Pick animation moved to its own file.

Preparatory work for adding more pick animations which will share some
internals with this code.
This commit is contained in:
James Turner
2013-01-30 21:51:41 +00:00
parent 4db05e97c5
commit a58b41e7d2
5 changed files with 385 additions and 321 deletions

View File

@@ -11,6 +11,7 @@ set(HEADERS
SGClipGroup.hxx
SGInteractionAnimation.hxx
SGMaterialAnimation.hxx
SGPickAnimation.hxx
SGOffsetTransform.hxx
SGReaderWriterXML.hxx
SGRotateTransform.hxx
@@ -34,6 +35,7 @@ set(SOURCES
SGClipGroup.cxx
SGInteractionAnimation.cxx
SGLightAnimation.cxx
SGPickAnimation.cxx
SGMaterialAnimation.cxx
SGOffsetTransform.cxx
SGReaderWriterXML.cxx

View File

@@ -0,0 +1,339 @@
/* -*-c++-*-
*
* Copyright (C) 2013 James Turner
*
* 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 <simgear/scene/model/SGPickAnimation.hxx>
#include <osg/Geode>
#include <osg/PolygonOffset>
#include <osg/PolygonMode>
#include <osg/Material>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/util/SGPickCallback.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/structure/SGBinding.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
using namespace simgear;
using OpenThreads::Mutex;
using OpenThreads::ScopedLock;
class SGPickAnimation::PickCallback : public SGPickCallback {
public:
PickCallback(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot) :
_repeatable(configNode->getBoolValue("repeatable", false)),
_repeatInterval(configNode->getDoubleValue("interval-sec", 0.1))
{
SG_LOG(SG_INPUT, SG_DEBUG, "Reading all bindings");
std::vector<SGPropertyNode_ptr> bindings;
bindings = configNode->getChildren("button");
for (unsigned int i = 0; i < bindings.size(); ++i) {
_buttons.push_back( bindings[i]->getIntValue() );
}
bindings = configNode->getChildren("binding");
for (unsigned int i = 0; i < bindings.size(); ++i) {
_bindingsDown.push_back(new SGBinding(bindings[i], modelRoot));
}
const SGPropertyNode* upNode = configNode->getChild("mod-up");
if (!upNode)
return;
bindings = upNode->getChildren("binding");
for (unsigned int i = 0; i < bindings.size(); ++i) {
_bindingsUp.push_back(new SGBinding(bindings[i], modelRoot));
}
}
virtual bool buttonPressed(int button, const Info&)
{
bool found = false;
for( std::vector<int>::iterator it = _buttons.begin(); it != _buttons.end(); ++it ) {
if( *it == button ) {
found = true;
break;
}
}
if (!found )
return false;
SGBindingList::const_iterator i;
for (i = _bindingsDown.begin(); i != _bindingsDown.end(); ++i)
(*i)->fire();
_repeatTime = -_repeatInterval; // anti-bobble: delay start of repeat
return true;
}
virtual void buttonReleased(void)
{
SGBindingList::const_iterator i;
for (i = _bindingsUp.begin(); i != _bindingsUp.end(); ++i)
(*i)->fire();
}
virtual void update(double dt)
{
if (!_repeatable)
return;
_repeatTime += dt;
while (_repeatInterval < _repeatTime) {
_repeatTime -= _repeatInterval;
SGBindingList::const_iterator i;
for (i = _bindingsDown.begin(); i != _bindingsDown.end(); ++i)
(*i)->fire();
}
}
private:
SGBindingList _bindingsDown;
SGBindingList _bindingsUp;
std::vector<int> _buttons;
bool _repeatable;
double _repeatInterval;
double _repeatTime;
};
class VncVisitor : public osg::NodeVisitor {
public:
VncVisitor(double x, double y, int mask) :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_texX(x), _texY(y), _mask(mask), _done(false)
{
SG_LOG(SG_INPUT, SG_DEBUG, "VncVisitor constructor "
<< x << "," << y << " mask " << mask);
