From Neil Salter, added osgSim::SphereSegment and osgSim::ScalarBar, and
osgspheresegment and osgscalarbar, and osgsimulation examples.
This commit is contained in:
300
src/osgSim/ScalarBar.cpp
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300
src/osgSim/ScalarBar.cpp
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#include <osgSim/ScalarBar>
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#include <osgText/Text>
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#include <osg/Geometry>
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#include <sstream>
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using namespace osgSim;
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std::string ScalarBar::ScalarPrinter::printScalar(float scalar)
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{
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std::stringstream ostr;
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ostr<<scalar;
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return ostr.str();
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}
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void ScalarBar::setNumColors(int numColors)
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{
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_numColors = numColors;
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createDrawables();
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}
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int ScalarBar::getNumColors() const
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{
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return _numColors;
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}
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void ScalarBar::setNumLabels(int numLabels)
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{
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_numLabels = numLabels;
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createDrawables();
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}
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int ScalarBar::getNumLabels() const
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{
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return _numLabels;
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}
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void ScalarBar::setScalarsToColors(ScalarsToColors* stc)
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{
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_stc = stc;
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createDrawables();
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}
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const ScalarsToColors* ScalarBar::getScalarsToColors() const
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{
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return _stc.get();
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}
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void ScalarBar::setTitle(const std::string& title)
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{
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_title = title;
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createDrawables();
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}
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std::string ScalarBar::getTitle() const
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{
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return _title;
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}
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void ScalarBar::setOrientation(ScalarBar::Orientation orientation)
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{
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_orientation = orientation;
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createDrawables();
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}
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ScalarBar::Orientation ScalarBar::getOrientation() const
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{
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return _orientation;
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}
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void ScalarBar::setAspectRatio(float aspectRatio)
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{
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_aspectRatio = aspectRatio;
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createDrawables();
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}
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float ScalarBar::getAspectRatio() const
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{
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return _aspectRatio;
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}
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void ScalarBar::setScalarPrinter(ScalarPrinter* sp)
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{
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_sp = sp;
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createDrawables();
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}
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const ScalarBar::ScalarPrinter* ScalarBar::getScalarPrinter() const
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{
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return _sp.get();
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}
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void ScalarBar::setTextProperties(const TextProperties& tp)
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{
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_textProperties = tp;
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createDrawables();
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}
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const ScalarBar::TextProperties& ScalarBar::getTextProperties() const
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{
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return _textProperties;
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}
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namespace
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{
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struct MaxCoordLess
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{
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enum Axis{X_AXIS, Y_AXIS, Z_AXIS};
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Axis _axis;
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MaxCoordLess(Axis axis): _axis(axis) {}
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bool operator()(const osgText::Text* d1, const osgText::Text* d2)
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{
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if(_axis == X_AXIS ) return d1->getBound().xMax() < d2->getBound().xMax();
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else if(_axis == Y_AXIS) return d1->getBound().yMax() < d2->getBound().yMax();
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else if(_axis == Z_AXIS) return d1->getBound().zMax() < d2->getBound().zMax();
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return false;
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}
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};
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struct AlignCentreOnYValue
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{
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float _y;
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AlignCentreOnYValue(float y): _y(y) {}
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void operator()(osgText::Text* t)
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{
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t->setPosition(osg::Vec3(t->getBound().center().x(), _y, t->getBound().center().z()));
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t->setAlignment(osgText::Text::CENTER_CENTER);
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}
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};
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}
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void ScalarBar::createDrawables()
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{
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// Remove any existing Drawables
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_drawables.erase(_drawables.begin(), _drawables.end());
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// 1. First the bar
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// =================
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osg::ref_ptr<osg::Geometry> bar = new osg::Geometry();
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// Create the bar - created in 'real' coordinate space the moment,
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// with xyz values reflecting those of the actual scalar values in play.
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// FIXME: Consider positioning at origin! Should be easy enough to do.
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// Vertices
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osg::ref_ptr<osg::Vec3Array> vs(new osg::Vec3Array);
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vs->reserve(2*(_numColors+1));
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float incr = (_stc->getMax() - _stc->getMin()) / _numColors;
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float arOffset;
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if(_orientation==HORIZONTAL)
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{
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arOffset = _numColors * incr * _aspectRatio; // Bar height for a horizontal bar
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}
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else
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{
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arOffset = (_numColors*incr)/_aspectRatio; // Bar width for a vertical bar
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}
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for(int i=1; i<=_numColors; ++i)
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{
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// Make a quad
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if(_orientation==HORIZONTAL)
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{
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vs->push_back(osg::Vec3(_stc->getMin() + (i-1) * incr, 0.0f, 0.0f));
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vs->push_back(osg::Vec3(_stc->getMin() + (i-1) * incr, arOffset, 0.0f));
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vs->push_back(osg::Vec3(_stc->getMin() + i * incr, arOffset, 0.0f));
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vs->push_back(osg::Vec3(_stc->getMin() + i * incr, 0.0f, 0.0f));
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}
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else
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{
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vs->push_back(osg::Vec3(0.0f, _stc->getMin() + (i-1) * incr, 0.0f));
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vs->push_back(osg::Vec3(arOffset, _stc->getMin() + (i-1) * incr, 0.0f));
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vs->push_back(osg::Vec3(arOffset, _stc->getMin() + i * incr, 0.0f));
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vs->push_back(osg::Vec3(0.0f, _stc->getMin() + i * incr, 0.0f));
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}
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}
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bar->setVertexArray(vs.get());
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// Colours
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osg::ref_ptr<osg::Vec4Array> cs(new osg::Vec4Array);
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cs->reserve(_numColors);
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const float halfIncr = incr*0.5;
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for(int i=0; i<_numColors; ++i)
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{
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// We add half an increment to the color look-up to get the color
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// square in the middle of the 'block'.
