Work on making 2D panels act like standard scene-graph elements for picking and drawing.
(This includes 2.5D panels in the 3D scene)
This commit is contained in:
parent
d2411199e8
commit
8c187164fe
12 changed files with 356 additions and 281 deletions
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@ -204,7 +204,8 @@ FGPanel::FGPanel ()
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_flipx(fgGetNode("/sim/panel/flip-x", true)),
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_xsize_node(fgGetNode("/sim/startup/xsize", true)),
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_ysize_node(fgGetNode("/sim/startup/ysize", true)),
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_enable_depth_test(false)
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_enable_depth_test(false),
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_drawPanelHotspots("/sim/panel-hotspots")
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{
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}
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@ -265,68 +266,24 @@ FGPanel::unbind ()
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void
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FGPanel::update (double dt)
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FGPanel::update (double /* dt */)
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{
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std::cout << "OSGFIXME" << std::endl;
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updateMouseDelay();
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}
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void
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FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
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double
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FGPanel::getAspectScale() const
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{
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using namespace osg;
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// Calculate accelerations
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// and jiggle the panel accordingly
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// The factors and bounds are just
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// initial guesses; using sqrt smooths
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// out the spikes.
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double x_offset = _x_offset->getIntValue();
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double y_offset = _y_offset->getIntValue();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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Matrixf proj;
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if ( _flipx->getBoolValue() ) {
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proj = Matrixf::ortho2D(winx + winw, winx, winy + winh, winy); /* up side down */
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} else {
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proj = Matrixf::ortho2D(winx, winx + winw, winy, winy + winh); /* right side up */
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}
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glLoadMatrix(proj.ptr());
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// set corner-coordinates correctly
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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int xsize = _xsize_node->getIntValue();
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int ysize = _ysize_node->getIntValue();
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float aspect_adjust = get_aspect_adjust(xsize, ysize);
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glTranslated(x_offset, y_offset, 0);
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draw(state);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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/**
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* Update the panel.
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*/
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void
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FGPanel::update (osg::State& state)
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{
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// Do nothing if the panel isn't visible.
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if ( !fgPanelVisible() ) {
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return;
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}
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updateMouseDelay();
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// Now, draw the panel
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float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
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_ysize_node->getIntValue());
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if (aspect_adjust <1.0)
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update(state, WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
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else
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update(state, WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
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if (aspect_adjust < 1.0)
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return ysize / (double) WIN_H;
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else
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return xsize /(double) WIN_W;
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}
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/**
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@ -345,10 +302,10 @@ void FGPanel::updateMouseDelay()
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}
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}
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void
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FGPanel::draw(osg::State& state)
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{
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// In 3D mode, it's possible that we are being drawn exactly on top
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// of an existing polygon. Use an offset to prevent z-fighting. In
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// 2D mode, this is a no-op.
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@ -363,6 +320,7 @@ FGPanel::draw(osg::State& state)
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panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
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osg::Material* material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
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@ -370,6 +328,7 @@ FGPanel::draw(osg::State& state)
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material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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panelStateSet->setAttribute(material);
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panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
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panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL));
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@ -495,7 +454,7 @@ FGPanel::draw(osg::State& state)
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// Draw yellow "hotspots" if directed to. This is a panel authoring
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// feature; not intended to be high performance or to look good.