}
virtual void apply(osg::Node &node)
{
// Some nodes have state sets attached
touchStateSet(node.getStateSet());
if (!_done)
traverse(node);
if (_done) return;
// See whether we are a geode worth exploring
osg::Geode *g = dynamic_cast<osg::Geode*>(&node);
if (!g) return;
// Go find all its drawables
int i = g->getNumDrawables();
while (--i >= 0) {
osg::Drawable *d = g->getDrawable(i);
if (d) touchDrawable(*d);
}
// Out of optimism, do the same for EffectGeode
simgear::EffectGeode *eg = dynamic_cast<simgear::EffectGeode*>(&node);
if (!eg) return;
for (simgear::EffectGeode::DrawablesIterator di = eg->drawablesBegin();
di != eg->drawablesEnd(); di++) {
touchDrawable(**di);
}
// Now see whether the EffectGeode has an Effect
simgear::Effect *e = eg->getEffect();
if (e) {
touchStateSet(e->getDefaultStateSet());
}
}
inline void touchDrawable(osg::Drawable &d)
{
osg::StateSet *ss = d.getStateSet();
touchStateSet(ss);
}
void touchStateSet(osg::StateSet *ss)
{
if (!ss) return;
osg::StateAttribute *sa = ss->getTextureAttribute(0,
osg::StateAttribute::TEXTURE);
if (!sa) return;
osg::Texture *t = sa->asTexture();
if (!t) return;
osg::Image *img = t->getImage(0);
if (!img) return;
if (!_done) {
int pixX = _texX * img->s();
int pixY = _texY * img->t();
_done = img->sendPointerEvent(pixX, pixY, _mask);
SG_LOG(SG_INPUT, SG_DEBUG, "VncVisitor image said " << _done
<< " to coord " << pixX << "," << pixY);
}
}
inline bool wasSuccessful()
{
return _done;
}
private:
double _texX, _texY;
int _mask;
bool _done;
};
class SGPickAnimation::VncCallback : public SGPickCallback {
public:
VncCallback(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot,
osg::Group *node)
: _node(node)
{
SG_LOG(SG_INPUT, SG_DEBUG, "Configuring VNC callback");
const char *cornernames[3] = {"top-left", "top-right", "bottom-left"};
SGVec3d *cornercoords[3] = {&_topLeft, &_toRight, &_toDown};
for (int c =0; c < 3; c++) {
const SGPropertyNode* cornerNode = configNode->getChild(cornernames[c]);
*cornercoords[c] = SGVec3d(
cornerNode->getDoubleValue("x"),
cornerNode->getDoubleValue("y"),
cornerNode->getDoubleValue("z"));
}
_toRight -= _topLeft;
_toDown -= _topLeft;
_squaredRight = dot(_toRight, _toRight);
_squaredDown = dot(_toDown, _toDown);
}
virtual bool buttonPressed(int button, const Info& info)
{
SGVec3d loc(info.local);
SG_LOG(SG_INPUT, SG_DEBUG, "VNC pressed " << button << ": " << loc);
loc -= _topLeft;
_x = dot(loc, _toRight) / _squaredRight;
_y = dot(loc, _toDown) / _squaredDown;
if (_x<0) _x = 0; else if (_x > 1) _x = 1;
if (_y<0) _y = 0; else if (_y > 1) _y = 1;
VncVisitor vv(_x, _y, 1 << button);
_node->accept(vv);
return vv.wasSuccessful();
}
virtual void buttonReleased(void)
{
SG_LOG(SG_INPUT, SG_DEBUG, "VNC release");
VncVisitor vv(_x, _y, 0);
_node->accept(vv);
}
virtual void update(double dt)
{
}
private:
double _x, _y;
osg::ref_ptr<osg::Group> _node;
SGVec3d _topLeft, _toRight, _toDown;
double _squaredRight, _squaredDown;
};
SGPickAnimation::SGPickAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot) :
SGAnimation(configNode, modelRoot)
{
}
namespace
{
OpenThreads::Mutex colorModeUniformMutex;
osg::ref_ptr<osg::Uniform> colorModeUniform;
}
osg::Group*
SGPickAnimation::createAnimationGroup(osg::Group& parent)
{
osg::Group* commonGroup = new osg::Group;
// Contains the normal geometry that is interactive
osg::ref_ptr<osg::Group> normalGroup = new osg::Group;
normalGroup->setName("pick normal group");
