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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:
James Turner 2012-01-02 23:16:18 +00:00
parent d2411199e8
commit 8c187164fe
12 changed files with 356 additions and 281 deletions

View file

@ -204,7 +204,8 @@ FGPanel::FGPanel ()
_flipx(fgGetNode("/sim/panel/flip-x", true)),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true)),
_enable_depth_test(false)
_enable_depth_test(false),
_drawPanelHotspots("/sim/panel-hotspots")
{
}
@ -265,68 +266,24 @@ FGPanel::unbind ()
void
FGPanel::update (double dt)
FGPanel::update (double /* dt */)
{
std::cout << "OSGFIXME" << std::endl;
updateMouseDelay();
}
void
FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
double
FGPanel::getAspectScale() const
{
using namespace osg;
// Calculate accelerations
// and jiggle the panel accordingly
// The factors and bounds are just
// initial guesses; using sqrt smooths
// out the spikes.
double x_offset = _x_offset->getIntValue();
double y_offset = _y_offset->getIntValue();
// set corner-coordinates correctly
int xsize = _xsize_node->getIntValue();
int ysize = _ysize_node->getIntValue();
float aspect_adjust = get_aspect_adjust(xsize, ysize);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
Matrixf proj;
if ( _flipx->getBoolValue() ) {
proj = Matrixf::ortho2D(winx + winw, winx, winy + winh, winy); /* up side down */
} else {
proj = Matrixf::ortho2D(winx, winx + winw, winy, winy + winh); /* right side up */
}
glLoadMatrix(proj.ptr());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(x_offset, y_offset, 0);
draw(state);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
/**
* Update the panel.
*/
void
FGPanel::update (osg::State& state)
{
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
return;
}
updateMouseDelay();
// Now, draw the panel
float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
_ysize_node->getIntValue());
if (aspect_adjust <1.0)
update(state, WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
else
update(state, WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
if (aspect_adjust < 1.0)
return ysize / (double) WIN_H;
else
return xsize /(double) WIN_W;
}
/**
@ -345,10 +302,10 @@ void FGPanel::updateMouseDelay()
}
}
void
FGPanel::draw(osg::State& state)
{
// In 3D mode, it's possible that we are being drawn exactly on top
// of an existing polygon. Use an offset to prevent z-fighting. In
// 2D mode, this is a no-op.
@ -363,6 +320,7 @@ FGPanel::draw(osg::State& state)
panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
@ -370,6 +328,7 @@ FGPanel::draw(osg::State& state)
material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
panelStateSet->setAttribute(material);
panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL));
@ -495,7 +454,7 @@ FGPanel::draw(osg::State& state)
// Draw yellow "hotspots" if directed to. This is a panel authoring
// feature; not intended to be high performance or to look good.
if ( fgGetBool("/sim/panel-hotspots") ) {
if ( _drawPanelHotspots ) {
static osg::ref_ptr<osg::StateSet> hotspotStateSet;
if (!hotspotStateSet.valid()) {
hotspotStateSet = new osg::StateSet;

View file

@ -27,6 +27,8 @@
#include <simgear/compiler.h>
#include <simgear/props/props.hxx>
#include <simgear/props/PropertyObject.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/structure/SGBinding.hxx>
#include <simgear/math/interpolater.hxx>
@ -128,8 +130,9 @@ public:
virtual void unbind ();
virtual void draw (osg::State& state);
virtual void update (double);
void update (osg::State& state);
virtual void update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
//void update (osg::State& state);
//virtual void update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
virtual void updateMouseDelay();
@ -175,6 +178,8 @@ public:
bool getAutohide(void) const { return _autohide; };
void setAutohide(bool enable) { _autohide = enable; };
double getAspectScale() const;
private:
void setupVirtualCockpit();
void cleanupVirtualCockpit();
@ -203,6 +208,8 @@ private:
instrument_list_type _instruments;
bool _enable_depth_test;
bool _autohide;
SGPropObjBool _drawPanelHotspots;
};

View file

@ -276,14 +276,9 @@ void FGMouseInput::doMouseClick (int b, int updown, int x, int y, bool mainWindo
}
if (mode.pass_through) {
// remove once PUI uses standard picking mechanism
if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
return;
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 (0 <= x && 0 <= y && fgHandle3DPanelMouseEvent(b, updown, x, y))
return;
else {
// pui didn't want the click event so compute a
// scenegraph intersection point corresponding to the mouse click

