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Modified Files:

src/Input/input.cxx src/Input/input.hxx
	src/Main/FGManipulator.cxx src/Main/fg_os.cxx
 	src/Main/fg_os.hxx src/Main/fg_os_osgviewer.cxx
	src/Main/fg_os_sdl.cxx src/Main/renderer.cxx
	src/Main/renderer.hxx: First cut of osg multi view configurations.
This commit is contained in:
frohlich 2007-05-26 13:53:46 +00:00
parent 4317dbf729
commit 46ccdeffd4
9 changed files with 333 additions and 204 deletions

View file

@ -66,7 +66,7 @@ SG_USING_STD(ifstream);
SG_USING_STD(string);
SG_USING_STD(vector);
void mouseClickHandler(int button, int updown, int x, int y);
void mouseClickHandler(int button, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter*);
void mouseMotionHandler(int x, int y);
void keyHandler(int key, int keymod, int mousex, int mousey);
@ -247,7 +247,7 @@ FGInput::doKey (int k, int modifiers, int x, int y)
}
void
FGInput::doMouseClick (int b, int updown, int x, int y)
FGInput::doMouseClick (int b, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter* ea)
{
int modifiers = fgGetKeyModifiers();
@ -272,13 +272,15 @@ FGInput::doMouseClick (int b, int updown, int x, int y)
}
if (mode.pass_through) {
if (puMouse(b, updown, x, y))
// The pu stuff seems to need that. May be it does opengl picking ...
fgMakeCurrent();
if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
return;
else if ((globals->get_current_panel() != 0) &&
else if (0 <= x && 0 <= y && (globals->get_current_panel() != 0) &&
globals->get_current_panel()->getVisibility() &&
globals->get_current_panel()->doMouseAction(b, updown, x, y))
return;
else if (fgHandle3DPanelMouseEvent(b, updown, x, y))
else if (0 <= x && 0 <= y && fgHandle3DPanelMouseEvent(b, updown, x, y))
return;
else {
// pui didn't want the click event so compute a
@ -291,7 +293,7 @@ FGInput::doMouseClick (int b, int updown, int x, int y)
// The nearest one is the first one and the deepest
// (the most specialized one in the scenegraph) is the first.
std::vector<SGSceneryPick> pickList;
if (FGRenderer::pick(x, y, pickList)) {
if (FGRenderer::pick(x, y, pickList, ea)) {
std::vector<SGSceneryPick>::const_iterator i;
for (i = pickList.begin(); i != pickList.end(); ++i) {
if (i->callback->buttonPressed(b, i->info)) {
@ -1097,10 +1099,10 @@ void keyHandler(int key, int keymod, int mousex, int mousey)
default_input->doKey(key, keymod, mousex, mousey);
}
void mouseClickHandler(int button, int updown, int x, int y)
void mouseClickHandler(int button, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter* ea)
{
if(default_input)
default_input->doMouseClick(button, updown, x, y);
default_input->doMouseClick(button, updown, x, y, mainWindow, ea);
}
void mouseMotionHandler(int x, int y)

View file

@ -134,7 +134,7 @@ public:
* @param x The X position of the mouse event, in screen coordinates.
* @param y The Y position of the mouse event, in screen coordinates.
*/
virtual void doMouseClick (int button, int updown, int x, int y);
virtual void doMouseClick (int button, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter*);
/**

