450 lines
13 KiB
C++
450 lines
13 KiB
C++
//#include <cstdio>
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//#include <cstdlib>
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#include <iostream>
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#include <list>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osg/Geometry>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/BlendFunc>
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#include <osg/ClearNode>
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#include <osg/Depth>
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#include <osg/Projection>
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#include <osgUtil/Tesselator>
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#include <osgUtil/TransformCallback>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/Optimizer>
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#include <osgText/Text>
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#include <osgGA/TrackballManipulator>
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#include <osgProducer/Viewer>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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int runApp(std::string xapp);
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// class to handle events with a pick
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class PickHandler : public osgGA::GUIEventHandler {
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public:
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PickHandler(osgProducer::Viewer* viewer,osgText::Text* updateText):
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_viewer(viewer),
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_updateText(updateText) {}
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~PickHandler() {}
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bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& us);
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std::string pick(float x, float y);
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void highlight(const std::string& name)
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{
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if (_updateText.get()) _updateText->setText(name);
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}
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protected:
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osgProducer::Viewer* _viewer;
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osg::ref_ptr<osgText::Text> _updateText;
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};
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bool PickHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::FRAME):
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case(osgGA::GUIEventAdapter::MOVE):
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{
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//osg::notify(osg::NOTICE)<<"MOVE "<<ea.getX()<<ea.getY()<<std::endl;
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std::string picked_name = pick(ea.getX(),ea.getY());
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highlight(picked_name);
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return false;
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}
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case(osgGA::GUIEventAdapter::PUSH):
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{
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//osg::notify(osg::NOTICE)<<"PUSH "<<ea.getX()<<ea.getY()<<std::endl;
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std::string picked_name = pick(ea.getX(),ea.getY());
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if (!picked_name.empty())
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{
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runApp(picked_name);
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return true;
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}
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else
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{
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return false;
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}
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}
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default:
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return false;
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}
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}
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std::string PickHandler::pick(float x, float y)
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{
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osgUtil::IntersectVisitor::HitList hlist;
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if (_viewer->computeIntersections(x, y, hlist))
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{
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for(osgUtil::IntersectVisitor::HitList::iterator hitr=hlist.begin();
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hitr!=hlist.end();
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++hitr)
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{
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if (hitr->_geode.valid() && !hitr->_geode->getName().empty()) return hitr->_geode->getName();
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}
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}
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return "";
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}
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osg::Node* createHUD(osgText::Text* updateText)
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{ // create the hud. derived from osgHud.cpp
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// adds a set of quads, each in a separate Geode - which can be picked individually
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// eg to be used as a menuing/help system!
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// Can pick texts too!
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osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
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modelview_abs->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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modelview_abs->setMatrix(osg::Matrix::identity());
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osg::Projection* projection = new osg::Projection;
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projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
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projection->addChild(modelview_abs);
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std::string timesFont("fonts/times.ttf");
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// turn lighting off for the text and disable depth test to ensure its always ontop.