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if ( fgGetBool("/sim/panel-hotspots") ) {
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if ( _drawPanelHotspots ) {
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static osg::ref_ptr<osg::StateSet> hotspotStateSet;
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if (!hotspotStateSet.valid()) {
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hotspotStateSet = new osg::StateSet;
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@ -27,6 +27,8 @@
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#include <simgear/compiler.h>
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#include <simgear/props/props.hxx>
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#include <simgear/props/PropertyObject.hxx>
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/structure/SGBinding.hxx>
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#include <simgear/math/interpolater.hxx>
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@ -128,8 +130,9 @@ public:
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virtual void unbind ();
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virtual void draw (osg::State& state);
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virtual void update (double);
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void update (osg::State& state);
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virtual void update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
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//void update (osg::State& state);
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//virtual void update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
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virtual void updateMouseDelay();
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@ -174,6 +177,8 @@ public:
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bool getAutohide(void) const { return _autohide; };
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void setAutohide(bool enable) { _autohide = enable; };
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double getAspectScale() const;
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private:
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void setupVirtualCockpit();
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@ -203,6 +208,8 @@ private:
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instrument_list_type _instruments;
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bool _enable_depth_test;
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bool _autohide;
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SGPropObjBool _drawPanelHotspots;
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};
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@ -276,14 +276,9 @@ void FGMouseInput::doMouseClick (int b, int updown, int x, int y, bool mainWindo
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}
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if (mode.pass_through) {
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// remove once PUI uses standard picking mechanism
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if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
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return;
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else if (0 <= x && 0 <= y && (globals->get_current_panel() != 0) &&
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globals->get_current_panel()->getVisibility() &&
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globals->get_current_panel()->doMouseAction(b, updown, x, y))
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return;
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else if (0 <= x && 0 <= y && fgHandle3DPanelMouseEvent(b, updown, x, y))
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return;
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else {
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// pui didn't want the click event so compute a
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// scenegraph intersection point corresponding to the mouse click
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@ -281,13 +281,19 @@ void CameraGroup::update(const osg::Vec3d& position,
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#endif
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Camera* camera = info->camera.get();
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Matrix viewMatrix;
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if ((info->flags & VIEW_ABSOLUTE) != 0)
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if (info->flags & GUI) {
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viewMatrix = osg::Matrix(); // identifty transform on the GUI camera
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} else if ((info->flags & VIEW_ABSOLUTE) != 0)
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viewMatrix = slave._viewOffset;
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else
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viewMatrix = masterView * slave._viewOffset;
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camera->setViewMatrix(viewMatrix);
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Matrix projectionMatrix;
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if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
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if (info->flags & GUI) {
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projectionMatrix = osg::Matrix::ortho2D(0, info->width, 0, info->height);
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} else if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
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if (info->flags & ENABLE_MASTER_ZOOM) {
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if (info->relativeCameraParent < _cameras.size()) {
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// template projection matrix and view matrix of the current camera
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@ -920,7 +926,7 @@ CameraInfo* CameraGroup::buildGUICamera(SGPropertyNode* cameraNode,
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camera->setCullingMode(osg::CullSettings::NO_CULLING);
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camera->setProjectionResizePolicy(Camera::FIXED);
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camera->setReferenceFrame(Transform::ABSOLUTE_RF);
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const int cameraFlags = GUI;
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const int cameraFlags = GUI | DO_INTERSECTION_TEST;
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CameraInfo* result = addCamera(cameraFlags, camera, Matrixd::identity(),
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Matrixd::identity(), false);
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SGPropertyNode* viewportNode = cameraNode->getNode("viewport", true);
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@ -987,72 +993,103 @@ void CameraGroup::resized()
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}
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}
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const CameraInfo* CameraGroup::getGUICamera() const
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{
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ConstCameraIterator result
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= std::find_if(camerasBegin(), camerasEnd(),
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FlagTester<CameraInfo>(GUI));
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if (result == camerasEnd()) {
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return NULL;
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}
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return *result;
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}
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Camera* getGUICamera(CameraGroup* cgroup)
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{
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CameraGroup::CameraIterator end = cgroup->camerasEnd();
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CameraGroup::CameraIterator result
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= std::find_if(cgroup->camerasBegin(), end,
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FlagTester<CameraInfo>(CameraGroup::GUI));
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if (result != end)
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return (*result)->camera.get();
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else
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return 0;
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const CameraInfo* info = cgroup->getGUICamera();
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if (!info) {
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return NULL;
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}
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return info->camera.get();
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}
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static bool computeCameraIntersection(const CameraInfo* cinfo,
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const osgGA::GUIEventAdapter* ea,
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osgUtil::LineSegmentIntersector::Intersections& intersections)
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{
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using osgUtil::Intersector;
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using osgUtil::LineSegmentIntersector;
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double x, y;
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eventToWindowCoords(ea, x, y);
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if (!(cinfo->flags & CameraGroup::DO_INTERSECTION_TEST))
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return false;
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const Camera* camera = cinfo->camera.get();
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if (camera->getGraphicsContext() != ea->getGraphicsContext())
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return false;
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const Viewport* viewport = camera->getViewport();
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double epsilon = 0.5;
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if (!(x >= viewport->x() - epsilon
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&& x < viewport->x() + viewport->width() -1.0 + epsilon
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&& y >= viewport->y() - epsilon
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&& y < viewport->y() + viewport->height() -1.0 + epsilon))
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return false;
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Vec4d start(x, y, 0.0, 1.0);
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Vec4d end(x, y, 1.0, 1.0);
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Matrix windowMat = viewport->computeWindowMatrix();
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Matrix startPtMat = Matrix::inverse(camera->getProjectionMatrix()
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* windowMat);
