226 lines
10 KiB
C++
226 lines
10 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGVIEWER_VIEW
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#define OSGVIEWER_VIEW 1
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#include <osg/View>
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#include <osgUtil/PolytopeIntersector>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgUtil/UpdateVisitor>
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#include <osgUtil/SceneView>
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#include <osgGA/MatrixManipulator>
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#include <osgGA/EventVisitor>
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#include <osgGA/EventQueue>
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#include <osgViewer/Scene>
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#include <osgViewer/ViewerBase>
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namespace osgViewer {
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/** View holds a single view on a scene, this view may be composed of one or more slave cameras.*/
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class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
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{
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public:
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View();
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View(const osgViewer::View& view, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgViewer,View);
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/** Provide a mechanism for getting the osg::View associated from the GUIActionAdapter.
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* One would use this to case view to osgViewer::View(er) if supported by the subclass.*/
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virtual osg::View* asView() { return this; }
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/** Provide a mechanism for getting the viewer object from this osgViewer::View.
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* In the case of a osgViewer::Viewer the ViewerBase will effectively point to this object as Viewer subclasses from View.
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* In the case of a osgViewer::CompsoiteViewer the ViewerBase will point to the CompositeViewer that owns this View. */
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ViewerBase* getViewerBase() { return _viewerBase.get(); }
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/** Take all the settings, Camera and Slaves from the passed in view, leaving it empty. */
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virtual void take(osg::View& rhs);
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virtual void setStartTick(osg::Timer_t tick);
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osg::Timer_t getStartTick() const { return _startTick; }
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Scene* getScene() { return _scene.get(); }
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const Scene* getScene() const { return _scene.get(); }
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/** Set the scene graph that the View will use.*/
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inline void setSceneData(osg::Node* node) { setSceneData(osg::ref_ptr<osg::Node>(node)); }
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/** Set the scene graph that the View will use.*/
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virtual void setSceneData(osg::ref_ptr<osg::Node> node);
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/** Get the View's scene graph.*/
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osg::Node* getSceneData() { return _scene.valid() ? _scene->getSceneData() : 0; }
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/** Get the const View's scene graph.*/
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const osg::Node* getSceneData() const { return _scene.valid() ? _scene->getSceneData() : 0; }
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/** Set the View's database pager.*/
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void setDatabasePager(osgDB::DatabasePager* dp);
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/** Get the View's database pager.*/
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osgDB::DatabasePager* getDatabasePager();
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/** Get the const View's database pager.*/
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const osgDB::DatabasePager* getDatabasePager() const;
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/* Set the EventQueue that View uses to integrate external non window related events.*/
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void setEventQueue(osgGA::EventQueue* eventQueue) { _eventQueue = eventQueue; }
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/* Get the View's EventQueue.*/
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osgGA::EventQueue* getEventQueue() { return _eventQueue.get(); }
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/* Get the const View's EventQueue.*/
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const osgGA::EventQueue* getEventQueue() const { return _eventQueue.get(); }
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/** Set the CameraManipulator that moves the View's master Camera position in response to events.*/
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void setCameraManipulator(osgGA::MatrixManipulator* manipulator);
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/** Get the View's CameraManipulator.*/
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osgGA::MatrixManipulator* getCameraManipulator() { return _cameraManipulator.get(); }
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/** Get the const View's CameraManipulator.*/
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const osgGA::MatrixManipulator* getCameraManipulator() const { return _cameraManipulator.get(); }
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/** Set the view to the CameraManipulator's home position, if non is attached home() is does nothing.
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* Note, to set the home position use getCamaraManipulator()->setHomePosition(...). */
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void home();
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typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
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/** Add an EventHandler that adds handling of events to the View.*/
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void addEventHandler(osgGA::GUIEventHandler* eventHandler);
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/** Get the View's list of EventHandlers.*/
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EventHandlers& getEventHandlers() { return _eventHandlers; }
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/** Get the const View's list of EventHandlers.*/
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const EventHandlers& getEventHandlers() const { return _eventHandlers; }
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/** Set the NodePath to any active CoordinateSystemNode present in the Scene.
