422 lines
14 KiB
C++
422 lines
14 KiB
C++
// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
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//
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// Simple example of use of Producer::RenderSurface + KeyboardMouseCallback + SceneView
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// example that provides the user with control over view position with basic picking.
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#include <Producer/RenderSurface>
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#include <Producer/KeyboardMouse>
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#include <Producer/Trackball>
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#include <osg/Timer>
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#include <osg/io_utils>
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#include <osg/observer_ptr>
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#include <osgUtil/SceneView>
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#include <osgUtil/IntersectVisitor>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgGA/EventQueue>
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#include <osgGA/EventVisitor>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/StateSetManipulator>
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#include <osgFX/Scribe>
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// ----------- Begining of glue classes to adapter Producer's keyboard mouse events to osgGA's abstraction events.
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class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback
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{
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public:
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MyKeyboardMouseCallback(osgGA::EventQueue* eventQueue) :
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_done(false),
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_eventQueue(eventQueue)
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{
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}
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virtual void shutdown()
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{
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_done = true;
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}
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virtual void specialKeyPress( Producer::KeyCharacter key )
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{
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if (key==Producer::KeyChar_Escape)
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shutdown();
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_eventQueue->keyPress( (osgGA::GUIEventAdapter::KeySymbol) key );
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}
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virtual void specialKeyRelease( Producer::KeyCharacter key )
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{
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_eventQueue->keyRelease( (osgGA::GUIEventAdapter::KeySymbol) key );
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}
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virtual void keyPress( Producer::KeyCharacter key)
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{
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_eventQueue->keyPress( (osgGA::GUIEventAdapter::KeySymbol) key );
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}
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virtual void keyRelease( Producer::KeyCharacter key)
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{
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_eventQueue->keyRelease( (osgGA::GUIEventAdapter::KeySymbol) key );
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}
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virtual void mouseMotion( float mx, float my )
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{
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_eventQueue->mouseMotion( mx, my );
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}
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virtual void buttonPress( float mx, float my, unsigned int mbutton )
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{
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_eventQueue->mouseButtonPress(mx, my, mbutton);
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}
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virtual void buttonRelease( float mx, float my, unsigned int mbutton )
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{
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_eventQueue->mouseButtonRelease(mx, my, mbutton);
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}
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bool done() { return _done; }
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private:
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bool _done;
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osg::ref_ptr<osgGA::EventQueue> _eventQueue;
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};
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class MyActionAdapter : public osgGA::GUIActionAdapter, public osg::Referenced
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{
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public:
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// Override from GUIActionAdapter
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virtual void requestRedraw() {}
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// Override from GUIActionAdapter
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virtual void requestContinuousUpdate(bool =true) {}
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// Override from GUIActionAdapter
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virtual void requestWarpPointer(float ,float ) {}
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};
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// ----------- End of glue classes to adapter Producer's keyboard mouse events to osgGA's abstraction events.
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class CreateModelToSaveVisitor : public osg::NodeVisitor
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{
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public:
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CreateModelToSaveVisitor():
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
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{
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_group = new osg::Group;
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_addToModel = false;
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}
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virtual void apply(osg::Node& node)
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{
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osgFX::Scribe* scribe = dynamic_cast<osgFX::Scribe*>(&node);
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if (scribe)
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{
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for(unsigned int i=0; i<scribe->getNumChildren(); ++i)
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{
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_group->addChild(scribe->getChild(i));
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}
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}
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else
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{
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traverse(node);
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}
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}
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osg::ref_ptr<osg::Group> _group;
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bool _addToModel;
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};
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// class to handle events with a pick
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class PickHandler : public osgGA::GUIEventHandler {
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public:
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PickHandler(osgUtil::SceneView* sceneView):
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_sceneView(sceneView),
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_mx(0.0),_my(0.0) {}
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~PickHandler() {}
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bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYUP):
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{
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if (ea.getKey()=='s')
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{
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saveSelectedModel();
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}
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return false;
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}
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case(osgGA::GUIEventAdapter::PUSH):
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case(osgGA::GUIEventAdapter::MOVE):
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{
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_mx = ea.getX();
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_my = ea.getY();
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return false;
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}
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case(osgGA::GUIEventAdapter::RELEASE):
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{
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if (_mx == ea.getX() && _my == ea.getY())
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{
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// only do a pick if the mouse hasn't moved
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pick(ea);
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}
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return true;
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}
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default:
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return false;
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}
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}
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void pick(const osgGA::GUIEventAdapter& ea)
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{
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osg::Node* scene = _sceneView.valid() ? _sceneView->getSceneData() : 0;
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if (!scene) return;
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// remap the mouse x,y into viewport coordinates.
