Files
OpenSceneGraph/src/osgSim/ScalarBar.cpp
Robert Osfield e530912744 Made Matrix a typedef to Matrixf, and converted the old Matrix to Matrixf, as
part of prep for supporting both Matrixf (float) and Matrixd (double).

Added osg::Matrixf::glLoadMatrix() and osg::Matrixf::glMultiMatrix() methods
and changed corresponding usage of glLoad/MultMatrixf() calls across to use these
methods. Again prep for support Matrixd.

Fixes for VisualStudio 6.0 compile.
2003-09-02 17:19:18 +00:00

302 lines
9.0 KiB
C++

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