View file

@ -44,9 +44,8 @@ osg::Node* FGManipulator::getNode()
return _node.get();
}
namespace {
// All the usual translation from window system to FG / plib
int osgToFGModifiers(int modifiers)
static int osgToFGModifiers(int modifiers)
{
int result = 0;
if (modifiers & (osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT |
@ -60,7 +59,6 @@ int osgToFGModifiers(int modifiers)
result |= KEYMOD_ALT;
return result;
}
} // namespace
void FGManipulator::init(const osgGA::GUIEventAdapter& ea,
osgGA::GUIActionAdapter& us)
@ -69,17 +67,29 @@ void FGManipulator::init(const osgGA::GUIEventAdapter& ea,
(void)handle(ea, us);
}
namespace {
void eventToViewport(const osgGA::GUIEventAdapter& ea,
osgGA::GUIActionAdapter& us,
int& x, int& y)
static bool
eventToViewport(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us,
int& x, int& y)
{
x = (int)ea.getX();
y = (int)ea.getY();
if (ea.getMouseYOrientation()
== osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS)
y = (int)ea.getWindowHeight() - y;
}
x = -1;
y = -1;
const osgViewer::Viewer* viewer;
viewer = dynamic_cast<const osgViewer::Viewer*>(&us);
if (!viewer)
return false;
float lx, ly;
const osg::Camera* camera;
camera = viewer->getCameraContainingPosition(ea.getX(), ea.getY(), lx, ly);
if (!fgOSIsMainCamera(camera))
return false;
x = int(lx);
y = int(camera->getViewport()->height() - ly);
return true;
}
bool FGManipulator::handle(const osgGA::GUIEventAdapter& ea,
@ -101,12 +111,12 @@ bool FGManipulator::handle(const osgGA::GUIEventAdapter& ea,
eventToViewport(ea, us, x, y);
if (keyHandler)
(*keyHandler)(key, modmask, x, y);
return true;
}
return true;
case osgGA::GUIEventAdapter::PUSH:
case osgGA::GUIEventAdapter::RELEASE:
{
eventToViewport(ea, us, x, y);
bool mainWindow = eventToViewport(ea, us, x, y);
int button = 0;
switch (ea.getButton()) {
case osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON:
@ -122,7 +132,7 @@ bool FGManipulator::handle(const osgGA::GUIEventAdapter& ea,
if (mouseClickHandler)
(*mouseClickHandler)(button,
(ea.getEventType()
== osgGA::GUIEventAdapter::RELEASE), x, y);
== osgGA::GUIEventAdapter::RELEASE), x, y, mainWindow, &ea);
return true;
}
case osgGA::GUIEventAdapter::MOVE:
@ -131,10 +141,6 @@ bool FGManipulator::handle(const osgGA::GUIEventAdapter& ea,
if (mouseMotionHandler)
(*mouseMotionHandler)(x, y);
return true;
case osgGA::GUIEventAdapter::RESIZE:
if (windowResizeHandler)
(*windowResizeHandler)(ea.getWindowWidth(), ea.getWindowHeight());
return true;
case osgGA::GUIEventAdapter::CLOSE_WINDOW:
case osgGA::GUIEventAdapter::QUIT_APPLICATION:
fgOSExit(0);
@ -143,7 +149,7 @@ bool FGManipulator::handle(const osgGA::GUIEventAdapter& ea,
return false;
}
}
void FGManipulator::handleKey(const osgGA::GUIEventAdapter& ea, int& key,
int& modifiers)
{

View file

@ -90,7 +90,7 @@ static void GLUTmotion (int x, int y)
static void GLUTmouse (int button, int updown, int x, int y)
{
GlutModifiers = glutGetModifiers();
if(MouseClickHandler) (*MouseClickHandler)(button, updown, x, y);
if(MouseClickHandler) (*MouseClickHandler)(button, updown, x, y, true, 0);
}
static void GLUTspecialkeyup(int k, int x, int y)
@ -240,3 +240,13 @@ void fgOSOpenWindow(int w, int h, int bpp, bool alpha,
void fgMakeCurrent()
{
}
bool fgOSIsMainCamera(const osg::Camera*)
{
return true;
}
bool fgOSIsMainContext(const osg::GraphicsContext*)
{
return true;
}

View file

@ -60,12 +60,15 @@ void fgRequestRedraw();
// Callbacks and registration API
//
namespace osg { class Camera; class GraphicsContext; }
namespace osgGA { class GUIEventAdapter; }
typedef void (*fgIdleHandler)();
typedef void (*fgDrawHandler)();
typedef void (*fgWindowResizeHandler)(int w, int h);
typedef void (*fgKeyHandler)(int key, int keymod, int mousex, int mousey);
typedef void (*fgMouseClickHandler)(int button, int updown, int x, int y);
typedef void (*fgMouseClickHandler)(int button, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter*);
typedef void (*fgMouseMotionHandler)(int x, int y);
void fgRegisterIdleHandler(fgIdleHandler func);
@ -77,4 +80,8 @@ void fgRegisterMouseClickHandler(fgMouseClickHandler func);
void fgRegisterMouseMotionHandler(fgMouseMotionHandler func);
void fgMakeCurrent();
bool fgOSIsMainCamera(const osg::Camera* camera);
bool fgOSIsMainContext(const osg::GraphicsContext* context);
#endif // _FG_OS_HXX

