Added bare bones osgGA::SimpleViewer class to help simplify OSG setup when embedding the OSG

into existing GUI applications, and for one one a single camera, single window is required.
This commit is contained in:
Robert Osfield
2006-09-25 16:25:53 +00:00
parent 78444878c3
commit 5c0eb0b013
17 changed files with 552 additions and 179 deletions

View File

@@ -300,9 +300,13 @@ class DataConverter
writeUInt(event.getEventType());
writeUInt(event.getKey());
writeUInt(event.getButton());
writeInt(event.getWindowX());
writeInt(event.getWindowY());
writeUInt(event.getWindowWidth());
writeUInt(event.getWindowHeight());
writeFloat(event.getXmin());
writeFloat(event.getXmax());
writeFloat(event.getYmin());
writeFloat(event.getXmax());
writeFloat(event.getYmax());
writeFloat(event.getX());
writeFloat(event.getY());
@@ -316,10 +320,16 @@ class DataConverter
event.setEventType((osgGA::GUIEventAdapter::EventType)readUInt());
event.setKey(readUInt());
event.setButton(readUInt());
event.setXmin(readFloat());
event.setXmax(readFloat());
event.setYmin(readFloat());
event.setYmax(readFloat());
int x = readInt();
int y = readInt();
int width = readUInt();
int height = readUInt();
event.setWindowRectangle(x,y,width,height);
float xmin = readFloat();
float ymin = readFloat();
float xmax = readFloat();
float ymax = readFloat();
event.setInputRange(xmin,ymin,xmax,ymax);
event.setX(readFloat());
event.setY(readFloat());
event.setButtonMask(readUInt());

View File

@@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgkeyboardmouse.cpp\
LIBS += -lProducer -losgFX -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
LIBS += -lProducer -losgFX -losgGA -losgDB -losgUtil -losg $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
INSTFILES = \
$(CXXFILES)\

