e8b5272b02
* fixed a bug with multi-touch and touch-id-generation on iOS and OS X. (will fix a bug reported by Colin Cochran, without ditching the existing logic) * removed unnecessary warning-flagss when generating xcode-projects via cmake, will enable the usage of OSG_AGGRESSIVE_WARNING_FLAGS * added support for 10.9 (OS X) * new cmake-variable: IPHONE_VERSION_MIN, this will set the deployment-target (previously hard-coded) If you set the IPHONE_VERSION_MIN to something like 7.0 osg gets compiled also for 64bit (amd64) * cmake defaults now to the clang compiler if IPHONE_VERSION_MIN > 4.2 * cmake now sets some xcode-settings so the compiler uses the c++98-standard (clang defaults to c++11, w/o this I got a lot of linking errors) * removed include-dir for avfoundation-plugin as not needed on OSX/IOS. * enhanced the ios-example, will now show multitouch-information on a hud (similar to the osgmultitouch-example), and more importantly, will compile + link out of the box * small enhancements for the osc-device-plugin (send only one msg for MOVE/DRAG, even if multiple msgs/event is enabled) * better memory-handling for the zeroconf-plugin * fixed a possible bug in the rest-http-plugin when receiving mouse-events. * incorporated a fix from Colin Cochran "forwarded touch events are not transformed into the GL UIView“ "
358 lines
11 KiB
Plaintext
358 lines
11 KiB
Plaintext
// Created by Thomas Hogarth 2009
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// cleaned up by Stephan Huber 2013
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//
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// this example will create a fullscreen window showing a grey box. You can interact with it via
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// multi-touch gestures.
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#import "iphoneViewerAppDelegate.h"
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#include <osgGA/MultiTouchTrackballManipulator>
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#include <osg/ShapeDrawable>
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//include the iphone specific windowing stuff
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#include <osgViewer/api/IOS/GraphicsWindowIOS>
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@implementation iphoneViewerAppDelegate
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@synthesize _window;
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osg::Camera* createHUD(unsigned int w, unsigned int h)
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{
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// create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD
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osg::Camera* camera = new osg::Camera;
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// set the projection matrix
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camera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
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// set the view matrix
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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// only clear the depth buffer
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// draw subgraph after main camera view.
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camera->setRenderOrder(osg::Camera::POST_RENDER);
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// we don't want the camera to grab event focus from the viewers main camera(s).
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camera->setAllowEventFocus(false);
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// add to this camera a subgraph to render
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{
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osg::Geode* geode = new osg::Geode();
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std::string timesFont("fonts/arial.ttf");
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// turn lighting off for the text and disable depth test to ensure it's always ontop.
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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osg::Vec3 position(50.0f,h-50,0.0f);
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{
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText("A simple multi-touch-example\n1 touch = rotate, \n2 touches = drag + scale, \n3 touches = home");
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}
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camera->addChild(geode);
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}
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return camera;
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}
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class TestMultiTouchEventHandler : public osgGA::GUIEventHandler {
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public:
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TestMultiTouchEventHandler(osg::Group* parent_group)
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: osgGA::GUIEventHandler(),
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_cleanupOnNextFrame(false)
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{
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createTouchRepresentations(parent_group, 10);
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}
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private:
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void createTouchRepresentations(osg::Group* parent_group, unsigned int num_objects)
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{
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// create some geometry which is shown for every touch-point
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for(unsigned int i = 0; i != num_objects; ++i)
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{
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std::ostringstream ss;
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osg::Geode* geode = new osg::Geode();
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osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100));
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drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1));
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geode->addDrawable(drawable);
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ss << "Touch " << i;
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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drawable->setDataVariance(osg::Object::DYNAMIC);
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_drawables.push_back(drawable);
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text->setFont("fonts/arial.ttf");
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text->setPosition(osg::Vec3(110,0,0));
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text->setText(ss.str());
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_texts.push_back(text);
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text->setDataVariance(osg::Object::DYNAMIC);
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osg::MatrixTransform* mat = new osg::MatrixTransform();
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mat->addChild(geode);
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mat->setNodeMask(0x0);
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_mats.push_back(mat);
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parent_group->addChild(mat);
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}
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parent_group->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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}
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virtual bool handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &aa, osg::Object *, osg::NodeVisitor *)
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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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if (_cleanupOnNextFrame) {
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cleanup(0);
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_cleanupOnNextFrame = false;
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}
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break;
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case osgGA::GUIEventAdapter::PUSH:
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case osgGA::GUIEventAdapter::DRAG:
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case osgGA::GUIEventAdapter::RELEASE:
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{
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// is this a multi-touch event?