View file

@ -13,6 +13,7 @@
#include <osgGA/MatrixManipulator>
#include "fg_os.hxx"
#include "fg_props.hxx"
#include "util.hxx"
#include "globals.hxx"
#include "renderer.hxx"
@ -65,42 +66,133 @@ void fgRequestRedraw()
// fg_os implementation
//
static osg::ref_ptr<osgViewer::Viewer> viewer;
static osg::ref_ptr<osg::Camera> mainCamera;
void fgOSOpenWindow(int w, int h, int bpp,
bool alpha, bool stencil, bool fullscreen)
{
osg::GraphicsContext::WindowingSystemInterface* wsi;
wsi = osg::GraphicsContext::getWindowingSystemInterface();
viewer = new osgViewer::Viewer;
// Avoid complications with fg's custom drawables.
viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
osg::ref_ptr<osg::GraphicsContext::Traits> traits
= new osg::GraphicsContext::Traits;
std::string mode;
mode = fgGetString("/sim/rendering/multithreading-mode", "SingleThreaded");
if (mode == "AutomaticSelection")
viewer->setThreadingModel(osgViewer::Viewer::AutomaticSelection);
else if (mode == "CullDrawThreadPerContext")
viewer->setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext);
else if (mode == "DrawThreadPerContext")
viewer->setThreadingModel(osgViewer::Viewer::DrawThreadPerContext);
else if (mode == "CullThreadPerCameraDrawThreadPerContext")
viewer->setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
else
viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
osg::ref_ptr<osg::GraphicsContext::Traits> traits;
traits = new osg::GraphicsContext::Traits;
int cbits = (bpp <= 16) ? 5 : 8;
int zbits = (bpp <= 16) ? 16 : 24;
traits->width = w;
traits->height = h;
traits->red = traits->green = traits->blue = cbits;
traits->depth = zbits;
if (alpha)
traits->alpha = 8;
if (stencil)
traits->stencil = 8;
if (fullscreen)
traits->windowDecoration = false;
else
traits->windowDecoration = true;
traits->supportsResize = true;
traits->doubleBuffer = true;
osg::GraphicsContext* gc
= osg::GraphicsContext::createGraphicsContext(traits.get());
viewer->getCamera()->setGraphicsContext(gc);
traits->mipMapGeneration = true;
traits->windowName = "FlightGear";
traits->sampleBuffers = fgGetBool("/sim/rendering/multi-sample-buffers", traits->sampleBuffers);
traits->samples = fgGetBool("/sim/rendering/multi-samples", traits->samples);
traits->vsync = fgGetBool("/sim/rendering/vsync-enable", traits->vsync);
if (fullscreen) {
unsigned width = 0;
unsigned height = 0;
wsi->getScreenResolution(*traits, width, height);
traits->windowDecoration = false;
traits->width = width;
traits->height = height;
traits->supportsResize = false;
} else {
traits->windowDecoration = true;
traits->width = w;
traits->height = h;
traits->supportsResize = true;
}
osg::Camera::ProjectionResizePolicy rsp = osg::Camera::VERTICAL;
// Ok, first the children.
// that achieves some magic ordering og the slaves so that we end up
// in the main window more often.
// This can be sorted out better when we got rid of glut and sdl.
if (fgHasNode("/sim/rendering/camera")) {
SGPropertyNode* renderingNode = fgGetNode("/sim/rendering");
for (int i = 0; i < renderingNode->nChildren(); ++i) {
SGPropertyNode* cameraNode = renderingNode->getChild(i);
if (strcmp(cameraNode->getName(), "camera") != 0)
continue;
// get a new copy of the traits struct
osg::ref_ptr<osg::GraphicsContext::Traits> cameraTraits;
cameraTraits = new osg::GraphicsContext::Traits(*traits);
double shearx = cameraNode->getDoubleValue("shear-x", 0);
double sheary = cameraNode->getDoubleValue("shear-y", 0);
cameraTraits->hostName = cameraNode->getStringValue("host-name", "");
cameraTraits->displayNum = cameraNode->getIntValue("display", 0);
cameraTraits->screenNum = cameraNode->getIntValue("screen", 0);
if (cameraNode->getBoolValue("fullscreen", fullscreen)) {
unsigned width = 0;
unsigned height = 0;
wsi->getScreenResolution(*cameraTraits, width, height);
cameraTraits->windowDecoration = false;
cameraTraits->width = width;
cameraTraits->height = height;
cameraTraits->supportsResize = false;
} else {
cameraTraits->windowDecoration = true;
cameraTraits->width = cameraNode->getIntValue("width", w);
