OpenSceneGraph/examples/osgkeyboardmouse/osgkeyboardmouse.cpp
2006-06-12 14:04:40 +00:00

422 lines
14 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 <osg/observer_ptr>
#include <osgUtil/SceneView>
#include <osgUtil/IntersectVisitor>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgGA/EventQueue>
#include <osgGA/EventVisitor>
#include <osgGA/TrackballManipulator>
#include <osgGA/StateSetManipulator>
#include <osgFX/Scribe>
// ----------- Begining of glue classes to adapter Producer's keyboard mouse events to osgGA's abstraction events.
class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback
{
public:
MyKeyboardMouseCallback(osgGA::EventQueue* eventQueue) :
_done(false),
_eventQueue(eventQueue)
{
}
virtual void shutdown()
{
_done = true;
}
virtual void specialKeyPress( Producer::KeyCharacter key )
{
if (key==Producer::KeyChar_Escape)
shutdown();
_eventQueue->keyPress( (osgGA::GUIEventAdapter::KeySymbol) key );
}
virtual void specialKeyRelease( Producer::KeyCharacter key )
{
_eventQueue->keyRelease( (osgGA::GUIEventAdapter::KeySymbol) key );
}
virtual void keyPress( Producer::KeyCharacter key)
{
_eventQueue->keyPress( (osgGA::GUIEventAdapter::KeySymbol) key );
}
virtual void keyRelease( Producer::KeyCharacter key)
{
_eventQueue->keyRelease( (osgGA::GUIEventAdapter::KeySymbol) key );
}
virtual void mouseMotion( float mx, float my )
{
_eventQueue->mouseMotion( mx, my );
}
virtual void buttonPress( float mx, float my, unsigned int mbutton )
{
_eventQueue->mouseButtonPress(mx, my, mbutton);
}
virtual void buttonRelease( float mx, float my, unsigned int mbutton )
{
_eventQueue->mouseButtonRelease(mx, my, mbutton);
}
bool done() { return _done; }
private:
bool _done;
osg::ref_ptr<osgGA::EventQueue> _eventQueue;
};
class MyActionAdapter : public osgGA::GUIActionAdapter, public osg::Referenced
{
public:
// Override from GUIActionAdapter
virtual void requestRedraw() {}
// Override from GUIActionAdapter
virtual void requestContinuousUpdate(bool =true) {}
// Override from GUIActionAdapter
virtual void requestWarpPointer(float ,float ) {}
};
// ----------- End of glue classes to adapter Producer's keyboard mouse events to osgGA's abstraction events.
class CreateModelToSaveVisitor : public osg::NodeVisitor
{
public:
CreateModelToSaveVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
_group = new osg::Group;
_addToModel = false;
}
virtual void apply(osg::Node& node)
{
osgFX::Scribe* scribe = dynamic_cast<osgFX::Scribe*>(&node);
if (scribe)
{
for(unsigned int i=0; i<scribe->getNumChildren(); ++i)
{
_group->addChild(scribe->getChild(i));
}
}
else
{
traverse(node);
}
}
osg::ref_ptr<osg::Group> _group;
bool _addToModel;
};
// class to handle events with a pick
class PickHandler : public osgGA::GUIEventHandler {
public:
PickHandler(osgUtil::SceneView* sceneView):
_sceneView(sceneView),
_mx(0.0),_my(0.0) {}
~PickHandler() {}
bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYUP):
{
if (ea.getKey()=='s')
{
saveSelectedModel();
}
return false;
}
case(osgGA::GUIEventAdapter::PUSH):
case(osgGA::GUIEventAdapter::MOVE):
{
_mx = ea.getX();
_my = ea.getY();
return false;
}
case(osgGA::GUIEventAdapter::RELEASE):
{
if (_mx == ea.getX() && _my == ea.getY())
{
// only do a pick if the mouse hasn't moved
pick(ea);
}
return true;
}
default:
return false;
}
}
void pick(const osgGA::GUIEventAdapter& ea)
{
osg::Node* scene = _sceneView.valid() ? _sceneView->getSceneData() : 0;
if (!scene) return;
// remap the mouse x,y into viewport coordinates.