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Matrix endPtMat;
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if (!cinfo->farCamera.valid() || cinfo->farCamera->getNodeMask() == 0)
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endPtMat = startPtMat;
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else
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endPtMat = Matrix::inverse(cinfo->farCamera->getProjectionMatrix()
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* windowMat);
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start = start * startPtMat;
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start /= start.w();
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end = end * endPtMat;
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end /= end.w();
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ref_ptr<LineSegmentIntersector> picker
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= new LineSegmentIntersector(Intersector::VIEW,
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Vec3d(start.x(), start.y(), start.z()),
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Vec3d(end.x(), end.y(), end.z()));
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osgUtil::IntersectionVisitor iv(picker.get());
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const_cast<Camera*>(camera)->accept(iv);
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if (picker->containsIntersections()) {
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intersections = picker->getIntersections();
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return true;
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}
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return false;
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}
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bool computeIntersections(const CameraGroup* cgroup,
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const osgGA::GUIEventAdapter* ea,
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osgUtil::LineSegmentIntersector::Intersections& intersections)
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{
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using osgUtil::Intersector;
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using osgUtil::LineSegmentIntersector;
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double x, y;
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eventToWindowCoords(ea, x, y);
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// test the GUI first
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const CameraInfo* guiCamera = cgroup->getGUICamera();
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if (guiCamera && computeCameraIntersection(guiCamera, ea, intersections))
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return true;
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// Find camera that contains event
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for (CameraGroup::ConstCameraIterator iter = cgroup->camerasBegin(),
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e = cgroup->camerasEnd();
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iter != e;
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++iter) {
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const CameraInfo* cinfo = iter->get();
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if ((cinfo->flags & CameraGroup::DO_INTERSECTION_TEST) == 0)
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if (cinfo == guiCamera)
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continue;
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const Camera* camera = cinfo->camera.get();
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if (camera->getGraphicsContext() != ea->getGraphicsContext())
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continue;
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const Viewport* viewport = camera->getViewport();
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double epsilon = 0.5;
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if (!(x >= viewport->x() - epsilon
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&& x < viewport->x() + viewport->width() -1.0 + epsilon
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&& y >= viewport->y() - epsilon
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&& y < viewport->y() + viewport->height() -1.0 + epsilon))
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continue;
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Vec4d start(x, y, 0.0, 1.0);
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Vec4d end(x, y, 1.0, 1.0);
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Matrix windowMat = viewport->computeWindowMatrix();
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Matrix startPtMat = Matrix::inverse(camera->getProjectionMatrix()
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* windowMat);
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Matrix endPtMat;
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if (!cinfo->farCamera.valid() || cinfo->farCamera->getNodeMask() == 0)
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endPtMat = startPtMat;
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else
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endPtMat = Matrix::inverse(cinfo->farCamera->getProjectionMatrix()
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* windowMat);
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start = start * startPtMat;
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start /= start.w();
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end = end * endPtMat;
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end /= end.w();
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ref_ptr<LineSegmentIntersector> picker
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= new LineSegmentIntersector(Intersector::VIEW,
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Vec3d(start.x(), start.y(), start.z()),
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Vec3d(end.x(), end.y(), end.z()));
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osgUtil::IntersectionVisitor iv(picker.get());
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const_cast<Camera*>(camera)->accept(iv);
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if (picker->containsIntersections()) {
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intersections = picker->getIntersections();
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if (computeCameraIntersection(cinfo, ea, intersections))
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return true;
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} else {
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break;
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}
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}
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intersections.clear();
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return false;
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}
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@ -214,6 +214,11 @@ public:
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* get aspect ratio of master camera's viewport
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*/
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double getMasterAspectRatio() const;
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/**
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* find the GUI camera if one is defined
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*/
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const CameraInfo* getGUICamera() const;
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protected:
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CameraList _cameras;
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osg::ref_ptr<osgViewer::Viewer> _viewer;
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@ -514,5 +514,12 @@ void FGGlobals::set_warp_delta( long int d )
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{
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fgSetInt("/sim/time/warp-delta", d);
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}
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void FGGlobals::set_current_panel( FGPanel *cp )
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{
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current_panel = cp;
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// poke the renderer to rebuild the scene node as necessary
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get_renderer()->panelChanged();
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}
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// end of globals.cxx
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@ -243,7 +243,7 @@ public:
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inline void set_ATC_mgr( FGATCMgr *a ) {ATC_mgr = a; }
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inline FGPanel *get_current_panel() const { return current_panel; }
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inline void set_current_panel( FGPanel *cp ) { current_panel = cp; }
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void set_current_panel( FGPanel *cp );
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inline FGControls *get_controls() const { return controls; }
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inline void set_controls( FGControls *c ) { controls = c; }
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@ -259,19 +259,6 @@ struct GeneralInitOperation : public GraphicsContextOperation
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}
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};
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osg::Node* load_panel(SGPropertyNode *n)
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{
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(new FGPanelNode(n));
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return geode;
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}
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SGPath resolve_path(const std::string& s)
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{
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return globals->resolve_maybe_aircraft_path(s);
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}
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}
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// This is the top level master main function that is registered as
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@ -349,7 +336,7 @@ static void fgIdleFunction ( void ) {
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////////////////////////////////////////////////////////////////////
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globals->set_matlib( new SGMaterialLib );
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simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
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simgear::SGModelLib::setPanelFunc(load_panel);
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simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
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////////////////////////////////////////////////////////////////////
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// Initialize the TG scenery subsystem.
