OpenSceneGraph/include/osgViewer/View

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8.6 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGVIEWER_VIEW
#define OSGVIEWER_VIEW 1
#include <osg/View>
#include <osgUtil/PolytopeIntersector>
#include <osgUtil/LineSegmentIntersector>
#include <osgUtil/SceneView>
#include <osgGA/MatrixManipulator>
#include <osgViewer/Scene>
namespace osgViewer {
class OSGVIEWER_EXPORT EndOfDynamicDrawBlock : public osg::State::DynamicObjectRenderingCompletedCallback
{
public:
EndOfDynamicDrawBlock(unsigned int);
void completed(osg::State* state);
void block();
void reset();
void release();
void setNumOfBlocks(unsigned int blockCount);
protected:
~EndOfDynamicDrawBlock();
OpenThreads::Mutex _mut;
OpenThreads::Condition _cond;
unsigned int _numberOfBlocks;
unsigned int _blockCount;
};
/** View holds a single view on a scene, this view may be composed of one or more slave cameras.*/
class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
{
public:
View();
View(const osgViewer::View& view, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgViewer,View);
Scene* getScene() { return _scene.get(); }
const Scene* getScene() const { return _scene.get(); }
/** Set the scene graph that the View will use.*/
virtual void setSceneData(osg::Node* node);
/** Get the View's scene graph.*/
osg::Node* getSceneData() { return _scene.valid() ? _scene->getSceneData() : 0; }
/** Get the const View's scene graph.*/
const osg::Node* getSceneData() const { return _scene.valid() ? _scene->getSceneData() : 0; }
/* Set the EventQueue that View uses to intregrate external non window related events.*/
void setEventQueue(osgGA::EventQueue* eventQueue) { _eventQueue = eventQueue; }
/* Get the View's EventQueue.*/
osgGA::EventQueue* getEventQueue() { return _eventQueue.get(); }
/* Get the const View's EventQueue.*/
const osgGA::EventQueue* getEventQueue() const { return _eventQueue.get(); }
/** Set the CameraManipulator that moves the View's master Camera position in response to events.*/
void setCameraManipulator(osgGA::MatrixManipulator* manipulator);
/** Get the View's CameraManipulator.*/
osgGA::MatrixManipulator* getCameraManipulator() { return _cameraManipulator.get(); }
/** Get the const View's CameraManipulator.*/
const osgGA::MatrixManipulator* getCameraManipulator() const { return _cameraManipulator.get(); }
/** Set the view to the CameraManipulator's home position, if non is attached home() is does nothing.
* Note, to set the home position use getCamaraManipulator()->setHomePosition(...). */
void home();
typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
/** Add an EventHandler that adds handling of events to the View.*/
void addEventHandler(osgGA::GUIEventHandler* eventHandler);
/** Get the View's list of EventHandlers.*/
EventHandlers& getEventHandlers() { return _eventHandlers; }
/** Get the const View's list of EventHandlers.*/
const EventHandlers& getEventHandlers() const { return _eventHandlers; }
/** Set the NodePath to any active CoordinateSystemNode present in the Scene.
* The CoordinateSystemNode path is used to help applications and CamaraManipualtors handle geocentric coordinates systems,
* such as known which way is the local up at any position on the a whole earth. */
void setCoordinateSystemNodePath(const osg::NodePath& nodePath);
/** Get the NodePath to any active CoordinateSystemNode present in the Scene.*/
osg::NodePath getCoordinateSystemNodePath() const;
/** Compute the NodePath to any active CoordinateSystemNode present in the Scene.*/
void computeActiveCoordinateSystemNodePath();
/** Set the DsplaySettings object associated with this view.*/
void setDisplaySettings(osg::DisplaySettings* ds) { _displaySettings = ds; }
/** Set the DsplaySettings object associated with this view.*/
osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); }
/** Set the DsplaySettings object associated with this view.*/
const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
/** Set the FusionDistanceMode and Value. Note, is used only when working in stereo.*/
void setFusionDistance(osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f)
{
_fusionDistanceMode = mode;
_fusionDistanceValue = value;
}
/** Get the FusionDistanceMode.*/
osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
/** Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.*/
float getFusionDistanceValue() const { return _fusionDistanceValue; }
/** Convinience method for creating slave Cameras and associated GraphicsWindows across all screens.*/
void setUpViewAcrossAllScreens();
/** Convinience method for a single Camara on a single window.*/
void setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum=0);
/** Convinience method for a single Camara associated with a single full screen GraphicsWindow.*/
void setUpViewOnSingleScreen(unsigned int screenNum=0);
/** Return true if this view contains a specified camera.*/
bool containsCamera(const osg::Camera* camera) const;
/** Get the camera which contains the pointer position x,y specified master cameras window/eye coords.
* Also passes back the local window coords for the graphics context associated with the camera passed back. */
const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const;
/** Compute intersections between a ray through the specified master cameras window/eye coords and a specified node.
* 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,
* while if its has a viewport the coordintates will be relative to its viewport dimensions.
* Mouse events handled by the view will automatically be attached into the master camera window/clip coords so can be passed
* directly on to the computeIntersections method. */
bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
/** Compute intersections between a ray through the specified master cameras window/eye coords and a specified nodePath's subgraph. */
bool computeIntersections(float x,float y, osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
virtual void requestRedraw();
virtual void requestContinuousUpdate(bool needed=true);
virtual void requestWarpPointer(float x,float y);
public:
void assignSceneDataToCameras();
void init();
protected:
virtual ~View();
osg::ref_ptr<osgViewer::Scene> _scene;
osg::ref_ptr<osgGA::EventQueue> _eventQueue;
osg::ref_ptr<osgGA::MatrixManipulator> _cameraManipulator;
EventHandlers _eventHandlers;
typedef std::vector< osg::observer_ptr<osg::Node> > ObserverNodePath;
ObserverNodePath _coordinateSystemNodePath;
osg::ref_ptr<osg::DisplaySettings> _displaySettings;
osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceValue;
};
}
#endif