cameraTraits->height = cameraNode->getIntValue("height", h);
cameraTraits->supportsResize = true;
}
// FIXME, currently this is too much of a problem to route the resize
// events. When we do no longer need sdl and such this
// can be simplified
cameraTraits->supportsResize = false;
// ok found a camera configuration, add a new slave ...
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
osg::GraphicsContext* gc;
gc = osg::GraphicsContext::createGraphicsContext(cameraTraits.get());
gc->realize();
camera->setGraphicsContext(gc);
// If a viewport isn't set on the camera, then it's hard to dig it
// out of the SceneView objects in the viewer, and the coordinates
// of mouse events are somewhat bizzare.
camera->setViewport(new osg::Viewport(0, 0, cameraTraits->width, cameraTraits->height));
camera->setProjectionResizePolicy(rsp);
viewer->addSlave(camera.get(), osg::Matrix::translate(-shearx, -sheary, 0), osg::Matrix());
}
}
// now the main camera ...
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
mainCamera = camera;
osg::GraphicsContext* gc;
gc = osg::GraphicsContext::createGraphicsContext(traits.get());
gc->realize();
gc->makeCurrent();
camera->setGraphicsContext(gc);
// If a viewport isn't set on the camera, then it's hard to dig it
// out of the SceneView objects in the viewer, and the coordinates
// of mouse events are somewhat bizzare.
viewer->getCamera()->setViewport(new osg::Viewport(0, 0,
traits->width,
traits->height));
camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
camera->setProjectionResizePolicy(rsp);
viewer->addSlave(camera.get());
viewer->setCameraManipulator(globals->get_renderer()->getManipulator());
// Let FG handle the escape key with a confirmation
viewer->setKeyEventSetsDone(0);
@ -134,7 +226,8 @@ int fgGetKeyModifiers()
void fgWarpMouse(int x, int y)
{
viewer->requestWarpPointer((float)x, (float)y);
// Hack, currently the pointer is just recentered. So, we know the relative coordinates ...
viewer->requestWarpPointer(0, 0);
}
// Noop
@ -142,24 +235,85 @@ void fgOSInit(int* argc, char** argv)
{
}
// Noop
void fgOSFullScreen()
{
// Noop, but is probably doable
}
// No support in OSG yet
// #define OSG_HAS_MOUSE_CURSOR_PATCH
#ifdef OSG_HAS_MOUSE_CURSOR_PATCH
static void setMouseCursor(osg::Camera* camera, int cursor)
{
if (!camera)
return;
osg::GraphicsContext* gc = camera->getGraphicsContext();
if (!gc)
return;
osgViewer::GraphicsWindow* gw;
gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc);
if (!gw)
return;
osgViewer::GraphicsWindow::MouseCursor mouseCursor;
mouseCursor = osgViewer::GraphicsWindow::InheritCursor;
if (cursor == MOUSE_CURSOR_NONE)
mouseCursor = osgViewer::GraphicsWindow::NoCursor;
else if(cursor == MOUSE_CURSOR_POINTER)
mouseCursor = osgViewer::GraphicsWindow::RightArrowCursor;
else if(cursor == MOUSE_CURSOR_WAIT)
mouseCursor = osgViewer::GraphicsWindow::WaitCursor;
else if(cursor == MOUSE_CURSOR_CROSSHAIR)
mouseCursor = osgViewer::GraphicsWindow::CrosshairCursor;
else if(cursor == MOUSE_CURSOR_LEFTRIGHT)
mouseCursor = osgViewer::GraphicsWindow::LeftRightCursor;
gw->setCursor(mouseCursor);
}
#endif
static int _cursor = -1;
void fgSetMouseCursor(int cursor)
{
_cursor = cursor;
#ifdef OSG_HAS_MOUSE_CURSOR_PATCH
setMouseCursor(viewer->getCamera(), cursor);
for (unsigned i = 0; i < viewer->getNumSlaves(); ++i)
setMouseCursor(viewer->getSlave(i)._camera.get(), cursor);
#endif
}
int fgGetMouseCursor()
{
return 0;
return _cursor;
}
void fgMakeCurrent()
{
osg::GraphicsContext* gc = viewer->getCamera()->getGraphicsContext();
if (!mainCamera.valid())
return;
osg::GraphicsContext* gc = mainCamera->getGraphicsContext();
if (!gc)
return;
gc->makeCurrent();
}
bool fgOSIsMainContext(const osg::GraphicsContext* context)
{
if (!mainCamera.valid())
return false;
return context == mainCamera->getGraphicsContext();
}
bool fgOSIsMainCamera(const osg::Camera* camera)
{
if (!camera)
return false;
if (camera == mainCamera.get())
return true;
if (!viewer.valid())
return false;
if (camera == viewer->getCamera())
return true;
return false;
}

