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flightgear/src/Main/CameraGroup.cxx
timoore 6f802959ce CameraGroup class for managing multiple cameras.
CameraGroup supports cameras opened in different windows or in the
same window, with flexible view and perspective specification.

Clean up mouse click handling via osgViewer. Don't let any camera
"have focus;" this forces events to be reported in window coordinates
and simplifies life. Don't use the osgViewer::View::requestWarpPointer
method; instead use our own code which only deals with window
coordinates.

Make glut and sdl versions work with CameraGroup too.
2008-08-01 15:57:29 +00:00

383 lines
15 KiB
C++

// Copyright (C) 2008 Tim Moore
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "CameraGroup.hxx"
#include "globals.hxx"
#include "renderer.hxx"
#include "FGManipulator.hxx"
#include "WindowBuilder.hxx"
#include "WindowSystemAdapter.hxx"
#include <simgear/props/props.hxx>
#include <algorithm>
#include <cstring>
#include <string>
#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osg/Math>
#include <osg/Matrix>
#include <osg/Quat>
#include <osg/Vec3d>
#include <osg/Viewport>
#include <osgUtil/IntersectionVisitor>
#include <osgViewer/GraphicsWindow>
namespace flightgear
{
using namespace osg;
using std::strcmp;
using std::string;
ref_ptr<CameraGroup> CameraGroup::_defaultGroup;
CameraGroup::CameraGroup(osgViewer::Viewer* viewer) :
_viewer(viewer)
{
}
CameraInfo* CameraGroup::addCamera(unsigned flags, Camera* camera,
const Matrix& view,
const Matrix& projection,
bool useMasterSceneData)
{
if ((flags & (VIEW_ABSOLUTE | PROJECTION_ABSOLUTE)) != 0)
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
else
camera->setReferenceFrame(Transform::RELATIVE_RF);
CameraInfo* info = new CameraInfo(flags, camera);
_cameras.push_back(info);
_viewer->addSlave(camera, view, projection, useMasterSceneData);
info->slaveIndex = _viewer->getNumSlaves() - 1;
return info;
}
void CameraGroup::update(const osg::Vec3d& position,
const osg::Quat& orientation)
{
FGManipulator *manipulator
= dynamic_cast<FGManipulator*>(_viewer->getCameraManipulator());
if (!manipulator)
return;
manipulator->setPosition(position);
manipulator->setAttitude(orientation);
const Matrix masterView(manipulator->getInverseMatrix());
const Matrix& masterProj = _viewer->getCamera()->getProjectionMatrix();
for (CameraList::iterator i = _cameras.begin(); i != _cameras.end(); ++i) {
const CameraInfo* info = i->get();
if ((info->flags & (VIEW_ABSOLUTE | PROJECTION_ABSOLUTE)) == 0) {
// Camera has relative reference frame and is updated by
// osg::View.
continue;
}
const View::Slave& slave = _viewer->getSlave(info->slaveIndex);
Camera* camera = info->camera.get();
if ((info->flags & VIEW_ABSOLUTE) != 0)
camera->setViewMatrix(slave._viewOffset);
else
camera->setViewMatrix(masterView * slave._viewOffset);
if ((info->flags & PROJECTION_ABSOLUTE) != 0)
camera->setProjectionMatrix(slave._projectionOffset);
else
camera->setViewMatrix(masterProj * slave._projectionOffset);
}
}
void CameraGroup::setCameraParameters(float vfov, float aspectRatio)
{
const float zNear = .1f;
const float zFar = 120000.0f;
_viewer->getCamera()->setProjectionMatrixAsPerspective(vfov,
1.0f / aspectRatio,
zNear, zFar);
}
}
namespace
{
osg::Viewport* buildViewport(const SGPropertyNode* viewportNode)
{
double x = viewportNode->getDoubleValue("x", 0.0);
double y = viewportNode->getDoubleValue("y", 0.0);
double width = viewportNode->getDoubleValue("width", 0.0);
double height = viewportNode->getDoubleValue("height", 0.0);
return new osg::Viewport(x, y, width, height);
}
}
namespace flightgear
{
CameraInfo* CameraGroup::buildCamera(const SGPropertyNode* cameraNode)
{
WindowBuilder *wBuild = WindowBuilder::getWindowBuilder();
const SGPropertyNode* windowNode = cameraNode->getNode("window");
GraphicsWindow* window = 0;
static int cameraNum = 0;
int cameraFlags = DO_INTERSECTION_TEST;
if (windowNode) {
// New style window declaration / definition
window = wBuild->buildWindow(windowNode);
} else {
// Old style: suck window params out of camera block
window = wBuild->buildWindow(cameraNode);
}
if (!window) {
return 0;
}
Camera* camera = new Camera;
camera->setAllowEventFocus(false);
camera->setGraphicsContext(window->gc.get());
// 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.
