OpenSceneGraph/src/osgSim/ScalarBar.cpp
2004-08-02 09:11:31 +00:00

242 lines
6.3 KiB
C++

#include <osgSim/ScalarBar>
#include <osgText/Text>
#include <osg/Geometry>
#include <sstream>
using namespace osgSim;
ScalarBar::~ScalarBar()
{
}
std::string ScalarBar::ScalarPrinter::printScalar(float scalar)
{
std::stringstream ostr;
ostr<<scalar;
return ostr.str();
}
void ScalarBar::setNumColors(int numColors)
{
_numColors = numColors;
createDrawables();
}
int ScalarBar::getNumColors() const
{
return _numColors;
}
void ScalarBar::setNumLabels(int numLabels)
{
_numLabels = numLabels;
createDrawables();
}
int ScalarBar::getNumLabels() const
{
return _numLabels;
}
void ScalarBar::setScalarsToColors(ScalarsToColors* stc)
{
_stc = stc;
createDrawables();
}
const ScalarsToColors* ScalarBar::getScalarsToColors() const
{
return _stc.get();
}
void ScalarBar::setTitle(const std::string& title)
{
_title = title;
createDrawables();
}
std::string ScalarBar::getTitle() const
{
return _title;
}
void ScalarBar::setPosition(const osg::Vec3& pos)
{
_position = pos;
createDrawables();
}
void ScalarBar::setWidth(float width)
{
_width = width;
createDrawables();
}
void ScalarBar::setOrientation(ScalarBar::Orientation orientation)
{
_orientation = orientation;
createDrawables();
}
ScalarBar::Orientation ScalarBar::getOrientation() const
{
return _orientation;
}
void ScalarBar::setAspectRatio(float aspectRatio)
{
_aspectRatio = aspectRatio;
createDrawables();
}
float ScalarBar::getAspectRatio() const
{
return _aspectRatio;
}
void ScalarBar::setScalarPrinter(ScalarPrinter* sp)
{
_sp = sp;
createDrawables();
}
const ScalarBar::ScalarPrinter* ScalarBar::getScalarPrinter() const
{
return _sp.get();
}
void ScalarBar::setTextProperties(const TextProperties& tp)
{
_textProperties = tp;
createDrawables();
}
const ScalarBar::TextProperties& ScalarBar::getTextProperties() const
{
return _textProperties;
}
void ScalarBar::createDrawables()
{
// Remove any existing Drawables
_drawables.erase(_drawables.begin(), _drawables.end());
if (_numColors==0) return;
osg::Matrix matrix;
if(_orientation==HORIZONTAL)
{
matrix = osg::Matrix::translate(_position);
}
else
{
matrix = osg::Matrix::rotate(osg::DegreesToRadians(90.0f),1.0f,0.0f,0.0f) * osg::Matrix::translate(_position);
}
// 1. First the bar
// =================
osg::ref_ptr<osg::Geometry> bar = new osg::Geometry();
// Create the bar - created in 'real' coordinate space the moment,
// with xyz values reflecting those of the actual scalar values in play.
// FIXME: Consider positioning at origin! Should be easy enough to do.
// Vertices
osg::ref_ptr<osg::Vec3Array> vs(new osg::Vec3Array);
vs->reserve(2*(_numColors+1));
float incr = (_stc->getMax() - _stc->getMin()) / _numColors;
float xincr = (_width) / _numColors;
float arOffset = _width * _aspectRatio;
int i;
for(i=1; i<=_numColors; ++i)
{
vs->push_back(osg::Vec3((i-1) * xincr, 0.0f, 0.0f)*matrix);
vs->push_back(osg::Vec3((i-1) * xincr, arOffset, 0.0f)*matrix);
vs->push_back(osg::Vec3(i * xincr, arOffset, 0.0f)*matrix);
vs->push_back(osg::Vec3(i * xincr, 0.0f, 0.0f)*matrix);
}
bar->setVertexArray(vs.get());
// Colours
osg::ref_ptr<osg::Vec4Array> cs(new osg::Vec4Array);
cs->reserve(_numColors);
const float halfIncr = incr*0.5;
for(i=0; i<_numColors; ++i)
{
// We add half an increment to the color look-up to get the color
// square in the middle of the 'block'.
cs->push_back(_stc->getColor(_stc->getMin() + (i*incr) + halfIncr));
}
bar->setColorArray(cs.get());
bar->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
// Normal
osg::ref_ptr<osg::Vec3Array> ns(new osg::Vec3Array);
ns->push_back(osg::Matrix::transform3x3(osg::Vec3(0.0f,0.0f,1.0f),matrix));
bar->setNormalArray(ns.get());
bar->setNormalBinding(osg::Geometry::BIND_OVERALL);
// The Quad strip that represents the bar
bar->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,vs->size()));
addDrawable(bar.get());
// 2. Then the text labels
// =======================
// Check the character size, if it's 0, estimate a good character size
float characterSize = _textProperties._characterSize;
if(characterSize == 0) characterSize = _width * 0.03f;
osgText::Font* font = osgText::readFontFile(_textProperties._fontFile.c_str());
std::vector<osgText::Text*> texts(_numLabels); // We'll need to collect pointers to these for later
float labelIncr = (_numLabels>0) ? (_stc->getMax()-_stc->getMin())/(_numLabels-1) : 0.0f;
float labelxIncr = (_numLabels>0) ? (_width)/(_numLabels-1) : 0.0f;
float labely = arOffset + characterSize*0.3f;
for(i=0; i<_numLabels; ++i)
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(_textProperties._color);
text->setFontResolution(_textProperties._fontResolution.first,_textProperties._fontResolution.second);
text->setCharacterSize(characterSize);
text->setText(_sp->printScalar(_stc->getMin()+(i*labelIncr)));
text->setPosition(osg::Vec3((i*labelxIncr), labely, 0.0f)*matrix);
text->setAlignment(osgText::Text::CENTER_BASE_LINE);
text->setAxisAlignment( (_orientation==HORIZONTAL) ? osgText::Text::XY_PLANE : osgText::Text::XZ_PLANE );
addDrawable(text);
texts[i] = text;
}
// 3. And finally the title
// ========================
if(_title != "")
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(_textProperties._color);
text->setFontResolution(_textProperties._fontResolution.first,_textProperties._fontResolution.second);
text->setCharacterSize(characterSize);
text->setText(_title);
float titleY = (_numLabels>0) ? labely + characterSize : labely;
// Position the title at the middle of the bar above any labels.
text->setPosition(osg::Vec3((_width/2.0f), titleY, 0.0f)*matrix);
text->setAlignment(osgText::Text::CENTER_BASE_LINE);
text->setAxisAlignment( (_orientation==HORIZONTAL) ? osgText::Text::XY_PLANE : osgText::Text::XZ_PLANE );
addDrawable(text);
}
}