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@ -85,6 +85,7 @@
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#include <Time/light.hxx>
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#include <Time/light.hxx>
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#include <Cockpit/panel.hxx>
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#include <Model/panelnode.hxx>
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#include <Model/modelmgr.hxx>
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#include <Model/acmodel.hxx>
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@ -179,9 +180,9 @@ public:
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private:
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};
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class SGHUDAndPanelDrawable : public osg::Drawable {
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class SGHUDDrawable : public osg::Drawable {
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public:
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SGHUDAndPanelDrawable()
|
||||
SGHUDDrawable()
|
||||
{
|
||||
// Dynamic stuff, do not store geometry
|
||||
setUseDisplayList(false);
|
||||
|
@ -209,24 +210,16 @@ public:
|
|||
|
||||
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
||||
glPushClientAttrib(~0u);
|
||||
|
||||
|
||||
HUD *hud = static_cast<HUD*>(globals->get_subsystem("hud"));
|
||||
hud->draw(state);
|
||||
|
||||
// update the panel subsystem
|
||||
if ( globals->get_current_panel() != NULL )
|
||||
globals->get_current_panel()->update(state);
|
||||
// We don't need a state here - can be safely removed when we can pick
|
||||
// correctly
|
||||
fgUpdate3DPanels();
|
||||
|
||||
glPopClientAttrib();
|
||||
glPopAttrib();
|
||||
|
||||
}
|
||||
|
||||
virtual osg::Object* cloneType() const { return new SGHUDAndPanelDrawable; }
|
||||
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDAndPanelDrawable; }
|
||||
virtual osg::Object* cloneType() const { return new SGHUDDrawable; }
|
||||
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDDrawable; }
|
||||
|
||||
private:
|
||||
};
|
||||
|
@ -382,6 +375,25 @@ static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
|
|||
|
||||
static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
|
||||
|
||||
static osg::ref_ptr<osg::Switch> panelSwitch;
|
||||
|
||||
|
||||
// update callback for the switch node controlling the 2D panel
|
||||
class FGPanelSwitchCallback : public osg::NodeCallback {
|
||||
public:
|
||||
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
||||
{
|
||||
assert(dynamic_cast<osg::Switch*>(node));
|
||||
osg::Switch* sw = static_cast<osg::Switch*>(node);
|
||||
|
||||
bool enabled = fgPanelVisible();
|
||||
sw->setValue(0, enabled);
|
||||
if (!enabled)
|
||||
return;
|
||||
traverse(node, nv);
|
||||
}
|
||||
};
|
||||
|
||||
#ifdef FG_JPEG_SERVER
|
||||
static void updateRenderer()
|
||||
{
|
||||
|
@ -627,11 +639,30 @@ FGRenderer::setupView( void )
|
|||
// plug in the GUI
|
||||
osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
|
||||
if (guiCamera) {
|
||||
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->addDrawable(new SGPuDrawable);
|
||||
geode->addDrawable(new SGHUDAndPanelDrawable);
|
||||
geode->addDrawable(new SGHUDDrawable);
|
||||
guiCamera->addChild(geode);
|
||||
|
||||
panelSwitch = new osg::Switch;
|
||||
osg::StateSet* stateSet = panelSwitch->getOrCreateStateSet();
|
||||
stateSet->setRenderBinDetails(1000, "RenderBin");
|
||||
|
||||
// speed optimization?