View file

@ -226,7 +226,7 @@ void fgOSMainLoop()
if(MouseClickHandler)
(*MouseClickHandler)(e.button.button - 1,
e.button.state == SDL_RELEASED,
e.button.x, e.button.y);
e.button.x, e.button.y, true, 0);
break;
case SDL_MOUSEMOTION:
CurrentMouseX = e.motion.x;
@ -412,3 +412,13 @@ static void initCursors()
void fgMakeCurrent()
{
}
bool fgOSIsMainCamera(const osg::Camera*)
{
return true;
}
bool fgOSIsMainContext(const osg::GraphicsContext*)
{
return true;
}

View file

@ -54,6 +54,7 @@
#include <osgUtil/SceneView>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/IntersectVisitor>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
@ -125,6 +126,9 @@ public:
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
if (!fgOSIsMainContext(state.getGraphicsContext()))
return;
state.pushStateSet(getStateSet());
state.apply();
state.setActiveTextureUnit(0);
@ -174,6 +178,10 @@ public:
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
// std::cout << state.getGraphicsContext() << std::endl;
if (!fgOSIsMainContext(state.getGraphicsContext()))
return;
state.pushStateSet(getStateSet());
state.apply();
state.setActiveTextureUnit(0);
@ -428,7 +436,7 @@ FGRenderer::init( void ) {
glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
if (viewer) {
viewer->getCamera()
viewer->getCamera()
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
} else {
sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
@ -797,6 +805,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
// need to call the update visitor once
if (!viewer) {
mFrameStamp->setReferenceTime(globals->get_sim_time_sec());
mFrameStamp->setSimulationTime(globals->get_sim_time_sec());
mFrameStamp->setFrameNumber(1+mFrameStamp->getFrameNumber());
}
mFrameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
@ -845,8 +854,9 @@ FGRenderer::resize( int width, int height ) {
}
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if (viewer)
viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
width, view_h);
;
// viewer->getCamera()->getViewport()->setViewport(0, height - view_h,
// width, view_h);
else
sceneView->getViewport()->setViewport(0, height - view_h,
width, view_h);
@ -874,84 +884,6 @@ FGRenderer::resize( int width, int height ) {
}
// These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
// which will post process and rewrite the resulting frustum if we
// want to do asymmetric view frustums.
static void fgHackFrustum() {
// specify a percent of the configured view frustum to actually
// display. This is a bit of a hack to achieve asymmetric view
// frustums. For instance, if you want to display two monitors
// side by side, you could specify each with a double fov, a 0.5
// aspect ratio multiplier, and then the left side monitor would
// have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
// and a top_pct = 1.0. The right side monitor would have a
// left_pct = 0.5 and a right_pct = 1.0.
static SGPropertyNode *left_pct
= fgGetNode("/sim/current-view/frustum-left-pct");
static SGPropertyNode *right_pct
= fgGetNode("/sim/current-view/frustum-right-pct");
static SGPropertyNode *bottom_pct
= fgGetNode("/sim/current-view/frustum-bottom-pct");
static SGPropertyNode *top_pct
= fgGetNode("/sim/current-view/frustum-top-pct");
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
double left, right;
double bottom, top;
double zNear, zFar;
if (viewer)
viewer->getCamera()->getProjectionMatrixAsFrustum(left, right,
bottom, top,
zNear, zFar);
else
sceneView->getProjectionMatrixAsFrustum(left, right, bottom, top,
zNear, zFar);
// cout << " l = " << f->getLeft()
// << " r = " << f->getRight()
// << " b = " << f->getBot()
// << " t = " << f->getTop()
// << " n = " << f->getNear()
// << " f = " << f->getFar()
