin"); osg::MatrixTransform * modelview = new osg::MatrixTransform; modelview->setReferenceFrame(osg::Transform::ABSOLUTE_RF); osg::Matrixd matrix(osg::Matrixd::scale(1000,1000,1000) * osg::Matrixd::translate(120,10,0)); // I've played with these values a lot and it seems to work, but I have no idea why modelview->setMatrix(matrix); modelview->addChild(geode); osg::Projection * projection = new osg::Projection; projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // or whatever the OSG window res is projection->addChild(modelview); return projection; //make sure you delete the return sb line } int main(int , char **) { // construct the viewer. osgViewer::Viewer viewer; osg::Group* group = new osg::Group; group->addChild(createScalarBar_HUD()); // rotate the scalar from XY plane to XZ so we see them viewing it with the default camera manipulators that look along the Y axis, with Z up. osg::MatrixTransform* transform = new osg::MatrixTransform; group->addChild(transform); transform->setMatrix(osg::Matrix::rotate(osg::inDegrees(90.0),1.0,0.0,0.0)); transform->addChild(createScalarBar(true)); transform->addChild(createScalarBar(false)); // add model to viewer. viewer.setSceneData( group ); return viewer.run(); }