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osg::Vec3 position(50.0f,510.0f,0.0f);
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osg::Vec3 delta(0.0f,-60.0f,0.0f);
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{ // this displays what has been selected
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osg::Geode* geode = new osg::Geode();
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
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geode->setName("The text label");
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geode->addDrawable( updateText );
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modelview_abs->addChild(geode);
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updateText->setCharacterSize(20.0f);
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updateText->setFont(timesFont);
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updateText->setColor(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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updateText->setText("");
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updateText->setPosition(position);
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position += delta;
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}
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return projection;
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} // end create HUDf
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static osg::Vec3 defaultPos( 0.0f, 0.0f, 0.0f );
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static osg::Vec3 centerScope(0.0f, 0.0f, 0.0f);
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class Xample
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{
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std::string texture;
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std::string app;
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public:
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Xample(std::string image, std::string prog)
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{
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texture = image;
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app = prog;
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osg::notify(osg::INFO) << "New Xample!" << std::endl;
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};
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~Xample() { };
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std::string getTexture()
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{
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return texture;
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}
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std::string getApp()
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{
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return app;
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}
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}; // end class Xample
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typedef std::list<Xample>::iterator OP;
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static std::list<Xample> Xamplelist;
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void printList()
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{
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osg::notify(osg::INFO) << "start printList()" << std::endl;
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for (OP i = Xamplelist.begin() ; i != Xamplelist.end() ; ++i)
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{
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Xample& x = *i;
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osg::notify(osg::INFO) << "current x.texture = " << x.getTexture() << std::endl;
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osg::notify(osg::INFO) << "current x.app = " << x.getApp() << std::endl;
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}
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osg::notify(osg::INFO) << "end printList()" << std::endl;
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} // end printList()
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int runApp(std::string xapp)
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{
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osg::notify(osg::INFO) << "start runApp()" << std::endl;
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for (OP i = Xamplelist.begin() ; i != Xamplelist.end() ; ++i)
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{
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Xample& x = *i;
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if(!xapp.compare(x.getApp()))
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{
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osg::notify(osg::INFO) << "app found!" << std::endl;
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const char* cxapp = xapp.c_str();
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osg::notify(osg::INFO) << "char* = " << cxapp <<std::endl;
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system(cxapp);
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return 1;
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}
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}
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osg::notify(osg::INFO) << "app not found!" << std::endl;
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return 0;
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} // end printList()
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void readConfFile(char* confFile) // read confFile 1
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{
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osg::notify(osg::INFO) << "Start reading confFile" << std::endl;
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std::string fileName = osgDB::findDataFile(confFile);
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if (fileName.empty())
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{
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osg::notify(osg::INFO) << "Config file not found"<<confFile << std::endl;
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return;
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}
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std::ifstream in(fileName.c_str());
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if (!in)
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{
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osg::notify(osg::INFO) << "File " << fileName << " can not be opened!" << std::endl;
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exit(1);
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}
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std::string imageBuffer;
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std::string appBuffer;
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while (!in.eof())
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{
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std::getline(in, imageBuffer);
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std::getline(in, appBuffer);
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if(imageBuffer == "" || appBuffer == "");
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else
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{
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osg::notify(osg::INFO) << "imageBuffer: " << imageBuffer << std::endl;
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osg::notify(osg::INFO) << "appBuffer: " << appBuffer << std::endl;
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// jeweils checken ob image vorhanden ist.
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Xample tmp(imageBuffer, appBuffer); // create Xample objects 2
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Xamplelist.push_back(tmp); // store objects in list 2
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}
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}
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in.close();
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osg::notify(osg::INFO) << "End reading confFile" << std::endl;
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printList();
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} // end readConfFile
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void SetObjectTextureState(osg::Geode *geodeCurrent, std::string texture)
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{
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// retrieve or create a StateSet
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osg::StateSet* stateTexture = geodeCurrent->getOrCreateStateSet();
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// load texture.jpg as an image
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osg::Image* imgTexture = osgDB::readImageFile( texture );
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// if the image is successfully loaded
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if (imgTexture)
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{
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// create a new two-dimensional texture object
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osg::Texture2D* texCube = new osg::Texture2D;