|
||||
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
||||
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
|
||||
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
|
||||
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
||||
|
||||
|
||||
panelSwitch->setUpdateCallback(new FGPanelSwitchCallback);
|
||||
panelChanged();
|
||||
|
||||
guiCamera->addChild(panelSwitch.get());
|
||||
}
|
||||
|
||||
osg::Switch* sw = new osg::Switch;
|
||||
sw->setUpdateCallback(new FGScenerySwitchCallback);
|
||||
sw->addChild(mRoot.get());
|
||||
|
@ -647,6 +678,20 @@ FGRenderer::setupView( void )
|
|||
stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
void FGRenderer::panelChanged()
|
||||
{
|
||||
if (!panelSwitch) {
|
||||
return;
|
||||
}
|
||||
|
||||
osg::Node* n = FGPanelNode::createNode(globals->get_current_panel());
|
||||
if (panelSwitch->getNumChildren()) {
|
||||
panelSwitch->setChild(0, n);
|
||||
} else {
|
||||
panelSwitch->addChild(n);
|
||||
}
|
||||
}
|
||||
|
||||
// Update all Visuals (redraws anything graphics related)
|
||||
void
|
||||
FGRenderer::update( ) {
|
||||
|
|
|
@ -74,6 +74,10 @@ public:
|
|||
|
||||
SGSky* getSky() const { return _sky; }
|
||||
|
||||
/**
|
||||
* inform the renderer when the global (2D) panel is changed
|
||||
*/
|
||||
void panelChanged();
|
||||
protected:
|
||||
osg::ref_ptr<osgViewer::Viewer> viewer;
|
||||
osg::ref_ptr<flightgear::FGEventHandler> eventHandler;
|
||||
|
|
|
@ -2,44 +2,68 @@
|
|||
# include <config.h>
|
||||
#endif
|
||||
|
||||
#include <simgear/compiler.h>
|
||||
#include <simgear/structure/exception.hxx>
|
||||
#include "panelnode.hxx"
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
#include <osg/Geode>
|
||||
|
||||
#include <simgear/compiler.h>
|
||||
#include <simgear/structure/exception.hxx>
|
||||
#include <simgear/debug/logstream.hxx>
|
||||
|
||||
#include <simgear/scene/util/OSGMath.hxx>
|
||||
#include <simgear/scene/util/SGPickCallback.hxx>
|
||||
#include <simgear/scene/util/SGSceneUserData.hxx>
|
||||
#include <simgear/scene/util/SGNodeMasks.hxx>
|
||||
|
||||
#include <Main/fg_os.hxx>
|
||||
#include <Cockpit/panel.hxx>
|
||||
#include <Cockpit/panel_io.hxx>
|
||||
#include "panelnode.hxx"
|
||||
|
||||
|
||||
using std::vector;
|
||||
|
||||
class FGPanelPickCallback : public SGPickCallback {
|
||||
public:
|
||||
FGPanelPickCallback(FGPanelNode* p) :
|
||||
panel(p)
|
||||
{}
|
||||
|
||||
virtual bool buttonPressed(int b, const Info& info)
|
||||
{
|
||||
button = b;
|
||||
// convert to panel coordinates
|
||||
osg::Matrixd m = osg::Matrixd::inverse(panel->transformMatrix());
|
||||
picked = toOsg(info.local) * m;
|
||||
SG_LOG( SG_INSTR, SG_DEBUG, "panel pick: " << toSG(picked) );
|
||||
|
||||
// send to the panel
|
||||
return panel->getPanel()->doLocalMouseAction(button, MOUSE_BUTTON_DOWN,
|
||||
picked.x(), picked.y());
|
||||
}
|
||||
|
||||
virtual void update(double /* dt */)
|
||||
{
|
||||
panel->getPanel()->updateMouseDelay();
|
||||
}
|
||||
|
||||
virtual void buttonReleased(void)
|
||||
{
|
||||
panel->getPanel()->doLocalMouseAction(button, MOUSE_BUTTON_UP,
|
||||
picked.x(), picked.y());
|
||||
}
|
||||
|
||||
private:
|
||||
FGPanelNode* panel;
|
||||
int button;
|
||||
osg::Vec3 picked;
|
||||
};
|
||||
|
||||
// Static (!) handling for all 3D panels in the program.
|
||||
// OSGFIXME: Put the panel as different elements in the scenegraph.
|
||||
// Then just pick in that scenegraph.
|
||||
vector<FGPanelNode*> all_3d_panels;
|
||||
bool fgHandle3DPanelMouseEvent( int button, int updown, int x, int y )
|
||||
{
|
||||
for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
|
||||
if ( all_3d_panels[i]->doMouseAction(button, updown, x, y) ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void fgUpdate3DPanels()
|
||||
{
|
||||
for ( unsigned int i = 0; i < all_3d_panels.size(); i++ ) {
|
||||
all_3d_panels[i]->getPanel()->updateMouseDelay();
|
||||
}
|
||||
}
|
||||
|
||||
FGPanelNode::FGPanelNode(SGPropertyNode* props)
|
||||
{
|
||||
int i;
|
||||
|
||||
FGPanelNode::FGPanelNode(SGPropertyNode* props) :
|
||||
_resizeToViewport(false)
|
||||
{
|
||||
// Make an FGPanel object. But *don't* call init() or bind() on
|
||||
// it -- those methods touch static state.