View file

@ -281,13 +281,19 @@ void CameraGroup::update(const osg::Vec3d& position,
#endif
Camera* camera = info->camera.get();
Matrix viewMatrix;
if ((info->flags & VIEW_ABSOLUTE) != 0)
if (info->flags & GUI) {
viewMatrix = osg::Matrix(); // identifty transform on the GUI camera
} else if ((info->flags & VIEW_ABSOLUTE) != 0)
viewMatrix = slave._viewOffset;
else
viewMatrix = masterView * slave._viewOffset;
camera->setViewMatrix(viewMatrix);
Matrix projectionMatrix;
if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
if (info->flags & GUI) {
projectionMatrix = osg::Matrix::ortho2D(0, info->width, 0, info->height);
} else if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
if (info->flags & ENABLE_MASTER_ZOOM) {
if (info->relativeCameraParent < _cameras.size()) {
// template projection matrix and view matrix of the current camera
@ -920,7 +926,7 @@ CameraInfo* CameraGroup::buildGUICamera(SGPropertyNode* cameraNode,
camera->setCullingMode(osg::CullSettings::NO_CULLING);
camera->setProjectionResizePolicy(Camera::FIXED);
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
const int cameraFlags = GUI;
const int cameraFlags = GUI | DO_INTERSECTION_TEST;
CameraInfo* result = addCamera(cameraFlags, camera, Matrixd::identity(),
Matrixd::identity(), false);
SGPropertyNode* viewportNode = cameraNode->getNode("viewport", true);
@ -987,72 +993,103 @@ void CameraGroup::resized()
}
}
const CameraInfo* CameraGroup::getGUICamera() const
{
ConstCameraIterator result
= std::find_if(camerasBegin(), camerasEnd(),
FlagTester<CameraInfo>(GUI));
if (result == camerasEnd()) {
return NULL;
}
return *result;
}
Camera* getGUICamera(CameraGroup* cgroup)
{
CameraGroup::CameraIterator end = cgroup->camerasEnd();
CameraGroup::CameraIterator result
= std::find_if(cgroup->camerasBegin(), end,
FlagTester<CameraInfo>(CameraGroup::GUI));
if (result != end)
return (*result)->camera.get();
else
return 0;
const CameraInfo* info = cgroup->getGUICamera();
if (!info) {
return NULL;
}
return info->camera.get();
}
static bool computeCameraIntersection(const CameraInfo* cinfo,
const osgGA::GUIEventAdapter* ea,
osgUtil::LineSegmentIntersector::Intersections& intersections)
{
using osgUtil::Intersector;
using osgUtil::LineSegmentIntersector;
double x, y;
eventToWindowCoords(ea, x, y);
if (!(cinfo->flags & CameraGroup::DO_INTERSECTION_TEST))
return false;
const Camera* camera = cinfo->camera.get();
if (camera->getGraphicsContext() != ea->getGraphicsContext())
return false;
const Viewport* viewport = camera->getViewport();
double epsilon = 0.5;
if (!(x >= viewport->x() - epsilon
&& x < viewport->x() + viewport->width() -1.0 + epsilon
&& y >= viewport->y() - epsilon
&& y < viewport->y() + viewport->height() -1.0 + epsilon))
return false;
Vec4d start(x, y, 0.0, 1.0);
Vec4d end(x, y, 1.0, 1.0);
Matrix windowMat = viewport->computeWindowMatrix();
Matrix startPtMat = Matrix::inverse(camera->getProjectionMatrix()
* windowMat);
Matrix endPtMat;
if (!cinfo->farCamera.valid() || cinfo->farCamera->getNodeMask() == 0)
endPtMat = startPtMat;
else
endPtMat = Matrix::inverse(cinfo->farCamera->getProjectionMatrix()
* windowMat);
start = start * startPtMat;
start /= start.w();
end = end * endPtMat;
end /= end.w();
ref_ptr<LineSegmentIntersector> picker
= new LineSegmentIntersector(Intersector::VIEW,
Vec3d(start.x(), start.y(), start.z()),
Vec3d(end.x(), end.y(), end.z()));
osgUtil::IntersectionVisitor iv(picker.get());
const_cast<Camera*>(camera)->accept(iv);
if (picker->containsIntersections()) {
intersections = picker->getIntersections();
return true;
}
return false;
}
bool computeIntersections(const CameraGroup* cgroup,
const osgGA::GUIEventAdapter* ea,
osgUtil::LineSegmentIntersector::Intersections& intersections)
{
using osgUtil::Intersector;
using osgUtil::LineSegmentIntersector;
double x, y;
eventToWindowCoords(ea, x, y);
// test the GUI first
const CameraInfo* guiCamera = cgroup->getGUICamera();
if (guiCamera && computeCameraIntersection(guiCamera, ea, intersections))
return true;
// Find camera that contains event
for (CameraGroup::ConstCameraIterator iter = cgroup->camerasBegin(),
e = cgroup->camerasEnd();
iter != e;
++iter) {
const CameraInfo* cinfo = iter->get();
if ((cinfo->flags & CameraGroup::DO_INTERSECTION_TEST) == 0)
if (cinfo == guiCamera)
continue;
const Camera* camera = cinfo->camera.get();
if (camera->getGraphicsContext() != ea->getGraphicsContext())
continue;
const Viewport* viewport = camera->getViewport();
double epsilon = 0.5;
if (!(x >= viewport->x() - epsilon
&& x < viewport->x() + viewport->width() -1.0 + epsilon
&& y >= viewport->y() - epsilon
&& y < viewport->y() + viewport->height() -1.0 + epsilon))
continue;
Vec4d start(x, y, 0.0, 1.0);
Vec4d end(x, y, 1.0, 1.0);
Matrix windowMat = viewport->computeWindowMatrix();
Matrix startPtMat = Matrix::inverse(camera->getProjectionMatrix()
* windowMat);
Matrix endPtMat;
if (!cinfo->farCamera.valid() || cinfo->farCamera->getNodeMask() == 0)
endPtMat = startPtMat;
else
endPtMat = Matrix::inverse(cinfo->farCamera->getProjectionMatrix()
* windowMat);
start = start * startPtMat;
start /= start.w();
end = end * endPtMat;
end /= end.w();
ref_ptr<LineSegmentIntersector> picker
= new LineSegmentIntersector(Intersector::VIEW,
Vec3d(start.x(), start.y(), start.z()),
Vec3d(end.x(), end.y(), end.z()));
osgUtil::IntersectionVisitor iv(picker.get());
const_cast<Camera*>(camera)->accept(iv);
if (picker->containsIntersections()) {
intersections = picker->getIntersections();
if (computeCameraIntersection(cinfo, ea, intersections))
return true;
} else {
break;
}
}
intersections.clear();
return false;
}

View file

@ -214,6 +214,11 @@ public:
* get aspect ratio of master camera's viewport
*/
double getMasterAspectRatio() const;
/**
* find the GUI camera if one is defined
*/
const CameraInfo* getGUICamera() const;
protected:
CameraList _cameras;
osg::ref_ptr<osgViewer::Viewer> _viewer;

View file

@ -515,4 +515,11 @@ void FGGlobals::set_warp_delta( long int d )
fgSetInt("/sim/time/warp-delta", d);
}
void FGGlobals::set_current_panel( FGPanel *cp )
{
current_panel = cp;
// poke the renderer to rebuild the scene node as necessary
get_renderer()->panelChanged();
}
// end of globals.cxx

View file

@ -243,7 +243,7 @@ public:
inline void set_ATC_mgr( FGATCMgr *a ) {ATC_mgr = a; }
inline FGPanel *get_current_panel() const { return current_panel; }
inline void set_current_panel( FGPanel *cp ) { current_panel = cp; }
void set_current_panel( FGPanel *cp );
inline FGControls *get_controls() const { return controls; }
inline void set_controls( FGControls *c ) { controls = c; }

View file

@ -259,19 +259,6 @@ struct GeneralInitOperation : public GraphicsContextOperation
}
};
osg::Node* load_panel(SGPropertyNode *n)
{
osg::Geode* geode = new osg::Geode;
geode->addDrawable(new FGPanelNode(n));
return geode;
}
SGPath resolve_path(const std::string& s)
{
return globals->resolve_maybe_aircraft_path(s);
}
}
// This is the top level master main function that is registered as
@ -349,7 +336,7 @@ static void fgIdleFunction ( void ) {
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
simgear::SGModelLib::setPanelFunc(load_panel);
simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.

View file

@ -85,6 +85,7 @@
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Cockpit/panel.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
@ -179,9 +180,9 @@ public:
private:
};
class SGHUDAndPanelDrawable : public osg::Drawable {
class SGHUDDrawable : public osg::Drawable {
public:
SGHUDAndPanelDrawable()
SGHUDDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
@ -213,20 +214,12 @@ public:
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( ) {

View file

@ -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;

View file

@ -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)
{}
// 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 )
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;
};
FGPanelNode::FGPanelNode(SGPropertyNode* props) :
_resizeToViewport(false)
{
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;
// Make an FGPanel object. But *don't* call init() or bind() on
// it -- those methods touch static state.
const char *path = props->getStringValue("path");
@ -47,18 +71,6 @@ FGPanelNode::FGPanelNode(SGPropertyNode* props)
if (!_panel)
throw sg_io_exception(string("Failed to load panel ") + path);
// 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");
@ -75,6 +87,33 @@ FGPanelNode::FGPanelNode(SGPropertyNode* props)
_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();
// Read out the pixel-space info
_xmax = _panel->getWidth();
_ymax = _panel->getHeight();
// Now generate our transformation matrix. For shorthand, use
// "a", "b", and "c" as our corners and "m" as the matrix. The
// vector u goes from a to b, v from a to c, and w is a
@ -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);
}

View file

@ -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();
@ -29,18 +22,31 @@ 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];
};