// << endl;
double width = right - left;
double height = top - bottom;
double l, r, t, b;
if ( left_pct != NULL ) {
l = left + width * left_pct->getDoubleValue();
} else {
l = left;
}
if ( right_pct != NULL ) {
r = left + width * right_pct->getDoubleValue();
} else {
r = right;
}
if ( bottom_pct != NULL ) {
b = bottom + height * bottom_pct->getDoubleValue();
} else {
b = bottom;
}
if ( top_pct != NULL ) {
t = bottom + height * top_pct->getDoubleValue();
} else {
t = top;
}
if (viewer)
viewer->getCamera()->setProjectionMatrixAsFrustum(l, r, b, t,
zNear, zFar);
else
sceneView->setProjectionMatrixAsFrustum(l, r, b, t, zNear, zFar);
}
// we need some static storage space for these values. However, we
// can't store it in a renderer class object because the functions
// that manipulate these are static. They are static so they can
@ -972,17 +904,11 @@ void FGRenderer::setFOV( float w, float h ) {
fov_height = h;
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if (viewer)
viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height,
fov_width/fov_height,
fov_near, fov_far);
viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
else
sceneView->setProjectionMatrixAsPerspective(fov_height,
fov_width/fov_height,
fov_near, fov_far);
// fully specify the view frustum before hacking it (so we don't
// accumulate hacked effects
fgHackFrustum();
// sgEnviro.setFOV( w, h );
}
@ -996,36 +922,29 @@ n = 0.1;
fov_far = f;
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if (viewer)
viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height,
fov_width/fov_height,
fov_near, fov_far);
else
viewer->getCamera()->setProjectionMatrixAsPerspective(fov_height, 4.0/3.0, fov_near, fov_far);
else
sceneView->setProjectionMatrixAsPerspective(fov_height,
fov_width/fov_height,
fov_near, fov_far);
// fully specify the view frustum before hacking it (so we don't
// accumulate hacked effects
fgHackFrustum();
}
bool
FGRenderer::pick( unsigned x, unsigned y,
std::vector<SGSceneryPick>& pickList )
std::vector<SGSceneryPick>& pickList,
const osgGA::GUIEventAdapter* ea )
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
// wipe out the return ...
pickList.resize(0);
osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
if (!sceneData)
return false;
osg::Viewport* viewport = 0;
osg::Matrix projection;
osg::Matrix modelview;
if (sceneView.valid()) {
viewport = sceneView->getViewport();
osg::Node* sceneData = globals->get_scenery()->get_scene_graph();
if (!sceneData)
return false;
osg::Viewport* viewport = sceneView->getViewport();
if (!viewport)
return false;
// don't know why, but the update has partly happened somehow,
@ -1047,40 +966,64 @@ FGRenderer::pick( unsigned x, unsigned y,
// accumulated transform
if (!nodePath.empty())
modelview.preMult(computeLocalToWorld(nodePath.front()));
} else if (viewer) {
// I don't think the Viewer case needs to update the camera
// matrices before picking. The user has clicked on the old scene
// -- that which is displayed in the front buffer -- so we need to
// use the camera state in effect for that view of the scene.
osg::Camera *camera = viewer->getCamera();
viewport = camera->getViewport();
projection = camera->getProjectionMatrix();
modelview = camera->getViewMatrix();
// Accumulated transforms? Don't think that applies for the
// Viewer's camera.
} else { // we can get called early ...
return false;
}
// swap the y values ...
y = viewport->height() - y;
// set up the pick visitor
osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
sceneData->accept(pickVisitor);
if (!pickVisitor.hits())
return false;
// collect all interaction callbacks on the pick ray.
// They get stored in the pickCallbacks list where they are sorted back
