#include<osg/Geode>#include<osg/ShapeDrawable>#include<osg/Material>#include<osg/Texture2D>#include<osg/MatrixTransform>#include<osg/PositionAttitudeTransform>#include<osg/BlendFunc>#include<osg/ClearNode>#include<osg/Projection>#include<osgUtil/CullVisitor>#include<osgGA/TrackballManipulator>#include<osgViewer/Viewer>#include<osgDB/ReadFile>#include<osgSim/ScalarsToColors>#include<osgSim/ColorRange>#include<osgSim/ScalarBar>#include<sstream>#include<iostream>#include<math.h>
using namespace osgSim;
using osgSim::ScalarBar;
#if defined(_MSC_VER)
// not have to have this pathway for just VS6.0 as its unable to handle the full// ScalarBar::ScalarPrinter::printScalar scoping.// Create a custom scalar printer
struct MyScalarPrinter: public ScalarBar::ScalarPrinter
{
std::string printScalar(float scalar)
{
std::cout<<"In MyScalarPrinter::printScalar"<<std::endl;
if(scalar==0.0f) return ScalarPrinter::printScalar(scalar)+" Bottom";
elseif(scalar==0.5f) return ScalarPrinter::printScalar(scalar)+" Middle";
elseif(scalar==1.0f) return ScalarPrinter::printScalar(scalar)+" Top";
elsereturn ScalarPrinter::printScalar(scalar);
}
};
#else// Create a custom scalar printer
struct MyScalarPrinter: public ScalarBar::ScalarPrinter
{
std::string printScalar(float scalar)
{
std::cout<<"In MyScalarPrinter::printScalar"<<std::endl;
if(scalar==0.0f) return ScalarBar::ScalarPrinter::printScalar(scalar)+" Bottom";
elseif(scalar==0.5f) return ScalarBar::ScalarPrinter::printScalar(scalar)+" Middle";
elseif(scalar==1.0f) return ScalarBar::ScalarPrinter::printScalar(scalar)+" Top";
elsereturn ScalarBar::ScalarPrinter::printScalar(scalar);
}
};
#endif
osg::Node* createScalarBar(bool vertical)
{
#if1//ScalarsToColors* stc = new ScalarsToColors(0.0f,1.0f);//ScalarBar* sb = new ScalarBar(2,3,stc,"STC_ScalarBar");// Create a custom color set
std::vector<osg::Vec4> cs;
cs.push_back(osg::Vec4(1.0f,0.0f,0.0f,1.0f)); // R
cs.push_back(osg::Vec4(0.0f,1.0f,0.0f,1.0f)); // G
cs.push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); // G
cs.push_back(osg::Vec4(0.0f,0.0f,1.0f,1.0f)); // B
cs.push_back(osg::Vec4(0.0f,1.0f,1.0f,1.0f)); // R
ColorRange* cr =new ColorRange(0.0f,1.0f,cs);
ScalarBar* sb =new ScalarBar(20, 11, cr,
vertical ?"Vertical" : "Horizontal",
vertical ? ScalarBar::VERTICAL : ScalarBar::HORIZONTAL,
0.1f, new MyScalarPrinter);
sb->setScalarPrinter(new MyScalarPrinter);
if ( !vertical )
{
sb->setPosition( osg::Vec3(0.5f,0.5f,0));
}
return sb;
#else
ScalarBar *sb =new ScalarBar;
ScalarBar::TextProperties tp;
tp._fontFile ="fonts/times.ttf";
sb->setTextProperties(tp);
return sb;
#endif
}
osg::Node* createScalarBar_HUD()
{
osgSim::ScalarBar* geode =new osgSim::ScalarBar;
osgSim::ScalarBar::TextProperties tp;
tp._fontFile ="fonts/times.ttf";
geode->setTextProperties(tp);
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
stateset->setRenderBinDetails(11, "RenderBin");
osg::MatrixTransform* modelview =new osg::MatrixTransform;
modelview->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
osg::Matrixd matrix(osg::Matrixd::scale(1000,1000,1000) * osg::Matrixd::translate(120,10,0)); // I've played with these values a lot and it seems to work, but I have no idea why
modelview->setMatrix(matrix);
modelview->addChild(geode);
osg::Projection* projection =new osg::Projection;
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // or whatever the OSG window res is
projection->addChild(modelview);
return projection; //make sure you delete the return sb line
}
int main(int , char **)
{
// construct the viewer.
osgViewer::Viewer viewer;
osg::Group*group=new osg::Group;
group->addChild(createScalarBar_HUD());
// rotate the scalar from XY plane to XZ so we see them viewing it with the default camera manipulators that look along the Y axis, with Z up.
osg::MatrixTransform* transform =new osg::MatrixTransform;
group->addChild(transform);
transform->setMatrix(osg::Matrix::rotate(osg::inDegrees(90.0),1.0,0.0,0.0));
transform->addChild(createScalarBar(true));
transform->addChild(createScalarBar(false));
// add model to viewer.
viewer.setSceneData( group );
viewer.setUpViewInWindow(100, 100, 1080, 960);
return viewer.run();
}