View File

@@ -17,8 +17,7 @@
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgGA/EventQueue>
#include <osgGA/EventVisitor>
#include <osgGA/SimpleViewer>
#include <osgGA/TrackballManipulator>
#include <osgGA/StateSetManipulator>
@@ -285,132 +284,50 @@ int main( int argc, char **argv )
// create the view of the scene.
osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
sceneView->setDefaults();
sceneView->setSceneData(loadedModel.get());
osgGA::SimpleViewer viewer;
viewer.setSceneData(loadedModel.get());
// create the event queue,
// create the event queue, note that Producer has the y axis increase upwards, like OpenGL, and contary to most Windowing toolkits, so
// we need to construct the event queue so that it knows about this convention.
osg::ref_ptr<osgGA::EventQueue> eventQueue = new osgGA::EventQueue(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
// set up a KeyboardMouse to manage the events comming in from the RenderSurface
osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
// create a KeyboardMouseCallback to handle the mouse events within this applications
osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(eventQueue.get());
osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(viewer.getEventQueue());
// create a tracball manipulator to move the camera around in response to keyboard/mouse events
osg::ref_ptr<osgGA::TrackballManipulator> cameraManipulator = new osgGA::TrackballManipulator;
viewer.setCameraManipulator( new osgGA::TrackballManipulator );
// keep a list of event handlers to manipulate the application/scene with in response to keyboard/mouse events
typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
EventHandlers eventHandlers;
osg::ref_ptr<osgGA::StateSetManipulator> statesetManipulator = new osgGA::StateSetManipulator;
statesetManipulator->setStateSet(sceneView->getGlobalStateSet());
eventHandlers.push_back(statesetManipulator.get());
eventHandlers.push_back(new PickHandler(sceneView.get()));
statesetManipulator->setStateSet(viewer.getSceneView()->getGlobalStateSet());
viewer.addEventHandler(statesetManipulator.get());
// add the pick handler
viewer.addEventHandler(new PickHandler(viewer.getSceneView()));
// create an event visitor to pass the events down to the scene graph nodes
osg::ref_ptr<osgGA::EventVisitor> eventVisitor = new osgGA::EventVisitor;
// set the window dimensions
viewer.getEventQueue()->getCurrentEventState()->setWindowRectangle(100,100,800,600);
// create an action adapter to allow event handlers to request actions from the GUI.
osg::ref_ptr<MyActionAdapter> actionAdapter = new MyActionAdapter;
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
unsigned int frameNum = 0;
eventQueue->setStartTick(start_tick);
// set the mouse input range (note WindowSize name in appropriate here so osgGA::GUIEventAdapter API really needs looking at, Robert Osfield, June 2006).
// set the mouse input range.
// Producer defaults to using non-dimensional units, so we pass this onto osgGA, most windowing toolkits use pixel coords so use the window size instead.
eventQueue->getCurrentEventState()->setWindowSize(-1.0, -1.0, 1.0, 1.0);
viewer.getEventQueue()->getCurrentEventState()->setInputRange(-1.0, -1.0, 1.0, 1.0);
// Producer has the y axis increase upwards, like OpenGL, and contary to most Windowing toolkits.
// we need to construct the event queue so that it knows about this convention.
viewer.getEventQueue()->getCurrentEventState()->setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
// home the manipulator.
osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = eventQueue->createEvent();
cameraManipulator->setNode(sceneView->getSceneData());
cameraManipulator->home(*dummyEvent, *actionAdapter);
viewer.init();
// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
while( renderSurface->isRealized() && !kbmcb->done())
{
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::FrameStamp* frameStamp = new osg::FrameStamp;
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
frameStamp->setFrameNumber(frameNum++);
// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
sceneView->setFrameStamp(frameStamp);
// update the window dimensions, in case the window has been resized.
viewer.getEventQueue()->windowResize(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight(), false);
// pass any keyboard mouse events onto the local keyboard mouse callback.
kbm->update( *kbmcb );
// create an event to signal the new frame.
eventQueue->frame(frameStamp->getReferenceTime());
// get the event since the last frame.
osgGA::EventQueue::Events events;
eventQueue->takeEvents(events);
if (eventVisitor.valid())
{
eventVisitor->setTraversalNumber(frameStamp->getFrameNumber());
}
// dispatch the events in order of arrival.
for(osgGA::EventQueue::Events::iterator event_itr = events.begin();
event_itr != events.end();
++event_itr)
{
bool handled = false;
if (eventVisitor.valid() && sceneView->getSceneData())
{
eventVisitor->reset();
eventVisitor->addEvent(event_itr->get());
sceneView->getSceneData()->accept(*eventVisitor);
if (eventVisitor->getEventHandled())
handled = true;
}
if (cameraManipulator.valid() && !handled)
{
/*handled =*/ cameraManipulator->handle(*(*event_itr), *actionAdapter);
}
for(EventHandlers::iterator handler_itr=eventHandlers.begin();
handler_itr!=eventHandlers.end() && !handled;
++handler_itr)
{
handled = (*handler_itr)->handle(*(*event_itr),*actionAdapter,0,0);
}
// osg::notify(osg::NOTICE)<<" Handled event "<<(*event_itr)->getTime()<<" "<< handled<<std::endl;
}
// update view matrices
if (cameraManipulator.valid())
{
sceneView->setViewMatrix(cameraManipulator->getInverseMatrix());
}
// update the viewport dimensions, incase the window has been resized.
sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
// do the update traversal the scene graph - such as updating animations
sceneView->update();
// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
sceneView->cull();
// draw the rendering bins.
sceneView->draw();
viewer.frame();
// Swap Buffers
renderSurface->swapBuffers();

View File

@@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgsimple.cpp\
LIBS += -lProducer -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
LIBS += -lProducer -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
INSTFILES = \
$(CXXFILES)\

View File

@@ -4,9 +4,10 @@
// graphics window, and OSG for rendering.
#include <Producer/RenderSurface>
#include <osg/Timer>
#include <osgUtil/SceneView>
#include <osgDB/ReadFile>
#include <osgGA/SimpleViewer>
int main( int argc, char **argv )
@@ -32,46 +33,26 @@ int main( int argc, char **argv )
renderSurface->useBorder(true);
renderSurface->realize();
// create the view of the scene.
osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
sceneView->setDefaults();
sceneView->setSceneData(loadedModel.get());
osgGA::SimpleViewer viewer;
viewer.setSceneData(loadedModel.get());
// initialize the view to look at the center of the scene graph
const osg::BoundingSphere& bs = loadedModel->getBound();
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
unsigned int frameNum = 0;
// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
while( renderSurface->isRealized() )
{
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
frameStamp->setFrameNumber(frameNum++);
// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
sceneView->setFrameStamp(frameStamp.get());
// update the viewport dimensions, incase the window has been resized.
sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
// set the view
sceneView->setViewMatrix(viewMatrix);
{
// update the window dimensions, in case the window has been resized.
viewer.getEventQueue()->windowResize(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
// do the update traversal the scene graph - such as updating animations
sceneView->update();
// set the view
viewer.getCamera()->setViewMatrix(viewMatrix);
// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
sceneView->cull();
// draw the rendering bins.
sceneView->draw();
// advance the frame, handle events, update the scene and render it.
viewer.frame();
// Swap Buffers
renderSurface->swapBuffers();