// to front and croasest to finest wrt the scenery node they are attached to
osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
for (mi = pickVisitor.getSegHitList().begin();
mi != pickVisitor.getSegHitList().end();
++mi) {
osgUtil::IntersectVisitor::HitList::const_iterator hi;
for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
// ok, go back the nodes and ask for intersection callbacks,
// execute them in top down order
const osg::NodePath& np = hi->getNodePath();
// swap the y values ...
y = viewport->height() - y;
// set up the pick visitor
osgUtil::PickVisitor pickVisitor(viewport, projection, modelview, x, y);
sceneData->accept(pickVisitor);
if (!pickVisitor.hits())
return false;
// collect all interaction callbacks on the pick ray.
// They get stored in the pickCallbacks list where they are sorted back
// to front and croasest to finest wrt the scenery node they are attached to
osgUtil::PickVisitor::LineSegmentHitListMap::const_iterator mi;
for (mi = pickVisitor.getSegHitList().begin();
mi != pickVisitor.getSegHitList().end();
++mi) {
osgUtil::IntersectVisitor::HitList::const_iterator hi;
for (hi = mi->second.begin(); hi != mi->second.end(); ++hi) {
// ok, go back the nodes and ask for intersection callbacks,
// execute them in top down order
const osg::NodePath& np = hi->getNodePath();
osg::NodePath::const_reverse_iterator npi;
for (npi = np.rbegin(); npi != np.rend(); ++npi) {
SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
if (!ud)
continue;
for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
SGPickCallback* pickCallback = ud->getPickCallback(i);
if (!pickCallback)
continue;
SGSceneryPick sceneryPick;
/// note that this is done totally in doubles instead of
/// just using getWorldIntersectionPoint
osg::Vec3d localPt = hi->getLocalIntersectPoint();
sceneryPick.info.local = SGVec3d(localPt);
if (hi->getMatrix())
sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
else
sceneryPick.info.wgs84 = SGVec3d(localPt);
sceneryPick.callback = pickCallback;
pickList.push_back(sceneryPick);
}
}
}
}
return !pickList.empty();
} else if (viewer) {
// just compute intersections in the viewers method ...
typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
Intersections intersections;
viewer->computeIntersections(ea->getX(), ea->getY(), intersections);
Intersections::iterator hit;
for (hit = intersections.begin(); hit != intersections.end(); ++hit) {
const osg::NodePath& np = hit->nodePath;
osg::NodePath::const_reverse_iterator npi;
for (npi = np.rbegin(); npi != np.rend(); ++npi) {
SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
@ -1091,22 +1034,18 @@ FGRenderer::pick( unsigned x, unsigned y,
if (!pickCallback)
continue;
SGSceneryPick sceneryPick;
/// note that this is done totally in doubles instead of
/// just using getWorldIntersectionPoint
osg::Vec3d localPt = hi->getLocalIntersectPoint();
sceneryPick.info.local = SGVec3d(localPt);
if (hi->getMatrix())
sceneryPick.info.wgs84 = SGVec3d(localPt*(*hi->getMatrix()));
else
sceneryPick.info.wgs84 = SGVec3d(localPt);
sceneryPick.info.local = SGVec3d(hit->getLocalIntersectPoint());
sceneryPick.info.wgs84 = SGVec3d(hit->getWorldIntersectPoint());
sceneryPick.callback = pickCallback;
pickList.push_back(sceneryPick);
}
}
}
}
return !pickList.empty();
return !pickList.empty();
} else { // we can get called early ...
return false;
}
}
bool fgDumpSceneGraphToFile(const char* filename)

View file

@ -54,7 +54,8 @@ public:
/** Just pick into the scene and return the pick callbacks on the way ...
*/
static bool pick( unsigned x, unsigned y,
std::vector<SGSceneryPick>& pickList );
std::vector<SGSceneryPick>& pickList,
const osgGA::GUIEventAdapter* ea );
/** Get and set the OSG Viewer object, if any.
*/