1 | #include "distortionNG.h" |
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2 | |
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3 | #include<osg/Point> |
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4 | |
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5 | |
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6 | #include<osgViewer/Viewer> |
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7 | |
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8 | |
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9 | |
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10 | distortionNG::distortionNG() |
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11 | { |
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12 | } |
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13 | |
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14 | distortionNG::~distortionNG() |
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15 | { |
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16 | } |
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17 | |
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18 | |
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19 | |
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20 | osg::Geode* distortionHandler::createVertexHighlighter() |
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21 | { |
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22 | osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(1); |
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23 | (*colors)[0] = _highlightColor; |
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24 | |
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25 | _highlighter = new osg::Geometry; |
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26 | _highlighter->setDataVariance( osg::Object::DYNAMIC ); |
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27 | _highlighter->setUseDisplayList( false ); |
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28 | _highlighter->setUseVertexBufferObjects( true ); |
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29 | _highlighter->setVertexArray( new osg::Vec3Array(1) ); // The highlighter vertex is updated by computeSelectedVertex(..) |
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30 | _highlighter->setColorArray( colors.get() ); |
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31 | _highlighter->setColorBinding( osg::Geometry::BIND_OVERALL ); |
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32 | _highlighter->addPrimitiveSet( new osg::DrawArrays(GL_POINTS, 0, 1) ); |
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33 | |
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34 | osg::ref_ptr<osg::Geode> geode = new osg::Geode; |
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35 | geode->addDrawable( _highlighter.get() ); |
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36 | geode->getOrCreateStateSet()->setAttributeAndModes( new osg::Point(8.0f) ); |
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37 | geode->getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); |
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38 | |
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39 | return geode.release(); |
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40 | } |
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41 | |
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42 | bool distortionHandler::handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa ) |
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43 | { |
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44 | // Only pressing CTRL activates distortion editing |
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45 | if ( !(ea.getModKeyMask()&osgGA::GUIEventAdapter::MODKEY_CTRL) ) |
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46 | return false; // False means not handled. |
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47 | |
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48 | |
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49 | if ( ea.getEventType() == osgGA::GUIEventAdapter::PUSH && ea.getButton() == osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON ) |
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50 | { |
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51 | osgViewer::View* viewer = dynamic_cast<osgViewer::View*>(&aa); |
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52 | if ( viewer ) |
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53 | { |
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54 | osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, ea.getX(), ea.getY()); |
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55 | osgUtil::IntersectionVisitor iv( intersector.get() ); |
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56 | //viewer->getCamera()->accept( iv ); |
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57 | _camera->accept( iv ); |
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58 | |
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59 | if ( intersector->containsIntersections() ) |
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60 | { |
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61 | osgUtil::LineSegmentIntersector::Intersection& result = *(intersector->getIntersections().begin()); |
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62 | computeSelectedVertex( result ); |
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63 | } |
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64 | } |
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65 | } |
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66 | |
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67 | if ( ea.getEventType() == osgGA::GUIEventAdapter::DRAG ) |
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68 | { |
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69 | osg::notify(osg::ALWAYS)<<std::endl<<"ea.getGraphicsContext()="<<ea.getGraphicsContext()<<std::endl; |
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70 | osg::notify(osg::ALWAYS)<<"ea.getXnormalized()="<<ea.getXnormalized()<<std::endl; |
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71 | osg::notify(osg::ALWAYS)<<"ea.getYnormalized()="<<ea.getYnormalized()<<std::endl; |
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72 | osg::notify(osg::ALWAYS)<<"ea.getX()="<<ea.getX()<<std::endl; |
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73 | osg::notify(osg::ALWAYS)<<"ea.getXin()="<<ea.getXmin()<<std::endl; |
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74 | osg::notify(osg::ALWAYS)<<"ea.getXmax()="<<ea.getXmax()<<std::endl; |
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75 | osg::notify(osg::ALWAYS)<<"ea.getY()="<<ea.getY()<<std::endl; |