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if (!ea.isMultiTouchEvent())
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return false;
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unsigned int j(0);
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// iterate over all touch-points and update the geometry
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unsigned num_touch_ended(0);
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for(osgGA::GUIEventAdapter::TouchData::iterator i = ea.getTouchData()->begin(); i != ea.getTouchData()->end(); ++i, ++j)
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{
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const osgGA::GUIEventAdapter::TouchData::TouchPoint& tp = (*i);
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_mats[j]->setMatrix(osg::Matrix::translate(tp.x, ea.getWindowHeight() - tp.y, 0));
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_mats[j]->setNodeMask(0xffff);
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std::ostringstream ss;
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ss << "Touch " << tp.id;
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_texts[j]->setText(ss.str());
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switch (tp.phase)
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{
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case osgGA::GUIEventAdapter::TOUCH_BEGAN:
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_drawables[j]->setColor(osg::Vec4(0,1,0,1));
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std::cout << "touch began: " << ss.str() << std::endl;
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break;
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case osgGA::GUIEventAdapter::TOUCH_MOVED:
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//std::cout << "touch moved: " << ss.str() << std::endl;
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_drawables[j]->setColor(osg::Vec4(1,1,1,1));
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break;
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case osgGA::GUIEventAdapter::TOUCH_ENDED:
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_drawables[j]->setColor(osg::Vec4(1,0,0,1));
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std::cout << "touch ended: " << ss.str() << std::endl;
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++num_touch_ended;
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break;
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case osgGA::GUIEventAdapter::TOUCH_STATIONERY:
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_drawables[j]->setColor(osg::Vec4(0.8,0.8,0.8,1));
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break;
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default:
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break;
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}
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}
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// hide unused geometry
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cleanup(j);
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//check if all touches ended
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if ((ea.getTouchData()->getNumTouchPoints() > 0) && (ea.getTouchData()->getNumTouchPoints() == num_touch_ended))
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{
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_cleanupOnNextFrame = true;
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}
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// reposition mouse-pointer
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aa.requestWarpPointer((ea.getWindowX() + ea.getWindowWidth()) / 2.0, (ea.getWindowY() + ea.getWindowHeight()) / 2.0);
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}
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break;
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default:
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break;
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}
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return false;
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}
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void cleanup(unsigned int j)
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{
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for(unsigned k = j; k < _mats.size(); ++k) {
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_mats[k]->setNodeMask(0x0);
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}
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}
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std::vector<osg::ShapeDrawable*> _drawables;
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std::vector<osg::MatrixTransform*> _mats;
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std::vector<osgText::Text*> _texts;
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bool _cleanupOnNextFrame;
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};
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//
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//Called once app has finished launching, create the viewer then realize. Can't call viewer->run as will
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//block the final inialization of the windowing system
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//
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- (void)applicationDidFinishLaunching:(UIApplication *)application {
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//get the screen size
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CGRect lFrame = [[UIScreen mainScreen] bounds];
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unsigned int w = lFrame.size.width;
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unsigned int h = lFrame.size.height;
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//create the viewer
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_viewer = new osgViewer::Viewer();
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/*
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// If you want full control over the graphics context / window creation, please uncomment this section
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// create the main window at screen size
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self._window = [[UIWindow alloc] initWithFrame: lFrame];
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//show window
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[_window makeKeyAndVisible];
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//create our graphics context directly so we can pass our own window
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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// Init the Windata Variable that holds the handle for the Window to display OSG in.
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osg::ref_ptr<osg::Referenced> windata = new osgViewer::GraphicsWindowIOS::WindowData(_window);
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// Setup the traits parameters
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traits->x = 0;
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traits->y = 0;
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traits->width = w;
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traits->height = h;
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traits->depth = 16; //keep memory down, default is currently 24
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traits->windowDecoration = false;
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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traits->setInheritedWindowPixelFormat = true;
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traits->samples = 4;
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traits->sampleBuffers = 1;
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traits->inheritedWindowData = windata;
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// Create the Graphics Context
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osg::ref_ptr<osg::GraphicsContext> graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get());
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// if the context was created then attach to our viewer
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if(graphicsContext)
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{
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_viewer->getCamera()->setGraphicsContext(graphicsContext);
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_viewer->getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
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}
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*/
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//create root
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_root = new osg::MatrixTransform();
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//load and attach scene model
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osg::ref_ptr<osg::Node> model = (osgDB::readNodeFile("hog.osg"));
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if (model) {
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_root->addChild(model);
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}
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else {
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osg::Geode* geode = new osg::Geode();
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osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1));
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geode->addDrawable(drawable);
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_root->addChild(geode);
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}
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osg::Camera* hud_camera = createHUD(w,h);
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_root->addChild(hud_camera);
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_viewer->setSceneData(_root.get());
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_viewer->setCameraManipulator(new osgGA::MultiTouchTrackballManipulator());
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_viewer->addEventHandler(new TestMultiTouchEventHandler(hud_camera));
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// sun single-threaded
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_viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
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_viewer->realize();
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// render a frame so the window-manager shows some content and not only an empty + black window
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_viewer->frame();
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// create a display link, which will update our scene on every screen-refresh
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_displayLink = [application.keyWindow.screen displayLinkWithTarget:self selector:@selector(updateScene)];
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[_displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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}
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//
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//Timer called function to update our scene and render the viewer
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//
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- (void)updateScene {
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_viewer->frame();
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}
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- (void)applicationWillResignActive:(UIApplication *)application {
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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}
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-(void)applicationWillTerminate:(UIApplication *)application {
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if (_displayLink)
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[_displayLink invalidate];
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_displayLink = NULL;
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_root = NULL;
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_viewer = NULL;
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}
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- (void)dealloc {
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_root = NULL;
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_viewer = NULL;
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[super dealloc];
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}
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@end
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