normalGroup->addChild(commonGroup);
// Used to render the geometry with just yellow edges
osg::Group* highlightGroup = new osg::Group;
highlightGroup->setName("pick highlight group");
highlightGroup->setNodeMask(simgear::PICK_BIT);
highlightGroup->addChild(commonGroup);
SGSceneUserData* ud;
ud = SGSceneUserData::getOrCreateSceneUserData(commonGroup);
// add actions that become macro and command invocations
std::vector<SGPropertyNode_ptr> actions;
actions = getConfig()->getChildren("action");
for (unsigned int i = 0; i < actions.size(); ++i)
ud->addPickCallback(new PickCallback(actions[i], getModelRoot()));
// Look for the VNC sessions that want raw mouse input
actions = getConfig()->getChildren("vncaction");
for (unsigned int i = 0; i < actions.size(); ++i)
ud->addPickCallback(new VncCallback(actions[i], getModelRoot(),
&parent));
// prepare a state set that paints the edges of this object yellow
// The material and texture attributes are set with
// OVERRIDE|PROTECTED in case there is a material animation on a
// higher node in the scene graph, which would have its material
// attribute set with OVERRIDE.
osg::StateSet* stateSet = highlightGroup->getOrCreateStateSet();
osg::Texture2D* white = StateAttributeFactory::instance()->getWhiteTexture();
stateSet->setTextureAttributeAndModes(0, white,
(osg::StateAttribute::ON
| osg::StateAttribute::OVERRIDE
| osg::StateAttribute::PROTECTED));
osg::PolygonOffset* polygonOffset = new osg::PolygonOffset;
polygonOffset->setFactor(-1);
polygonOffset->setUnits(-1);
stateSet->setAttribute(polygonOffset, osg::StateAttribute::OVERRIDE);
stateSet->setMode(GL_POLYGON_OFFSET_LINE,
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::PolygonMode* polygonMode = new osg::PolygonMode;
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::LINE);
stateSet->setAttribute(polygonMode, osg::StateAttribute::OVERRIDE);
osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::OFF);
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0, 0, 0, 1));
// XXX Alpha < 1.0 in the diffuse material value is a signal to the
// default shader to take the alpha value from the material value
// and not the glColor. In many cases the pick animation geometry is
// transparent, so the outline would not be visible without this hack.
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0, 0, 0, .95));
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1, 1, 0, 1));
material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0, 0, 0, 0));
stateSet->setAttribute(
material, osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
// The default shader has a colorMode uniform that mimics the
// behavior of Material color mode.
osg::Uniform* cmUniform = 0;
{
ScopedLock<Mutex> lock(colorModeUniformMutex);
if (!colorModeUniform.valid()) {
colorModeUniform = new osg::Uniform(osg::Uniform::INT, "colorMode");
colorModeUniform->set(0); // MODE_OFF
colorModeUniform->setDataVariance(osg::Object::STATIC);
}
cmUniform = colorModeUniform.get();
}
stateSet->addUniform(cmUniform,
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
// Only add normal geometry if configured
if (getConfig()->getBoolValue("visible", true))
parent.addChild(normalGroup.get());
parent.addChild(highlightGroup);
return commonGroup;
}

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@@ -0,0 +1,43 @@
/* -*-c++-*-
*
* Copyright (C) 2013 James Turner
*
* 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.
*
*/
#ifndef SG_SCENE_PICK_ANIMATION_HXX
#define SG_SCENE_PICK_ANIMATION_HXX
#include <simgear/scene/model/animation.hxx>
//////////////////////////////////////////////////////////////////////
// Pick animation
//////////////////////////////////////////////////////////////////////
class SGPickAnimation : public SGAnimation {
public:
SGPickAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot);
virtual osg::Group* createAnimationGroup(osg::Group& parent);
private:
class PickCallback;
class VncCallback;
};
#endif // of SG_SCENE_PICK_ANIMATION_HXX

View File

@@ -24,8 +24,6 @@
#include <osg/LOD>
#include <osg/Math>
#include <osg/Object>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/StateSet>
#include <osg/Switch>
#include <osg/TexMat>
@@ -41,7 +39,6 @@
#include <simgear/math/interpolater.hxx>
#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>
#include <simgear/structure/SGBinding.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
#include <simgear/scene/util/DeletionManager.hxx>
@@ -59,6 +56,7 @@
#include "SGRotateTransform.hxx"
#include "SGScaleTransform.hxx"
#include "SGInteractionAnimation.hxx"
#include "SGPickAnimation.hxx"
#include "ConditionNode.hxx"
@@ -2155,305 +2153,3 @@ SGTexTransformAnimation::appendTexRotate(const SGPropertyNode* config,
updateCallback->appendTransform(rotation, value);
}
////////////////////////////////////////////////////////////////////////
// Implementation of SGPickAnimation
////////////////////////////////////////////////////////////////////////
class SGPickAnimation::PickCallback : public SGPickCallback {
public:
PickCallback(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot) :
_repeatable(configNode->getBoolValue("repeatable", false)),
_repeatInterval(configNode->getDoubleValue("interval-sec", 0.1))
{
SG_LOG(SG_INPUT, SG_DEBUG, "Reading all bindings");
std::vector<SGPropertyNode_ptr> bindings;
bindings = configNode->getChildren("button");
for (unsigned int i = 0; i < bindings.size(); ++i) {
_buttons.push_back( bindings[i]->getIntValue() );
}
bindings = configNode->getChildren("binding");
for (unsigned int i = 0; i < bindings.size(); ++i) {
_bindingsDown.push_back(new SGBinding(bindings[i], modelRoot));
}
const SGPropertyNode* upNode = configNode->getChild("mod-up");
if (!upNode)
return;
bindings = upNode->getChildren("binding");
for (unsigned int i = 0; i < bindings.size(); ++i) {
_bindingsUp.push_back(new SGBinding(bindings[i], modelRoot));
}
}
virtual bool buttonPressed(int button, const Info&)
{
bool found = false;
for( std::vector<int>::iterator it = _buttons.begin(); it != _buttons.end(); ++it ) {
if( *it == button ) {
found = true;
break;
}
}
if (!found )
return false;
SGBindingList::const_iterator i;
for (i = _bindingsDown.begin(); i != _bindingsDown.end(); ++i)
(*i)->fire();
_repeatTime = -_repeatInterval; // anti-bobble: delay start of repeat
return true;
}
virtual void buttonReleased(void)
{
SGBindingList::const_iterator i;
for (i = _bindingsUp.begin(); i != _bindingsUp.end(); ++i)
(*i)->fire();
}
virtual void update(double dt)
{
if (!_repeatable)
return;
_repeatTime += dt;
while (_repeatInterval < _repeatTime) {
_repeatTime -= _repeatInterval;
SGBindingList::const_iterator i;
for (i = _bindingsDown.begin(); i != _bindingsDown.end(); ++i)
(*i)->fire();
}
}
private:
SGBindingList _bindingsDown;
SGBindingList _bindingsUp;
std::vector<int> _buttons;
bool _repeatable;
double _repeatInterval;
double _repeatTime;
};
class VncVisitor : public osg::NodeVisitor {
public:
VncVisitor(double x, double y, int mask) :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_texX(x), _texY(y), _mask(mask), _done(false)
{
SG_LOG(SG_INPUT, SG_DEBUG, "VncVisitor constructor "
<< x << "," << y << " mask " << mask);
}
virtual void apply(osg::Node &node)
{
// Some nodes have state sets attached
touchStateSet(node.getStateSet());
if (!_done)
traverse(node);
if (_done) return;
// See whether we are a geode worth exploring
osg::Geode *g = dynamic_cast<osg::Geode*>(&node);
if (!g) return;
// Go find all its drawables
int i = g->getNumDrawables();
while (--i >= 0) {
osg::Drawable *d = g->getDrawable(i);
if (d) touchDrawable(*d);
}
// Out of optimism, do the same for EffectGeode
simgear::EffectGeode *eg = dynamic_cast<simgear::EffectGeode*>(&node);
if (!eg) return;
for (simgear::EffectGeode::DrawablesIterator di = eg->drawablesBegin();
di != eg->drawablesEnd(); di++) {
touchDrawable(**di);
}
// Now see whether the EffectGeode has an Effect
simgear::Effect *e = eg->getEffect();
if (e) {
touchStateSet(e->getDefaultStateSet());
}
}
inline void touchDrawable(osg::Drawable &d)
{
osg::StateSet *ss = d.getStateSet();
touchStateSet(ss);
}
void touchStateSet(osg::StateSet *ss)
{
if (!ss) return;
osg::StateAttribute *sa = ss->getTextureAttribute(0,
osg::StateAttribute::TEXTURE);
if (!sa) return;
osg::Texture *t = sa->asTexture();
if (!t) return;
osg::Image *img = t->getImage(0);
if (!img) return;
if (!_done) {
int pixX = _texX * img->s();
int pixY = _texY * img->t();
_done = img->sendPointerEvent(pixX, pixY, _mask);
SG_LOG(SG_INPUT, SG_DEBUG, "VncVisitor image said " << _done
<< " to coord " << pixX << "," << pixY);
}
}
inline bool wasSuccessful()
{
return _done;
}
private:
double _texX, _texY;
int _mask;
bool _done;
};
class SGPickAnimation::VncCallback : public SGPickCallback {
public:
VncCallback(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot,
osg::Group *node)
: _node(node)
{
SG_LOG(SG_INPUT, SG_DEBUG, "Configuring VNC callback");
const char *cornernames[3] = {"top-left", "top-right", "bottom-left"};
SGVec3d *cornercoords[3] = {&_topLeft, &_toRight, &_toDown};
for (int c =0; c < 3; c++) {
const SGPropertyNode* cornerNode = configNode->getChild(cornernames[c]);
*cornercoords[c] = SGVec3d(
cornerNode->getDoubleValue("x"),
cornerNode->getDoubleValue("y"),
cornerNode->getDoubleValue("z"));
}
_toRight -= _topLeft;
_toDown -= _topLeft;
_squaredRight = dot(_toRight, _toRight);
_squaredDown = dot(_toDown, _toDown);
}
virtual bool buttonPressed(int button, const Info& info)
{
SGVec3d loc(info.local);
SG_LOG(SG_INPUT, SG_DEBUG, "VNC pressed " << button << ": " << loc);
loc -= _topLeft;
_x = dot(loc, _toRight) / _squaredRight;
_y = dot(loc, _toDown) / _squaredDown;
if (_x<0) _x = 0; else if (_x > 1) _x = 1;
if (_y<0) _y = 0; else if (_y > 1) _y = 1;
VncVisitor vv(_x, _y, 1 << button);
_node->accept(vv);
return vv.wasSuccessful();
}
virtual void buttonReleased(void)
{
SG_LOG(SG_INPUT, SG_DEBUG, "VNC release");
VncVisitor vv(_x, _y, 0);
_node->accept(vv);
}
virtual void update(double dt)
{
}
private:
double _x, _y;
osg::ref_ptr<osg::Group> _node;
SGVec3d _topLeft, _toRight, _toDown;
double _squaredRight, _squaredDown;
};
SGPickAnimation::SGPickAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot) :
SGAnimation(configNode, modelRoot)
{
}
namespace
{
Mutex colorModeUniformMutex;
osg::ref_ptr<osg::Uniform> colorModeUniform;
}
osg::Group*
SGPickAnimation::createAnimationGroup(osg::Group& parent)
{
osg::Group* commonGroup = new osg::Group;
// Contains the normal geometry that is interactive
osg::ref_ptr<osg::Group> normalGroup = new osg::Group;
normalGroup->setName("pick normal group");
normalGroup->addChild(commonGroup);
// Used to render the geometry with just yellow edges
osg::Group* highlightGroup = new osg::Group;
highlightGroup->setName("pick highlight group");
highlightGroup->setNodeMask(SG_NODEMASK_PICK_BIT);
highlightGroup->addChild(commonGroup);
SGSceneUserData* ud;
ud = SGSceneUserData::getOrCreateSceneUserData(commonGroup);
// add actions that become macro and command invocations
std::vector<SGPropertyNode_ptr> actions;
actions = getConfig()->getChildren("action");
for (unsigned int i = 0; i < actions.size(); ++i)
ud->addPickCallback(new PickCallback(actions[i], getModelRoot()));
// Look for the VNC sessions that want raw mouse input
actions = getConfig()->getChildren("vncaction");
for (unsigned int i = 0; i < actions.size(); ++i)
ud->addPickCallback(new VncCallback(actions[i], getModelRoot(),
&parent));
// prepare a state set that paints the edges of this object yellow
// The material and texture attributes are set with
// OVERRIDE|PROTECTED in case there is a material animation on a
// higher node in the scene graph, which would have its material
// attribute set with OVERRIDE.
osg::StateSet* stateSet = highlightGroup->getOrCreateStateSet();
osg::Texture2D* white = StateAttributeFactory::instance()->getWhiteTexture();
stateSet->setTextureAttributeAndModes(0, white,
(osg::StateAttribute::ON
| osg::StateAttribute::OVERRIDE
| osg::StateAttribute::PROTECTED));
osg::PolygonOffset* polygonOffset = new osg::PolygonOffset;
polygonOffset->setFactor(-1);
polygonOffset->setUnits(-1);
stateSet->setAttribute(polygonOffset, osg::StateAttribute::OVERRIDE);
stateSet->setMode(GL_POLYGON_OFFSET_LINE,
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::PolygonMode* polygonMode = new osg::PolygonMode;
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::LINE);
stateSet->setAttribute(polygonMode, osg::StateAttribute::OVERRIDE);
osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::OFF);
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0, 0, 0, 1));
// XXX Alpha < 1.0 in the diffuse material value is a signal to the
// default shader to take the alpha value from the material value
// and not the glColor. In many cases the pick animation geometry is
// transparent, so the outline would not be visible without this hack.
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0, 0, 0, .95));
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1, 1, 0, 1));
material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0, 0, 0, 0));
stateSet->setAttribute(
material, osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
// The default shader has a colorMode uniform that mimics the
// behavior of Material color mode.
osg::Uniform* cmUniform = 0;
{
ScopedLock<Mutex> lock(colorModeUniformMutex);
if (!colorModeUniform.valid()) {
colorModeUniform = new osg::Uniform(osg::Uniform::INT, "colorMode");
colorModeUniform->set(0); // MODE_OFF
colorModeUniform->setDataVariance(osg::Object::STATIC);
}
cmUniform = colorModeUniform.get();
}
stateSet->addUniform(cmUniform,
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
// Only add normal geometry if configured
if (getConfig()->getBoolValue("visible", true))
parent.addChild(normalGroup.get());
parent.addChild(highlightGroup);
return commonGroup;
}

View File

@@ -325,22 +325,6 @@ private:
class UpdateCallback;
osg::ref_ptr<osg::Texture2D> _effect_texture;
};
//////////////////////////////////////////////////////////////////////
// Pick animation
//////////////////////////////////////////////////////////////////////
class SGPickAnimation : public SGAnimation {
public:
SGPickAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot);
virtual osg::Group* createAnimationGroup(osg::Group& parent);
private:
class PickCallback;
class VncCallback;
};
//////////////////////////////////////////////////////////////////////
// Light animation