|
||||
const char *path = props->getStringValue("path");
|
||||
|
@ -47,33 +71,48 @@ FGPanelNode::FGPanelNode(SGPropertyNode* props)
|
|||
if (!_panel)
|
||||
throw sg_io_exception(string("Failed to load panel ") + path);
|
||||
|
||||
// And the corner points
|
||||
SGPropertyNode* pt = props->getChild("bottom-left");
|
||||
_bottomLeft[0] = pt->getFloatValue("x-m");
|
||||
_bottomLeft[1] = pt->getFloatValue("y-m");
|
||||
_bottomLeft[2] = pt->getFloatValue("z-m");
|
||||
|
||||
pt = props->getChild("top-left");
|
||||
_topLeft[0] = pt->getFloatValue("x-m");
|
||||
_topLeft[1] = pt->getFloatValue("y-m");
|
||||
_topLeft[2] = pt->getFloatValue("z-m");
|
||||
|
||||
pt = props->getChild("bottom-right");
|
||||
_bottomRight[0] = pt->getFloatValue("x-m");
|
||||
_bottomRight[1] = pt->getFloatValue("y-m");
|
||||
_bottomRight[2] = pt->getFloatValue("z-m");
|
||||
|
||||
_panel->setDepthTest( props->getBoolValue("depth-test") );
|
||||
|
||||
initWithPanel();
|
||||
}
|
||||
|
||||
FGPanelNode::FGPanelNode(FGPanel* p) :
|
||||
_panel(p),
|
||||
_resizeToViewport(true)
|
||||
{
|
||||
initWithPanel();
|
||||
}
|
||||
|
||||
void FGPanelNode::initWithPanel()
|
||||
{
|
||||
int i;
|
||||
|
||||
// Never mind. We *have* to call init to make sure the static
|
||||
// state is initialized (it's not, if there aren't any 2D
|
||||
// panels). This is a memory leak and should be fixed!`
|
||||
// FIXME
|
||||
_panel->init();
|
||||
|
||||
_panel->setDepthTest( props->getBoolValue("depth-test") );
|
||||
|
||||
// Read out the pixel-space info
|
||||
_xmax = _panel->getWidth();
|
||||
_ymax = _panel->getHeight();
|
||||
|
||||
// And the corner points
|
||||
SGPropertyNode* pt = props->getChild("bottom-left");
|
||||
_bottomLeft[0] = pt->getFloatValue("x-m");
|
||||
_bottomLeft[1] = pt->getFloatValue("y-m");
|
||||
_bottomLeft[2] = pt->getFloatValue("z-m");
|
||||
|
||||
pt = props->getChild("top-left");
|
||||
_topLeft[0] = pt->getFloatValue("x-m");
|
||||
_topLeft[1] = pt->getFloatValue("y-m");
|
||||
_topLeft[2] = pt->getFloatValue("z-m");
|
||||
|
||||
pt = props->getChild("bottom-right");
|
||||
_bottomRight[0] = pt->getFloatValue("x-m");
|
||||
_bottomRight[1] = pt->getFloatValue("y-m");
|
||||
_bottomRight[2] = pt->getFloatValue("z-m");
|
||||
|
||||
// Now generate our transformation matrix. For shorthand, use
|
||||
// "a", "b", and "c" as our corners and "m" as the matrix. The
|
||||
|
@ -103,102 +142,93 @@ FGPanelNode::FGPanelNode(SGPropertyNode* props)
|
|||
m(1,i) *= 1.0/_ymax;
|
||||
}
|
||||
|
||||
_lastViewport[0] = 0;
|
||||
_lastViewport[1] = 0;
|
||||
_lastViewport[2] = 0;
|
||||
_lastViewport[3] = 0;
|
||||
|
||||
dirtyBound();
|
||||
|
||||
// All done. Add us to the list
|
||||
all_3d_panels.push_back(this);
|
||||
|
||||
setUseDisplayList(false);
|
||||
setDataVariance(Object::DYNAMIC);
|
||||
|
||||
getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
|
||||
getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
FGPanelNode::~FGPanelNode()
|
||||
{
|
||||
vector<FGPanelNode*>::iterator i =
|
||||
find(all_3d_panels.begin(), all_3d_panels.end(), this);
|
||||
if (i != all_3d_panels.end()) {
|
||||
all_3d_panels.erase(i);
|
||||
}
|
||||
delete _panel;
|
||||
}
|
||||
|
||||
osg::Matrix FGPanelNode::transformMatrix() const
|
||||
{
|
||||
if (!_resizeToViewport) {
|
||||
return _xform;
|
||||
}
|
||||
|
||||
double s = _panel->getAspectScale();
|
||||
osg::Matrix m = osg::Matrix::scale(s, s, 1.0);
|
||||
m *= osg::Matrix::translate(_panel->getXOffset(), _panel->getYOffset(), 0.0);
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
void
|
||||
FGPanelNode::drawImplementation(osg::State& state) const
|
||||
{
|
||||
{
|
||||
osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
|
||||
mv->set(_xform*state.getModelViewMatrix());
|
||||
mv->set(transformMatrix() * state.getModelViewMatrix());
|
||||
state.applyModelViewMatrix(mv.get());
|
||||
|
||||
// Grab the matrix state, so that we can get back from screen
|
||||
// coordinates to panel coordinates when the user clicks the
|
||||
// mouse.