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cs->push_back(_stc->getColor(_stc->getMin() + (i*incr) + halfIncr));
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}
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bar->setColorArray(cs.get());
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bar->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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// Normal
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osg::ref_ptr<osg::Vec3Array> ns(new osg::Vec3Array);
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ns->push_back(osg::Vec3(0.0f,0.0f,1.0f));
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bar->setNormalArray(ns.get());
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bar->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// The Quad strip that represents the bar
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bar->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,vs->size()));
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addDrawable(bar.get());
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// 2. Then the text labels
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// =======================
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// Check the character size, if it's 0, estimate a good character size
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float characterSize = _textProperties._characterSize;
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if(characterSize == 0) characterSize = ((_stc->getMax()-_stc->getMin())*0.3)/_numLabels;
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osgText::Font* font = osgText::readFontFile(_textProperties._fontFile.c_str());
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std::vector<osgText::Text*> texts(_numLabels); // We'll need to collect pointers to these for later
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float labelIncr = (_stc->getMax()-_stc->getMin())/(_numLabels-1);
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for(int i=0; i<_numLabels; ++i)
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(_textProperties._color);
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text->setFontResolution(_textProperties._fontResolution.first,_textProperties._fontResolution.second);
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text->setCharacterSize(characterSize);
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text->setText(_sp->printScalar(_stc->getMin()+(i*labelIncr)));
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if(_orientation == HORIZONTAL)
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{
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text->setPosition(osg::Vec3(_stc->getMin() + (i*labelIncr), arOffset, 0.0f));
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text->setAlignment(osgText::Text::CENTER_BOTTOM);
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}
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else
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{
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text->setPosition(osg::Vec3(arOffset, _stc->getMin() + (i*labelIncr), 0.0f));
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text->setAlignment(osgText::Text::LEFT_CENTER);
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}
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addDrawable(text);
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texts[i] = text;
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}
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// Make sure the text labels are all properly aligned - different words will have a different
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// vertical alignment depending on the letters used in the labels. E.g. a 'y' has a dangling tail.
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if(_orientation == HORIZONTAL)
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{
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std::vector<osgText::Text*>::iterator maxYIt = max_element(texts.begin(), texts.end(), MaxCoordLess(MaxCoordLess::Y_AXIS));
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for_each(texts.begin(), texts.end(), AlignCentreOnYValue((*maxYIt)->getBound().center().y()));
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}
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// 3. And finally the title
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// ========================
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if(_title != "")
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(_textProperties._color);
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text->setFontResolution(_textProperties._fontResolution.first,_textProperties._fontResolution.second);
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text->setCharacterSize(characterSize);
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text->setText(_title);
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if(_orientation==HORIZONTAL)
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{
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// Horizontal bars have the title above the scalar bar and the labels.
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// Need to move the title above any labels, using maximum y value of the
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// existing text objects
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std::vector<osgText::Text*>::iterator maxYIt = max_element(texts.begin(), texts.end(), MaxCoordLess(MaxCoordLess::Y_AXIS));
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float titleY;
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if(maxYIt != texts.end()) titleY = (*maxYIt)->getBound().yMax() * 1.1f;
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else titleY = arOffset; // No labels, so just use arOffset
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// Position the title at the middle of the bar above any labels.
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text->setPosition(osg::Vec3(_stc->getMin() + ((_stc->getMax()-_stc->getMin())/2.0f), titleY, 0.0f));
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text->setAlignment(osgText::Text::CENTER_BOTTOM);
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}
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else if(_orientation==VERTICAL)
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{
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// Vertical bars have the title to the right of the scalar bar and the labels.
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// Need to move the title out beyond any labels, using the maximum x value of the
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// existing text objects
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std::vector<osgText::Text*>::iterator maxXIt = max_element(texts.begin(), texts.end(), MaxCoordLess(MaxCoordLess::X_AXIS));
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float titleX;
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if(maxXIt != texts.end()) titleX = (*maxXIt)->getBound().xMax() * 1.1f;
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else titleX = arOffset; // No labels, so just use arOffset
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// Position the title in the at the middle of the bar, to the right of any labels.
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text->setPosition(osg::Vec3(titleX, _stc->getMin() + ((_stc->getMax()-_stc->getMin())/2.0f), 0.0f));
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text->setAlignment(osgText::Text::LEFT_CENTER);
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}
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addDrawable(text);
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}
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}
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