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// set the texture to the loaded image
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texCube->setImage(imgTexture);
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// set the texture to the state
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stateTexture->setTextureAttributeAndModes(0,texCube,osg::StateAttribute::ON);
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// set the state of the current geode
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geodeCurrent->setStateSet(stateTexture);
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}
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} // end SetObjectTextureState
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osg::Geode* createTexturedCube(float fRadius,osg::Vec3 vPosition, std::string texture, std::string geodeName)
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{
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// create a cube shape
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osg::Box *bCube = new osg::Box(vPosition,fRadius);
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// osg::Box *bCube = new osg::Box(vPosition,fRadius);
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// create a container that makes the cube drawable
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osg::ShapeDrawable *sdCube = new osg::ShapeDrawable(bCube);
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// create a geode object to as a container for our drawable cube object
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osg::Geode* geodeCube = new osg::Geode();
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geodeCube->setName( geodeName );
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// set the object texture state
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SetObjectTextureState(geodeCube, texture);
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// add our drawable cube to the geode container
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geodeCube->addDrawable(sdCube);
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return(geodeCube);
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} // end CreateCube
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osg::PositionAttitudeTransform* getPATransformation(osg::Node* object, osg::Vec3 position, osg::Vec3 scale, osg::Vec3 pivot)
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{
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osg::PositionAttitudeTransform* tmpTrans = new osg::PositionAttitudeTransform();
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tmpTrans->addChild( object );
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tmpTrans->setPosition( position );
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tmpTrans->setScale( scale );
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tmpTrans->setPivotPoint( pivot );
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return tmpTrans;
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}
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void printBoundings(osg::Node* current, std::string name)
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{
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const osg::BoundingSphere& currentBound = current->getBound();
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osg::notify(osg::INFO) << name << std::endl;
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osg::notify(osg::INFO) << "center = " << currentBound.center() << std::endl;
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osg::notify(osg::INFO) << "radius = " << currentBound.radius() << std::endl;
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// return currentBound.radius();
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}
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osg::Group* setupGraph() // create Geodes/Nodes from Xamplelist 3
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{
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osg::Group* xGroup = new osg::Group();
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// positioning and sizes
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float defaultRadius = 0.8f;
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int itemsInLine = 4; // name says everything
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float offset = 0.05f;
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float bs = (defaultRadius / 4) + offset;
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float xstart = (3*bs) * (-1);
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float zstart = xstart * (-1);
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float xnext = xstart;
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float znext = zstart;
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float xjump = (2*bs);
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float zjump = xjump;
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osg::Vec3 vScale( 0.5f, 0.5f, 0.5f );
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osg::Vec3 vPivot( 0.0f, 0.0f, 0.0f );
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// run through Xampleliste
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int z = 1;
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for (OP i = Xamplelist.begin() ; i != Xamplelist.end() ; ++i, ++z)
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{
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Xample& x = *i;
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osg::Node* tmpCube = createTexturedCube(defaultRadius, defaultPos, x.getTexture(), x.getApp());
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printBoundings(tmpCube, x.getApp());
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osg::Vec3 vPosition( xnext, 0.0f, znext );
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osg::PositionAttitudeTransform* transX = getPATransformation(tmpCube, vPosition, vScale, vPivot);
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xGroup->addChild( transX );
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// line feed
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if(z < itemsInLine)
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xnext += xjump;
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else
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{
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xnext = xstart;
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znext -= zjump;
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z = 0;
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}
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} // end run through list
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return xGroup;
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} // end setupGraph
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int main( int argc, char **argv )
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{
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if (argc<=1)
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{
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readConfFile("osg.conf"); // read ConfigFile 1
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}
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else
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{
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readConfFile(argv[1]); // read ConfigFile 1
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}
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// construct the viewer.
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osgProducer::Viewer viewer;
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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osg::ref_ptr<osgText::Text> updateText = new osgText::Text;
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// add the handler for doing the picking
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viewer.getEventHandlerList().push_front(new PickHandler(&viewer,updateText.get()));
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osg::Group* root = new osg::Group();
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root->addChild( setupGraph() );
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// add the HUD subgraph.
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root->addChild(createHUD(updateText.get()));
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// add model to viewer.
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viewer.setSceneData( root );
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// create the windows and run the threads.
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viewer.realize();
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osg::Matrix lookAt;
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lookAt.makeLookAt(osg::Vec3(0.0f, -4.0f, 0.0f), centerScope, osg::Vec3(0.0f, 0.0f, 1.0f));
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//viewer.setView(lookAt);
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// to be able to turn scene, place next call before viewer.update()
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viewer.setView(lookAt);
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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} // end main
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