OpenSceneGraph/examples/osglauncher/osglauncher.cpp
2004-11-29 01:12:25 +00:00

450 lines
13 KiB
C++

//#include <cstdio>
//#include <cstdlib>
#include <iostream>
#include <list>
#include <string>
#include <fstream>
#include <sstream>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/Geometry>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/BlendFunc>
#include <osg/ClearNode>
#include <osg/Depth>
#include <osg/Projection>
#include <osgUtil/Tesselator>
#include <osgUtil/TransformCallback>
#include <osgUtil/CullVisitor>
#include <osgUtil/Optimizer>
#include <osgText/Text>
#include <osgGA/TrackballManipulator>
#include <osgProducer/Viewer>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
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<osgText::Text> _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 "<<ea.getX()<<ea.getY()<<std::endl;
std::string picked_name = pick(ea.getX(),ea.getY());
highlight(picked_name);
return false;
}
case(osgGA::GUIEventAdapter::PUSH):
{
//osg::notify(osg::NOTICE)<<"PUSH "<<ea.getX()<<ea.getY()<<std::endl;
std::string picked_name = pick(ea.getX(),ea.getY());
if (!picked_name.empty())
{
runApp(picked_name);
return true;
}
else
{
return false;
}
}
default:
return false;
}
}
std::string PickHandler::pick(float x, float y)
{
osgUtil::IntersectVisitor::HitList hlist;
if (_viewer->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<Xample>::iterator OP;
static std::list<Xample> 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 <<std::endl;
system(cxapp);
return 1;
}
}
osg::notify(osg::INFO) << "app not found!" << std::endl;
return 0;
} // end printList()
void readConfFile(char* confFile) // read confFile 1
{
osg::notify(osg::INFO) << "Start reading confFile" << std::endl;
std::string fileName = osgDB::findDataFile(confFile);
if (fileName.empty())
{
osg::notify(osg::INFO) << "Config file not found"<<confFile << std::endl;
return;
}
std::ifstream in(fileName.c_str());
if (!in)
{
osg::notify(osg::INFO) << "File " << fileName << " can not be opened!" << std::endl;
exit(1);
}
std::string imageBuffer;
std::string appBuffer;
while (!in.eof())
{
std::getline(in, imageBuffer);
std::getline(in, appBuffer);
if(imageBuffer == "" || appBuffer == "");
else
{
osg::notify(osg::INFO) << "imageBuffer: " << imageBuffer << std::endl;
osg::notify(osg::INFO) << "appBuffer: " << appBuffer << std::endl;
// jeweils checken ob image vorhanden ist.
Xample tmp(imageBuffer, appBuffer); // create Xample objects 2
Xamplelist.push_back(tmp); // store objects in list 2
}
}
in.close();
osg::notify(osg::INFO) << "End reading confFile" << std::endl;
printList();
} // end readConfFile
void SetObjectTextureState(osg::Geode *geodeCurrent, std::string texture)
{
// retrieve or create a StateSet
osg::StateSet* stateTexture = geodeCurrent->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<osgText::Text> 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 before exit.
viewer.sync();
return 0;
} // end main