OpenSceneGraph/examples/osgkeyboardmouse/osgkeyboardmouse.cpp
2005-12-23 10:59:31 +00:00

279 lines
9.3 KiB
C++

// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
//
// Simple example of use of Producer::RenderSurface + KeyboardMouseCallback + SceneView
// example that provides the user with control over view position with basic picking.
#include <Producer/RenderSurface>
#include <Producer/KeyboardMouse>
#include <Producer/Trackball>
#include <osg/Timer>
#include <osg/io_utils>
#include <osgUtil/SceneView>
#include <osgUtil/IntersectVisitor>
#include <osgDB/ReadFile>
#include <osgFX/Scribe>
class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback
{
public:
MyKeyboardMouseCallback(osgUtil::SceneView* sceneView) :
Producer::KeyboardMouseCallback(),
_mx(0.0f),_my(0.0f),_mbutton(0),
_done(false),
_trackBall(new Producer::Trackball),
_sceneView(sceneView)
{
resetTrackball();
_mouseMovingOnPreviousRelease = false;
}
virtual void specialKeyPress( Producer::KeyCharacter key )
{
if (key==Producer::KeyChar_Escape)
shutdown();
}
virtual void shutdown()
{
_done = true;
}
virtual void keyPress( Producer::KeyCharacter key)
{
if (key==' ') resetTrackball();
}
virtual void mouseMotion( float mx, float my )
{
_mx = mx;
_my = my;
}
virtual void buttonPress( float mx, float my, unsigned int mbutton )
{
_mx = mx;
_my = my;
_mbutton |= (1<<(mbutton-1));
_mx_buttonPress = _mx;
_my_buttonPress = _my;
}
virtual void buttonRelease( float mx, float my, unsigned int mbutton )
{
_mx = mx;
_my = my;
_mbutton &= ~(1<<(mbutton-1));
if (_mx==_mx_buttonPress && _my_buttonPress==_my)
{
if (!_mouseMovingOnPreviousRelease)
{
// button press and release without moving so assume this means
// the users wants to pick.
pick(_mx,_my);
}
_mouseMovingOnPreviousRelease = false;
}
else
{
_mouseMovingOnPreviousRelease = true;
}
}
bool done() { return _done; }
float mx() { return _mx; }
float my() { return _my; }
unsigned int mbutton() { return _mbutton; }
void resetTrackball()
{
osg::Node* scene = _sceneView->getSceneData();
if (scene)
{
const osg::BoundingSphere& bs = scene->getBound();
if (bs.valid())
{
_trackBall->reset();
_trackBall->setOrientation( Producer::Trackball::Z_UP );
_trackBall->setDistance(bs.radius()*2.0f);
_trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z());
}
}
}
osg::Matrixd getViewMatrix()
{
_trackBall->input( mx(), my(), mbutton() );
return osg::Matrixd(_trackBall->getMatrix().ptr());
}
void pick(float x, float y)
{
osg::Node* scene = _sceneView->getSceneData();
if (scene)
{
std::cout<<"Picking "<<x<<"\t"<<y<<std::endl;
int origX, origY, width, height;
_sceneView->getViewport(origX,origY,width,height);
// convert Producer's non dimensional x,y coords back into pixel coords.
int pixel_x = (int)((x+1.0f)*0.5f*(float)width);
int pixel_y = (int)((y+1.0f)*0.5f*(float)height);
osgUtil::PickVisitor pick(_sceneView->getViewport(),
_sceneView->getProjectionMatrix(),
_sceneView->getViewMatrix(),
pixel_x, pixel_y);
scene->accept(pick);
osgUtil::PickVisitor::LineSegmentHitListMap& segHitList = pick.getSegHitList();
if (!segHitList.empty() && !segHitList.begin()->second.empty())
{
std::cout<<"Got hits"<<std::endl;
// get the hits for the first segment
osgUtil::PickVisitor::HitList& hits = segHitList.begin()->second;
// just take the first hit - nearest the eye point.
osgUtil::Hit& hit = hits.front();
osg::NodePath& nodePath = hit._nodePath;
osg::Node* node = (nodePath.size()>=1)?nodePath[nodePath.size()-1]:0;
osg::Group* parent = (nodePath.size()>=2)?dynamic_cast<osg::Group*>(nodePath[nodePath.size()-2]):0;
if (node) std::cout<<" Hits "<<node->className()<<" nodePath size"<<nodePath.size()<<std::endl;
// now we try to decorate the hit node by the osgFX::Scribe to show that its been "picked"
if (parent && node)
{
std::cout<<" parent "<<parent->className()<<std::endl;
osgFX::Scribe* parentAsScribe = dynamic_cast<osgFX::Scribe*>(parent);
if (!parentAsScribe)
{
// node not already picked, so highlight it with an osgFX::Scribe
osgFX::Scribe* scribe = new osgFX::Scribe();
scribe->addChild(node);
parent->replaceChild(node,scribe);
}
else
{
// node already picked so we want to remove scribe to unpick it.
osg::Node::ParentList parentList = parentAsScribe->getParents();
for(osg::Node::ParentList::iterator itr=parentList.begin();
itr!=parentList.end();
++itr)
{
(*itr)->replaceChild(parentAsScribe,node);
}
}
}
}
}
}
private:
float _mx, _my;
float _mx_buttonPress, _my_buttonPress;
unsigned int _mbutton;
bool _mouseMovingOnPreviousRelease;
bool _done;
osg::ref_ptr<Producer::Trackball> _trackBall;
osg::ref_ptr<osgUtil::SceneView> _sceneView;
};
int main( int argc, char **argv )
{
if (argc<2)
{
std::cout << argv[0] <<": requires filename argument." << std::endl;
return 1;
}
// load the scene.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
if (!loadedModel)
{
std::cout << argv[0] <<": No data loaded." << std::endl;
return 1;
}
// create the window to draw to.
osg::ref_ptr<Producer::RenderSurface> renderSurface = new Producer::RenderSurface;
renderSurface->setWindowName("osgkeyboardmouse");
renderSurface->setWindowRectangle(100,100,800,600);
renderSurface->useBorder(true);
renderSurface->realize();
// create the view of the scene.
osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
sceneView->setDefaults();
sceneView->setSceneData(loadedModel.get());
// set up a KeyboardMouse to manage the events comming in from the RenderSurface
osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
// create a KeyboardMouseCallback to handle the mouse events within this applications
osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(sceneView.get());
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
unsigned int frameNum = 0;
// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
while( renderSurface->isRealized() && !kbmcb->done())
{
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::FrameStamp* frameStamp = new osg::FrameStamp;
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
frameStamp->setFrameNumber(frameNum++);
// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
sceneView->setFrameStamp(frameStamp);
// pass any keyboard mouse events onto the local keyboard mouse callback.
kbm->update( *kbmcb );
// set the view
sceneView->setViewMatrix(kbmcb->getViewMatrix());
// update the viewport dimensions, incase the window has been resized.
sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
// do the update traversal the scene graph - such as updating animations
sceneView->update();
// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
sceneView->cull();
// draw the rendering bins.
sceneView->draw();
// Swap Buffers
renderSurface->swapBuffers();
}
return 0;
}