float mx = _sceneView->getViewport()->x() + (int)((float)_sceneView->getViewport()->width()*(ea.getXnormalized()*0.5f+0.5f));
float my = _sceneView->getViewport()->y() + (int)((float)_sceneView->getViewport()->height()*(ea.getYnormalized()*0.5f+0.5f));
// do the pick traversal.
osgUtil::PickVisitor pick(_sceneView->getViewport(),
_sceneView->getProjectionMatrix(),
_sceneView->getViewMatrix(), mx, my);
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);
}
}
}
}
}
void saveSelectedModel()
{
CreateModelToSaveVisitor cmtsv;
_sceneView->getSceneData()->accept(cmtsv);
if (cmtsv._group->getNumChildren()>0)
{
std::cout<<"Writing selected compoents to 'selected_model.osg'"<<std::endl;
osgDB::writeNodeFile(*cmtsv._group, "selected_model.osg");
}
}
protected:
osg::observer_ptr<osgUtil::SceneView> _sceneView;
float _mx,_my;
};
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());
// create the event queue, note that Producer has the y axis increase upwards, like OpenGL, and contary to most Windowing toolkits, so
// we need to construct the event queue so that it knows about this convention.
osg::ref_ptr<osgGA::EventQueue> eventQueue = new osgGA::EventQueue(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
// 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(eventQueue.get());
// create a tracball manipulator to move the camera around in response to keyboard/mouse events
osg::ref_ptr<osgGA::TrackballManipulator> cameraManipulator = new osgGA::TrackballManipulator;
// keep a list of event handlers to manipulate the application/scene with in response to keyboard/mouse events
typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
EventHandlers eventHandlers;
osg::ref_ptr<osgGA::StateSetManipulator> statesetManipulator = new osgGA::StateSetManipulator;
statesetManipulator->setStateSet(sceneView->getGlobalStateSet());
eventHandlers.push_back(statesetManipulator.get());
eventHandlers.push_back(new PickHandler(sceneView.get()));
// create an event visitor to pass the events down to the scene graph nodes
osg::ref_ptr<osgGA::EventVisitor> eventVisitor = new osgGA::EventVisitor;
// create an action adapter to allow event handlers to request actions from the GUI.
osg::ref_ptr<MyActionAdapter> actionAdapter = new MyActionAdapter;
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
unsigned int frameNum = 0;
eventQueue->setStartTick(start_tick);
// set the mouse input range (note WindowSize name in appropriate here so osgGA::GUIEventAdapter API really needs looking at, Robert Osfield, June 2006).
// Producer defaults to using non-dimensional units, so we pass this onto osgGA, most windowing toolkits use pixel coords so use the window size instead.
eventQueue->getCurrentEventState()->setWindowSize(-1.0, -1.0, 1.0, 1.0);
// home the manipulator.
osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = eventQueue->createEvent();
cameraManipulator->setNode(sceneView->getSceneData());
cameraManipulator->home(*dummyEvent, *actionAdapter);
// 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 );
// create an event to signal the new frame.
eventQueue->frame(frameStamp->getReferenceTime());
// get the event since the last frame.
osgGA::EventQueue::Events events;
eventQueue->takeEvents(events);
if (eventVisitor.valid())
{
eventVisitor->setTraversalNumber(frameStamp->getFrameNumber());
}
// dispatch the events in order of arrival.
for(osgGA::EventQueue::Events::iterator event_itr = events.begin();
event_itr != events.end();
++event_itr)
{
bool handled = false;
if (eventVisitor.valid() && sceneView->getSceneData())
{
eventVisitor->reset();
eventVisitor->addEvent(event_itr->get());
sceneView->getSceneData()->accept(*eventVisitor);
if (eventVisitor->getEventHandled())
handled = true;
}
if (cameraManipulator.valid() && !handled)
{
/*handled =*/ cameraManipulator->handle(*(*event_itr), *actionAdapter);
}
for(EventHandlers::iterator handler_itr=eventHandlers.begin();
handler_itr!=eventHandlers.end() && !handled;
++handler_itr)
{
handled = (*handler_itr)->handle(*(*event_itr),*actionAdapter,0,0);
}
// osg::notify(osg::NOTICE)<<" Handled event "<<(*event_itr)->getTime()<<" "<< handled<<std::endl;
}
// update view matrices
if (cameraManipulator.valid())
{
sceneView->setViewMatrix(cameraManipulator->getInverseMatrix());
}
// 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;
}