|
||||
// OSGFIXME: we don't need that when we can really pick
|
||||
_lastModelview = state.getModelViewMatrix();
|
||||
_lastProjection = state.getProjectionMatrix();
|
||||
|
||||
const osg::Viewport* vp = state.getCurrentViewport();
|
||||
_lastViewport[0] = vp->x();
|
||||
_lastViewport[1] = vp->y();
|
||||
_lastViewport[2] = vp->width();
|
||||
_lastViewport[3] = vp->height();
|
||||
|
||||
_panel->draw(state);
|
||||
}
|
||||
|
||||
osg::BoundingBox
|
||||
FGPanelNode::computeBound() const
|
||||
{
|
||||
osg::Vec3 coords[4];
|
||||
osg::Matrix m(transformMatrix());
|
||||
coords[0] = m.preMult(osg::Vec3(0,0,0));
|
||||
coords[1] = m.preMult(osg::Vec3(_xmax,0,0));
|
||||
coords[2] = m.preMult(osg::Vec3(0,_ymax,0));
|
||||
|
||||
osg::BoundingBox bb;
|
||||
bb.expandBy(_bottomLeft);
|
||||
bb.expandBy(_bottomRight);
|
||||
bb.expandBy(_topLeft);
|
||||
bb.expandBy(coords[0]);
|
||||
bb.expandBy(coords[1]);
|
||||
bb.expandBy(coords[2]);
|
||||
return bb;
|
||||
}
|
||||
|
||||
bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
|
||||
void FGPanelNode::accept(osg::PrimitiveFunctor& functor) const
|
||||
{
|
||||
if (_lastViewport[2] == 0 || _lastViewport[3] == 0) {
|
||||
// we haven't been drawn yet, presumably
|
||||
return false;
|
||||
}
|
||||
osg::Vec3 coords[4];
|
||||
osg::Matrix m(transformMatrix());
|
||||
|
||||
// Covert the screen coordinates to viewport coordinates in the
|
||||
// range [0:1], then transform to OpenGL "post projection" coords
|
||||
// in [-1:1]. Remember the difference in Y direction!
|
||||
float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
|
||||
float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
|
||||
vx = 2*vx - 1;
|
||||
vy = 1 - 2*vy;
|
||||
coords[0] = m.preMult(osg::Vec3(0,0,0));
|
||||
coords[1] = m.preMult(osg::Vec3(_xmax,0,0));
|
||||
coords[2] = m.preMult(osg::Vec3(_xmax, _ymax, 0));
|
||||
coords[3] = m.preMult(osg::Vec3(0,_ymax,0));
|
||||
|
||||
// Make two vectors in post-projection coordinates at the given
|
||||
// screen, one in the near field and one in the far field.
|
||||
osg::Vec3 a, b;
|
||||
a[0] = b[0] = vx;
|
||||
a[1] = b[1] = vy;
|
||||
a[2] = 0.75; // "Near" Z value
|
||||
b[2] = -0.75; // "Far" Z value
|
||||
|
||||
// Run both vectors "backwards" through the OpenGL matrix
|
||||
// transformation. Remember to w-normalize the vectors!
|
||||
osg::Matrix m = _lastModelview*_lastProjection;
|
||||
m = osg::Matrix::inverse(m);
|
||||
|
||||
a = m.preMult(a);
|
||||
b = m.preMult(b);
|
||||
|
||||
// And find their intersection on the z=0 plane. The resulting X
|
||||
// and Y coordinates are the hit location in panel coordinates.