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float mx = _sceneView->getViewport()->x() + (int)((float)_sceneView->getViewport()->width()*(ea.getXnormalized()*0.5f+0.5f));
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float my = _sceneView->getViewport()->y() + (int)((float)_sceneView->getViewport()->height()*(ea.getYnormalized()*0.5f+0.5f));
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// do the pick traversal.
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osgUtil::PickVisitor pick(_sceneView->getViewport(),
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_sceneView->getProjectionMatrix(),
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_sceneView->getViewMatrix(), mx, my);
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scene->accept(pick);
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osgUtil::PickVisitor::LineSegmentHitListMap& segHitList = pick.getSegHitList();
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if (!segHitList.empty() && !segHitList.begin()->second.empty())
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{
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std::cout<<"Got hits"<<std::endl;
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// get the hits for the first segment
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osgUtil::PickVisitor::HitList& hits = segHitList.begin()->second;
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// just take the first hit - nearest the eye point.
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osgUtil::Hit& hit = hits.front();
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osg::NodePath& nodePath = hit._nodePath;
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osg::Node* node = (nodePath.size()>=1)?nodePath[nodePath.size()-1]:0;
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osg::Group* parent = (nodePath.size()>=2)?dynamic_cast<osg::Group*>(nodePath[nodePath.size()-2]):0;
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if (node) std::cout<<" Hits "<<node->className()<<" nodePath size"<<nodePath.size()<<std::endl;
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// now we try to decorate the hit node by the osgFX::Scribe to show that its been "picked"
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if (parent && node)
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{
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std::cout<<" parent "<<parent->className()<<std::endl;
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osgFX::Scribe* parentAsScribe = dynamic_cast<osgFX::Scribe*>(parent);
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if (!parentAsScribe)
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{
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// node not already picked, so highlight it with an osgFX::Scribe
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osgFX::Scribe* scribe = new osgFX::Scribe();
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scribe->addChild(node);
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parent->replaceChild(node,scribe);
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}
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else
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{
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// node already picked so we want to remove scribe to unpick it.
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osg::Node::ParentList parentList = parentAsScribe->getParents();
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for(osg::Node::ParentList::iterator itr=parentList.begin();
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itr!=parentList.end();
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++itr)
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{
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(*itr)->replaceChild(parentAsScribe,node);
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}
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}
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}
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}
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}
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void saveSelectedModel()
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{
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CreateModelToSaveVisitor cmtsv;
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_sceneView->getSceneData()->accept(cmtsv);
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if (cmtsv._group->getNumChildren()>0)
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{
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std::cout<<"Writing selected compoents to 'selected_model.osg'"<<std::endl;
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osgDB::writeNodeFile(*cmtsv._group, "selected_model.osg");
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}
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}
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protected:
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osg::observer_ptr<osgUtil::SceneView> _sceneView;
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float _mx,_my;
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};
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int main( int argc, char **argv )
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{
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if (argc<2)
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{
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std::cout << argv[0] <<": requires filename argument." << std::endl;
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return 1;
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}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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// create the window to draw to.
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osg::ref_ptr<Producer::RenderSurface> renderSurface = new Producer::RenderSurface;
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renderSurface->setWindowName("osgkeyboardmouse");
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renderSurface->setWindowRectangle(100,100,800,600);
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renderSurface->useBorder(true);
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renderSurface->realize();
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// create the view of the scene.
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osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setSceneData(loadedModel.get());
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// create the event queue, note that Producer has the y axis increase upwards, like OpenGL, and contary to most Windowing toolkits, so
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// we need to construct the event queue so that it knows about this convention.
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osg::ref_ptr<osgGA::EventQueue> eventQueue = new osgGA::EventQueue(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
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// set up a KeyboardMouse to manage the events comming in from the RenderSurface
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osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
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// create a KeyboardMouseCallback to handle the mouse events within this applications
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osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(eventQueue.get());
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// create a tracball manipulator to move the camera around in response to keyboard/mouse events
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osg::ref_ptr<osgGA::TrackballManipulator> cameraManipulator = new osgGA::TrackballManipulator;
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// keep a list of event handlers to manipulate the application/scene with in response to keyboard/mouse events
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typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
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EventHandlers eventHandlers;
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osg::ref_ptr<osgGA::StateSetManipulator> statesetManipulator = new osgGA::StateSetManipulator;
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statesetManipulator->setStateSet(sceneView->getGlobalStateSet());
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eventHandlers.push_back(statesetManipulator.get());
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eventHandlers.push_back(new PickHandler(sceneView.get()));
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// create an event visitor to pass the events down to the scene graph nodes
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osg::ref_ptr<osgGA::EventVisitor> eventVisitor = new osgGA::EventVisitor;
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// create an action adapter to allow event handlers to request actions from the GUI.
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osg::ref_ptr<MyActionAdapter> actionAdapter = new MyActionAdapter;
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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eventQueue->setStartTick(start_tick);
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// set the mouse input range (note WindowSize name in appropriate here so osgGA::GUIEventAdapter API really needs looking at, Robert Osfield, June 2006).
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// 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.
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eventQueue->getCurrentEventState()->setWindowSize(-1.0, -1.0, 1.0, 1.0);
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// home the manipulator.
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osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = eventQueue->createEvent();
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cameraManipulator->setNode(sceneView->getSceneData());
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cameraManipulator->home(*dummyEvent, *actionAdapter);
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( renderSurface->isRealized() && !kbmcb->done())
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::FrameStamp* frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp);
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// pass any keyboard mouse events onto the local keyboard mouse callback.
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kbm->update( *kbmcb );
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// create an event to signal the new frame.
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eventQueue->frame(frameStamp->getReferenceTime());
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// get the event since the last frame.
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osgGA::EventQueue::Events events;
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eventQueue->takeEvents(events);
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if (eventVisitor.valid())
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{
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eventVisitor->setTraversalNumber(frameStamp->getFrameNumber());
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}
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// dispatch the events in order of arrival.
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for(osgGA::EventQueue::Events::iterator event_itr = events.begin();
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event_itr != events.end();
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++event_itr)
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{
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bool handled = false;
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if (eventVisitor.valid() && sceneView->getSceneData())
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{
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eventVisitor->reset();
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eventVisitor->addEvent(event_itr->get());
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sceneView->getSceneData()->accept(*eventVisitor);
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if (eventVisitor->getEventHandled())
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handled = true;
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}
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if (cameraManipulator.valid() && !handled)
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{
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/*handled =*/ cameraManipulator->handle(*(*event_itr), *actionAdapter);
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}
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for(EventHandlers::iterator handler_itr=eventHandlers.begin();
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handler_itr!=eventHandlers.end() && !handled;
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++handler_itr)
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{
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handled = (*handler_itr)->handle(*(*event_itr),*actionAdapter,0,0);
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}
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// osg::notify(osg::NOTICE)<<" Handled event "<<(*event_itr)->getTime()<<" "<< handled<<std::endl;
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}
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// update view matrices
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if (cameraManipulator.valid())
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{
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sceneView->setViewMatrix(cameraManipulator->getInverseMatrix());
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}
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// update the viewport dimensions, incase the window has been resized.
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sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
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// do the update traversal the scene graph - such as updating animations
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sceneView->update();
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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sceneView->cull();
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// draw the rendering bins.
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sceneView->draw();
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// Swap Buffers
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renderSurface->swapBuffers();
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}
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return 0;
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}
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