const SGPropertyNode* viewportNode = cameraNode->getNode("viewport");
Viewport* viewport = 0;
if (viewportNode) {
viewport = buildViewport(viewportNode);
} else {
const GraphicsContext::Traits *traits = window->gc->getTraits();
viewport = new Viewport(0, 0, traits->width, traits->height);
}
camera->setViewport(viewport);
osg::Matrix pOff;
osg::Matrix vOff;
const SGPropertyNode* viewNode = cameraNode->getNode("view");
if (viewNode) {
double heading = viewNode->getDoubleValue("heading-deg", 0.0);
double pitch = viewNode->getDoubleValue("pitch-deg", 0.0);
double roll = viewNode->getDoubleValue("roll-deg", 0.0);
double x = viewNode->getDoubleValue("x", 0.0);
double y = viewNode->getDoubleValue("y", 0.0);
double z = viewNode->getDoubleValue("z", 0.0);
// Build a view matrix, which is the inverse of a model
// orientation matrix.
vOff = (Matrix::translate(-x, -y, -z)
* Matrix::rotate(-DegreesToRadians(heading),
Vec3d(0.0, 1.0, 0.0),
-DegreesToRadians(pitch),
Vec3d(1.0, 0.0, 0.0),
-DegreesToRadians(roll),
Vec3d(0.0, 0.0, 1.0)));
if (viewNode->getBoolValue("absolute", false))
cameraFlags |= VIEW_ABSOLUTE;
} else {
// Old heading parameter, works in the opposite direction
double heading = cameraNode->getDoubleValue("heading-deg", 0.0);
vOff.makeRotate(DegreesToRadians(heading), osg::Vec3(0, 1, 0));
}
const SGPropertyNode* projectionNode = 0;
if ((projectionNode = cameraNode->getNode("perspective")) != 0) {
double fovy = projectionNode->getDoubleValue("fovy-deg", 55.0);
double aspectRatio = projectionNode->getDoubleValue("aspect-ratio",
1.0);
double zNear = projectionNode->getDoubleValue("near", 0.0);
double zFar = projectionNode->getDoubleValue("far", 0.0);
double offsetX = projectionNode->getDoubleValue("offset-x", 0.0);
double offsetY = projectionNode->getDoubleValue("offset-y", 0.0);
double tan_fovy = tan(DegreesToRadians(fovy*0.5));
double right = tan_fovy * aspectRatio * zNear + offsetX;
double left = -tan_fovy * aspectRatio * zNear + offsetX;
double top = tan_fovy * zNear + offsetY;
double bottom = -tan_fovy * zNear + offsetY;
pOff.makeFrustum(left, right, bottom, top, zNear, zFar);
cameraFlags |= PROJECTION_ABSOLUTE;
} else if ((projectionNode = cameraNode->getNode("frustum")) != 0
|| (projectionNode = cameraNode->getNode("ortho")) != 0) {
double top = projectionNode->getDoubleValue("top", 0.0);
double bottom = projectionNode->getDoubleValue("bottom", 0.0);
double left = projectionNode->getDoubleValue("left", 0.0);
double right = projectionNode->getDoubleValue("right", 0.0);
double zNear = projectionNode->getDoubleValue("near", 0.0);
double zFar = projectionNode->getDoubleValue("far", 0.0);
if (cameraNode->getNode("frustum")) {
pOff.makeFrustum(left, right, bottom, top, zNear, zFar);
cameraFlags |= PROJECTION_ABSOLUTE;
} else {
pOff.makeOrtho(left, right, bottom, top, zNear, zFar);
cameraFlags |= (PROJECTION_ABSOLUTE | ORTHO);
}
} else {
// old style shear parameters
double shearx = cameraNode->getDoubleValue("shear-x", 0);
double sheary = cameraNode->getDoubleValue("shear-y", 0);
pOff.makeTranslate(-shearx, -sheary, 0);
}
return addCamera(cameraFlags, camera, pOff, vOff);
}
CameraInfo* CameraGroup::buildGUICamera(const SGPropertyNode* cameraNode,
GraphicsWindow* window)
{
WindowBuilder *wBuild = WindowBuilder::getWindowBuilder();
const SGPropertyNode* windowNode = (cameraNode
? cameraNode->getNode("window")
: 0);
static int cameraNum = 0;
if (!window) {
if (windowNode) {
// New style window declaration / definition
window = wBuild->buildWindow(windowNode);
} else {
return 0;
}
}
Camera* camera = new Camera;
camera->setAllowEventFocus(false);
camera->setGraphicsContext(window->gc.get());
const SGPropertyNode* viewportNode = (cameraNode
? cameraNode->getNode("viewport")
: 0);
Viewport* viewport = 0;
if (viewportNode) {
viewport = buildViewport(viewportNode);
} else {
const GraphicsContext::Traits *traits = window->gc->getTraits();
viewport = new Viewport(0, 0, traits->width, traits->height);
}
camera->setViewport(viewport);
// XXX Camera needs to be drawn last; eventually the render order
// should be assigned by a camera manager.
camera->setRenderOrder(osg::Camera::POST_RENDER, 100);
camera->setClearMask(0);
camera->setInheritanceMask(CullSettings::ALL_VARIABLES
& ~(CullSettings::COMPUTE_NEAR_FAR_MODE
| CullSettings::CULLING_MODE));
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setCullingMode(osg::CullSettings::NO_CULLING);
camera->setProjectionResizePolicy(Camera::FIXED);
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
const int cameraFlags = GUI;
return addCamera(cameraFlags, camera,
Matrixd::identity(), Matrixd::identity(), false);
}
CameraGroup* CameraGroup::buildCameraGroup(osgViewer::Viewer* viewer,
const SGPropertyNode* gnode)
{
CameraGroup* cgroup = new CameraGroup(viewer);
for (int i = 0; i < gnode->nChildren(); ++i) {
const SGPropertyNode* pNode = gnode->getChild(i);
const char* name = pNode->getName();
if (!strcmp(name, "camera")) {
cgroup->buildCamera(pNode);
} else if (!strcmp(name, "window")) {
WindowBuilder::getWindowBuilder()->buildWindow(pNode);
} else if (!strcmp(name, "gui")) {
cgroup->buildGUICamera(pNode);
}
}
return cgroup;
}
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;
}
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);
// 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)
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;
LineSegmentIntersector::CoordinateFrame cf = Intersector::WINDOW;
ref_ptr<LineSegmentIntersector> picker
= new LineSegmentIntersector(cf, x, y);
osgUtil::IntersectionVisitor iv(picker.get());
const_cast<Camera*>(camera)->accept(iv);
if (picker->containsIntersections()) {
intersections = picker->getIntersections();
return true;
} else {
break;
}
}
intersections.clear();
return false;
}
void warpGUIPointer(CameraGroup* cgroup, int x, int y)
{
using osgViewer::GraphicsWindow;
Camera* guiCamera = getGUICamera(cgroup);
if (!guiCamera)
return;
Viewport* vport = guiCamera->getViewport();
GraphicsWindow* gw
= dynamic_cast<GraphicsWindow*>(guiCamera->getGraphicsContext());
if (!gw)
return;
globals->get_renderer()->getManipulator()->setMouseWarped();
// Translate the warp request into the viewport of the GUI camera,
// send the request to the window, then transform the coordinates
// for the Viewer's event queue.
double wx = x + vport->x();
double wyUp = vport->height() + vport->y() - y;
double wy;
const GraphicsContext::Traits* traits = gw->getTraits();
if (gw->getEventQueue()->getCurrentEventState()->getMouseYOrientation()
== osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS) {
wy = traits->height - wyUp;
} else {
wy = wyUp;
}
gw->getEventQueue()->mouseWarped(wx, wy);
gw->requestWarpPointer(wx, wy);
osgGA::GUIEventAdapter* eventState
= cgroup->getViewer()->getEventQueue()->getCurrentEventState();
double viewerX
= (eventState->getXmin()
+ ((wx / double(traits->width))
* (eventState->getXmax() - eventState->getXmin())));
double viewerY
= (eventState->getYmin()
+ ((wyUp / double(traits->height))
* (eventState->getYmax() - eventState->getYmin())));
cgroup->getViewer()->getEventQueue()->mouseWarped(viewerX, viewerY);
}
}