|
||||
float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
|
||||
float dydz = (b[1] - a[1]) / (b[2] - a[2]);
|
||||
int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
|
||||
int panelY = (int)(a[1] - a[2]*dydz + 0.5);
|
||||
|
||||
return _panel->doLocalMouseAction(button, updown, panelX, panelY);
|
||||
functor.setVertexArray(4, coords);
|
||||
functor.drawArrays( GL_QUADS, 0, 4);
|
||||
}
|
||||
|
||||
static osg::Node* createGeode(FGPanelNode* panel)
|
||||
{
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->addDrawable(panel);
|
||||
|
||||
geode->setNodeMask(SG_NODEMASK_PICK_BIT | SG_NODEMASK_2DPANEL_BIT);
|
||||
|
||||
SGSceneUserData* userData;
|
||||
userData = SGSceneUserData::getOrCreateSceneUserData(geode);
|
||||
userData->setPickCallback(new FGPanelPickCallback(panel));
|
||||
return geode;
|
||||
}
|
||||
|
||||
osg::Node* FGPanelNode::createNode(FGPanel* p)
|
||||
{
|
||||
FGPanelNode* drawable = new FGPanelNode(p);
|
||||
return createGeode(drawable);
|
||||
}
|
||||
|
||||
osg::Node* FGPanelNode::load(SGPropertyNode *n)
|
||||
{
|
||||
FGPanelNode* drawable = new FGPanelNode(n);
|
||||
return createGeode(drawable);
|
||||
}
|
||||
|
|
|
@ -8,20 +8,13 @@
|
|||
class FGPanel;
|
||||
class SGPropertyNode;
|
||||
|
||||
// PanelNode defines an SSG leaf object that draws a FGPanel object
|
||||
// into the scene graph. Note that this is an incomplete SSG object,
|
||||
// many methods, mostly involved with modelling and runtime
|
||||
// inspection, are unimplemented.
|
||||
// PanelNode defines an OSG drawable wrapping the 2D panel drawing code
|
||||
|
||||
// Static mouse handler for all FGPanelNodes. Very clumsy; this
|
||||
// should really be done through our container (an aircraft model,
|
||||
// typically).
|
||||
bool fgHandle3DPanelMouseEvent(int button, int updown, int x, int y);
|
||||
void fgUpdate3DPanels();
|
||||
|
||||
class FGPanelNode : public osg::Drawable // OSGFIXME
|
||||
class FGPanelNode : public osg::Drawable
|
||||
{
|
||||
public:
|
||||
FGPanelNode(FGPanel* panel);
|
||||
|
||||
FGPanelNode(SGPropertyNode* props);
|
||||
virtual ~FGPanelNode();
|
||||
|
||||
|
@ -29,17 +22,30 @@ public:
|
|||
virtual osg::Object* cloneType() const { return 0; }
|
||||
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return 0; }
|
||||
|
||||
bool doMouseAction(int button, int updown, int x, int y);
|
||||
|
||||
FGPanel* getPanel() { return _panel; }
|
||||
|
||||
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
|
||||
{ drawImplementation(*renderInfo.getState()); }
|
||||
|
||||
void drawImplementation(osg::State& state) const;
|
||||
virtual osg::BoundingBox computeBound() const;
|
||||
|
||||
/** Return true, FGPanelNode does support accept(PrimitiveFunctor&). */
|
||||
virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
|
||||
|
||||
virtual void accept(osg::PrimitiveFunctor& functor) const;
|
||||
|
||||
static osg::Node* load(SGPropertyNode *n);
|
||||
static osg::Node* createNode(FGPanel* panel);
|
||||
|
||||
osg::Matrix transformMatrix() const;
|
||||
|
||||
private:
|
||||
void initWithPanel();
|
||||
|
||||
FGPanel* _panel;
|
||||
|
||||
bool _resizeToViewport;
|
||||
|
||||
// Panel corner coordinates
|
||||
osg::Vec3 _bottomLeft, _topLeft, _bottomRight;
|
||||
|
@ -51,13 +57,6 @@ private:
|
|||
// The matrix that results, which transforms 2D x/y panel
|
||||
// coordinates into 3D coordinates of the panel quadrilateral.
|
||||
osg::Matrix _xform;
|
||||
|
||||
// The matrix transformation state that was active the last time
|
||||
// we were rendered. Used by the mouse code to compute
|
||||
// intersections.
|
||||
mutable osg::Matrix _lastModelview;
|
||||
mutable osg::Matrix _lastProjection;
|
||||
mutable double _lastViewport[4];
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue