/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library 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 * OpenSceneGraph Public License for more details. */ #ifndef OSGVIEWER_VIEW #define OSGVIEWER_VIEW 1 #include #include #include #include #include #include namespace osgViewer { class OSGVIEWER_EXPORT EndOfDynamicDrawBlock : public osg::State::DynamicObjectRenderingCompletedCallback { public: EndOfDynamicDrawBlock(unsigned int); void completed(osg::State* state); void block(); void reset(); void release(); void setNumOfBlocks(unsigned int blockCount); protected: ~EndOfDynamicDrawBlock(); OpenThreads::Mutex _mut; OpenThreads::Condition _cond; unsigned int _numberOfBlocks; unsigned int _blockCount; }; /** View holds a single view on a scene, this view may be composed of one or more slave cameras.*/ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter { public: View(); View(const osgViewer::View& view, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Object(osgViewer,View); Scene* getScene() { return _scene.get(); } const Scene* getScene() const { return _scene.get(); } /** Set the scene graph that the View will use.*/ virtual void setSceneData(osg::Node* node); /** Get the View's scene graph.*/ osg::Node* getSceneData() { return _scene.valid() ? _scene->getSceneData() : 0; } /** Get the const View's scene graph.*/ const osg::Node* getSceneData() const { return _scene.valid() ? _scene->getSceneData() : 0; } /* Set the EventQueue that View uses to intregrate external non window related events.*/ void setEventQueue(osgGA::EventQueue* eventQueue) { _eventQueue = eventQueue; } /* Get the View's EventQueue.*/ osgGA::EventQueue* getEventQueue() { return _eventQueue.get(); } /* Get the const View's EventQueue.*/ const osgGA::EventQueue* getEventQueue() const { return _eventQueue.get(); } /** Set the CameraManipulator that moves the View's master Camera position in response to events.*/ void setCameraManipulator(osgGA::MatrixManipulator* manipulator); /** Get the View's CameraManipulator.*/ osgGA::MatrixManipulator* getCameraManipulator() { return _cameraManipulator.get(); } /** Get the const View's CameraManipulator.*/ const osgGA::MatrixManipulator* getCameraManipulator() const { return _cameraManipulator.get(); } /** Set the view to the CameraManipulator's home position, if non is attached home() is does nothing. * Note, to set the home position use getCamaraManipulator()->setHomePosition(...). */ void home(); typedef std::list< osg::ref_ptr > EventHandlers; /** Add an EventHandler that adds handling of events to the View.*/ void addEventHandler(osgGA::GUIEventHandler* eventHandler); /** Get the View's list of EventHandlers.*/ EventHandlers& getEventHandlers() { return _eventHandlers; } /** Get the const View's list of EventHandlers.*/ const EventHandlers& getEventHandlers() const { return _eventHandlers; } /** Set the NodePath to any active CoordinateSystemNode present in the Scene. * The CoordinateSystemNode path is used to help applications and CamaraManipualtors handle geocentric coordinates systems, * such as known which way is the local up at any position on the a whole earth. */ void setCoordinateSystemNodePath(const osg::NodePath& nodePath); /** Get the NodePath to any active CoordinateSystemNode present in the Scene.*/ osg::NodePath getCoordinateSystemNodePath() const; /** Compute the NodePath to any active CoordinateSystemNode present in the Scene.*/ void computeActiveCoordinateSystemNodePath(); /** Set the DsplaySettings object associated with this view.*/ void setDisplaySettings(osg::DisplaySettings* ds) { _displaySettings = ds; } /** Set the DsplaySettings object associated with this view.*/ osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); } /** Set the DsplaySettings object associated with this view.*/ const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); } /** Set the FusionDistanceMode and Value. Note, is used only when working in stereo.*/ void setFusionDistance(osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f) { _fusionDistanceMode = mode; _fusionDistanceValue = value; } /** Get the FusionDistanceMode.*/ osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; } /** Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.*/ float getFusionDistanceValue() const { return _fusionDistanceValue; } /** Convinience method for creating slave Cameras and associated GraphicsWindows across all screens.*/ void setUpViewAcrossAllScreens(); /** Convinience method for a single Camara on a single window.*/ void setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum=0); /** Convinience method for a single Camara associated with a single full screen GraphicsWindow.*/ void setUpViewOnSingleScreen(unsigned int screenNum=0); /** Return true if this view contains a specified camera.*/ bool containsCamera(const osg::Camera* camera) const; /** Get the camera which contains the pointer position x,y specified master cameras window/eye coords. * Also passes back the local window coords for the graphics context associated with the camera passed back. */ const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const; /** Compute intersections between a ray through the specified master cameras window/eye coords and a specified node. * Note, when a master cameras has slaves and no viewport itself its coordinate frame will be in clip space i.e. -1,-1 to 1,1, * while if its has a viewport the coordintates will be relative to its viewport dimensions. * Mouse events handled by the view will automatically be attached into the master camera window/clip coords so can be passed * directly on to the computeIntersections method. */ bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff); /** Compute intersections between a ray through the specified master cameras window/eye coords and a specified nodePath's subgraph. */ bool computeIntersections(float x,float y, osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff); virtual void requestRedraw(); virtual void requestContinuousUpdate(bool needed=true); virtual void requestWarpPointer(float x,float y); public: void assignSceneDataToCameras(); void init(); protected: virtual ~View(); osg::ref_ptr _scene; osg::ref_ptr _eventQueue; osg::ref_ptr _cameraManipulator; EventHandlers _eventHandlers; typedef std::vector< osg::observer_ptr > ObserveredNodePath; ObserveredNodePath _coordinateSystemNodePath; osg::ref_ptr _displaySettings; osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode; float _fusionDistanceValue; }; } #endif