OpenSceneGraph/examples/osgpick/osgpick.cpp
2013-06-04 10:06:19 +00:00

350 lines
12 KiB
C++

/* OpenSceneGraph example, osgpick.
*
* 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.
*/
/* osgpick sample
* demonstrate use of osgUtil/PickVisitor for picking in a HUD or
* in a 3d scene,
*/
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/CompositeViewer>
#include <osgGA/TerrainManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osg/Material>
#include <osg/Geode>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/Projection>
#include <osg/MatrixTransform>
#include <osg/Camera>
#include <osg/io_utils>
#include <osg/ShapeDrawable>
#include <osgText/Text>
#include <sstream>
// class to handle events with a pick
class PickHandler : public osgGA::GUIEventHandler {
public:
PickHandler(osgText::Text* updateText):
_updateText(updateText) {}
~PickHandler() {}
bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa);
virtual void pick(osgViewer::View* view, const osgGA::GUIEventAdapter& ea);
void setLabel(const std::string& name)
{
if (_updateText.get()) _updateText->setText(name);
}
protected:
osg::ref_ptr<osgText::Text> _updateText;
};
bool PickHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::PUSH):
{
osgViewer::View* view = dynamic_cast<osgViewer::View*>(&aa);
if (view) pick(view,ea);
return false;
}
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='c')
{
osgViewer::View* view = dynamic_cast<osgViewer::View*>(&aa);
osg::ref_ptr<osgGA::GUIEventAdapter> event = new osgGA::GUIEventAdapter(ea);
event->setX((ea.getXmin()+ea.getXmax())*0.5);
event->setY((ea.getYmin()+ea.getYmax())*0.5);
if (view) pick(view,*event);
}
return false;
}
default:
return false;
}
}
void PickHandler::pick(osgViewer::View* view, const osgGA::GUIEventAdapter& ea)
{
osgUtil::LineSegmentIntersector::Intersections intersections;
std::string gdlist="";
if (view->computeIntersections(ea,intersections))
{
for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin();
hitr != intersections.end();
++hitr)
{
std::ostringstream os;
if (!hitr->nodePath.empty() && !(hitr->nodePath.back()->getName().empty()))
{
// the geodes are identified by name.
os<<"Object \""<<hitr->nodePath.back()->getName()<<"\""<<std::endl;
}
else if (hitr->drawable.valid())
{
os<<"Object \""<<hitr->drawable->className()<<"\""<<std::endl;
}
os<<" local coords vertex("<< hitr->getLocalIntersectPoint()<<")"<<" normal("<<hitr->getLocalIntersectNormal()<<")"<<std::endl;
os<<" world coords vertex("<< hitr->getWorldIntersectPoint()<<")"<<" normal("<<hitr->getWorldIntersectNormal()<<")"<<std::endl;
const osgUtil::LineSegmentIntersector::Intersection::IndexList& vil = hitr->indexList;
for(unsigned int i=0;i<vil.size();++i)
{
os<<" vertex indices ["<<i<<"] = "<<vil[i]<<std::endl;
}
gdlist += os.str();
}
}
setLabel(gdlist);
}
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::Camera* hudCamera = new osg::Camera;
hudCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
hudCamera->setViewMatrix(osg::Matrix::identity());
hudCamera->setRenderOrder(osg::Camera::POST_RENDER);
hudCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
std::string timesFont("fonts/times.ttf");
// turn lighting off for the text and disable depth test to ensure its always ontop.
osg::Vec3 position(150.0f,800.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);
{
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("simple");
hudCamera->addChild(geode);
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setText("Picking in Head Up Displays is simple!");
text->setPosition(position);
position += delta;
}
for (int i=0; i<5; i++) {
osg::Vec3 dy(0.0f,-30.0f,0.0f);
osg::Vec3 dx(120.0f,0.0f,0.0f);
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
const char *opts[]={"One", "Two", "Three", "January", "Feb", "2003"};
osg::Geometry *quad=new osg::Geometry;
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
std::string name="subOption";
name += " ";
name += std::string(opts[i]);
geode->setName(name);
osg::Vec3Array* vertices = new osg::Vec3Array(4); // 1 quad
osg::Vec4Array* colors = new osg::Vec4Array;
colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(0.8-0.1*i,0.1*i,0.2*i, 1.0));
quad->setColorArray(colors);
quad->setColorBinding(osg::Geometry::BIND_OVERALL);
(*vertices)[0]=position;
(*vertices)[1]=position+dx;
(*vertices)[2]=position+dx+dy;
(*vertices)[3]=position+dy;
quad->setVertexArray(vertices);
quad->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
geode->addDrawable(quad);
hudCamera->addChild(geode);
position += delta;
}
{ // 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 );
hudCamera->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);
updateText->setDataVariance(osg::Object::DYNAMIC);
position += delta;
}
return hudCamera;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
if (!scene && arguments.read("--relative-camera-scene"))
{
// Create a test scene with a camera that has a relative reference frame.
osg::Group* group = new osg::Group();
osg::Geode* sphere = new osg::Geode();
sphere->setName("Sphere");
sphere->addDrawable(new osg::ShapeDrawable(new osg::Sphere()));
osg::Geode* cube = new osg::Geode();
cube->setName("Cube");
cube->addDrawable(new osg::ShapeDrawable(new osg::Box()));
osg::Camera* camera = new osg::Camera();
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setReferenceFrame(osg::Transform::RELATIVE_RF);
camera->setViewMatrix(osg::Matrix::translate(-2, 0, 0));
osg::MatrixTransform* xform = new osg::MatrixTransform(osg::Matrix::translate(1, 1, 1));
xform->addChild(camera);
group->addChild(sphere);
group->addChild(xform);
camera->addChild(cube);
scene = group;
}
// if not loaded assume no arguments passed in, try use default mode instead.
if (!scene) scene = osgDB::readNodeFile("fountain.osgt");
osg::ref_ptr<osg::Group> group = dynamic_cast<osg::Group*>(scene.get());
if (!group)
{
group = new osg::Group;
group->addChild(scene.get());
}
osg::ref_ptr<osgText::Text> updateText = new osgText::Text;
// add the HUD subgraph.
group->addChild(createHUD(updateText.get()));
if (arguments.read("--CompositeViewer"))
{
osg::ref_ptr<osgViewer::View> view = new osgViewer::View;
// add the handler for doing the picking
view->addEventHandler(new PickHandler(updateText.get()));
// set the scene to render
view->setSceneData(group.get());
view->setUpViewAcrossAllScreens();
osgViewer::CompositeViewer viewer;
viewer.addView(view.get());
return viewer.run();
}
else
{
osgViewer::Viewer viewer;
// add all the camera manipulators
{
osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() );
keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() );
keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() );
unsigned int num = keyswitchManipulator->getNumMatrixManipulators();
keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() );
std::string pathfile;
char keyForAnimationPath = '5';
while (arguments.read("-p",pathfile))
{
osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile);
if (apm || !apm->valid())
{
num = keyswitchManipulator->getNumMatrixManipulators();
keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm );
++keyForAnimationPath;
}
}
keyswitchManipulator->selectMatrixManipulator(num);
viewer.setCameraManipulator( keyswitchManipulator.get() );
}
// add the handler for doing the picking
viewer.addEventHandler(new PickHandler(updateText.get()));
// set the scene to render
viewer.setSceneData(group.get());
return viewer.run();
}
}