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* The CoordinateSystemNode path is used to help applications and CamaraManipualtors handle geocentric coordinates systems,
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* such as known which way is the local up at any position on the a whole earth. */
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void setCoordinateSystemNodePath(const osg::NodePath& nodePath);
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/** Get the NodePath to any active CoordinateSystemNode present in the Scene.*/
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osg::NodePath getCoordinateSystemNodePath() const;
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/** Compute the NodePath to any active CoordinateSystemNode present in the Scene.*/
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void computeActiveCoordinateSystemNodePath();
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/** Set the DisplaySettings object associated with this view.*/
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void setDisplaySettings(osg::DisplaySettings* ds) { _displaySettings = ds; }
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/** Set the DisplaySettings object associated with this view.*/
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osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); }
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/** Set the DisplaySettings object associated with this view.*/
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const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
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/** Set the FusionDistanceMode and Value. Note, is used only when working in stereo.*/
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void setFusionDistance(osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f)
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{
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_fusionDistanceMode = mode;
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_fusionDistanceValue = value;
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}
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/** Get the FusionDistanceMode.*/
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osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
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/** Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.*/
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float getFusionDistanceValue() const { return _fusionDistanceValue; }
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/** Convenience method for creating slave Cameras and associated GraphicsWindows across all screens.*/
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void setUpViewAcrossAllScreens();
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/** Convenience method for a single camera on a single window.*/
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void setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum=0);
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/** Convenience method for a single camera associated with a single full screen GraphicsWindow.*/
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void setUpViewOnSingleScreen(unsigned int screenNum=0);
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/** Convenience method for spherical display using 6 slave cameras rendering the 6 sides of a cube map, and 7th camera doing distortion correction to present on a spherical display.*/
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void setUpViewFor3DSphericalDisplay(double radius=1.0, double collar=0.45, unsigned int screenNum=0, osg::Image* intensityMap=0);
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/** Convenience method for spherical display by rendering main scene to as panoramic 2:1 texture and then doing distortion correction to present onto a spherical display.*/
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void setUpViewForPanoramicSphericalDisplay(double radius=1.0, double collar=0.45, unsigned int screenNum=0, osg::Image* intensityMap=0);
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/** Return true if this view contains a specified camera.*/
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bool containsCamera(const osg::Camera* camera) const;
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/** Get the camera which contains the pointer position x,y specified master cameras window/eye coords.
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* Also passes back the local window coords for the graphics context associated with the camera passed back. */
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const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const;
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/** Compute intersections between a ray through the specified master cameras window/eye coords and a specified node.
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* Note, when a master cameras has slaves and no viewport itself its coordinate frame will be in clip space i.e. -1,-1 to 1,1,
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* while if its has a viewport the coordintates will be relative to its viewport dimensions.
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* Mouse events handled by the view will automatically be attached into the master camera window/clip coords so can be passed
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* directly on to the computeIntersections method. */
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bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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/** Compute intersections between a ray through the specified master cameras window/eye coords and a specified nodePath's subgraph. */
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bool computeIntersections(float x,float y, osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
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virtual void requestRedraw();
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virtual void requestContinuousUpdate(bool needed=true);
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virtual void requestWarpPointer(float x,float y);
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public:
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void assignSceneDataToCameras();
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void init();
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protected:
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friend class CompositeViewer;
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virtual ~View();
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virtual osg::GraphicsOperation* createRenderer(osg::Camera* camera);
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osg::observer_ptr<ViewerBase> _viewerBase;
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osg::Timer_t _startTick;
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osg::ref_ptr<osgViewer::Scene> _scene;
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osg::ref_ptr<osgGA::EventQueue> _eventQueue;
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osg::ref_ptr<osgGA::MatrixManipulator> _cameraManipulator;
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EventHandlers _eventHandlers;
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typedef std::vector< osg::observer_ptr<osg::Node> > ObserverNodePath;
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ObserverNodePath _coordinateSystemNodePath;
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osg::ref_ptr<osg::DisplaySettings> _displaySettings;
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osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode;
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float _fusionDistanceValue;
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};
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}
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#endif
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