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76 | osg::notify(osg::ALWAYS)<<"ea.getYin()="<<ea.getYmin()<<std::endl; |
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77 | osg::notify(osg::ALWAYS)<<"ea.getYmax()="<<ea.getYmax()<<std::endl; |
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78 | |
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79 | return true; // true means event handeld: not forwarded to the camera manipulator; |
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80 | } |
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81 | |
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82 | |
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83 | return false; // False means not handled. |
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84 | } |
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85 | |
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86 | void distortionHandler::computeSelectedVertex( osgUtil::LineSegmentIntersector::Intersection& result ) |
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87 | { |
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88 | osg::Geometry* geom = dynamic_cast<osg::Geometry*>( result.drawable.get() ); |
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89 | if ( !geom || !_highlighter || geom==_highlighter ) |
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90 | return; |
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91 | |
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92 | osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>( geom->getVertexArray() ); |
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93 | osg::Vec3Array* selVertices = dynamic_cast<osg::Vec3Array*>( _highlighter->getVertexArray() ); |
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94 | if ( !vertices || !selVertices ) |
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95 | return; |
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96 | |
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97 | OSG_NOTIFY(osg::ALWAYS)<<"size of vertices="<<vertices->size()<<std::endl; |
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98 | OSG_NOTIFY(osg::ALWAYS)<<"size of selVertices="<<selVertices->size()<<std::endl; |
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99 | |
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100 | osg::Vec3 point = result.getWorldIntersectPoint(); |
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101 | osg::Matrix matrix = osg::computeLocalToWorld( result.nodePath ); // To compute the intersection vertices in world coordinates not in model coordinates |
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102 | OSG_NOTIFY(osg::ALWAYS) << "Intersection-indices: Size=" << result.indexList.size() << std::endl; |
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103 | const std::vector<unsigned int>& selIndices = result.indexList; |
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104 | { |
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105 | double maxRatio = 0.0; |
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106 | int closestVertexIndex = 0; |
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107 | for ( unsigned int i=0; i<3 && i<result.ratioList.size(); i++ ) //iterate through rations and search for maxRation=nearestVertex |
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108 | { |
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109 | if(result.ratioList[i] > maxRatio) |
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110 | { |
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111 | maxRatio = result.ratioList[i]; |
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112 | closestVertexIndex = result.indexList[i]; |
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113 | } |
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114 | OSG_NOTIFY(osg::ALWAYS)<<"maxRatio="<<maxRatio<<std::endl; |
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115 | OSG_NOTIFY(osg::ALWAYS)<<"closestVertexIndex="<<closestVertexIndex<<std::endl; |
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116 | } |
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117 | OSG_NOTIFY(osg::ALWAYS)<<"nearest vertex: X="<<(*vertices)[closestVertexIndex].x()<<" Y="<<(*vertices)[closestVertexIndex].y()<<" Z="<<(*vertices)[closestVertexIndex].z()<<std::endl; |
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118 | osg::Vec3 vertex = (*vertices)[closestVertexIndex] * matrix; |
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119 | |
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120 | selVertices->front() = vertex; |
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121 | OSG_NOTIFY(osg::ALWAYS)<<"selected vertice: X="<<vertex.x()<<" Y="<<vertex.y()<<" Z="<<vertex.z()<<std::endl; |
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122 | } |
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123 | selVertices->dirty(); |
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124 | _highlighter->dirtyBound(); |
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125 | } |
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126 | |
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127 | /* |
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128 | Grundsätzliche Gedanken Schritte: |
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129 | Die Verzerrung kann auf zwei Arten realisiert werden |
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130 | - Verzerrung der Textur-Koordinaten aus der RTT-Szene |
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131 | - Verzerrung des Meshes im Verzerrungs-Rendern |
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132 | * |
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133 | Die IntensityMap kann folgendermaßen angewendet werden: |
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134 | * Extrahierung der Coloran den Mesh-Nodes und anwendung als Color im Mesh node. Vorteil : Einfach. Nachteil: Helligkeiten werden zwischen Mesh-Nodes interpoliert: nur grobe Intensity Steuerung möglich |
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135 | * Anwendung der Intensity-Textur pro Pixel: Verwenden eines Sharders um die Frament-Color mit der Farbe der Intensity-color zu multiplizieren |
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136 | * |
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137 | -> Evtl. sollte die Funktion der Intensitysteuerung aus den OSG-Distortion-Funktionen ausgeklammert und als eigene OSG-Schnittstelle/Funktion angestrebt werden. |
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138 | |
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139 | |
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140 | |
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141 | */ |
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