Esempio n. 1
0
void
TrackNode::init( const TrackNodeFieldSchema& schema )
{
    _geode = new osg::Geode();

    IconSymbol* icon = _style.get<IconSymbol>();
    osg::Image* image = icon ? icon->getImage() : 0L;

    if ( icon && image )
    {
        // apply the image icon.
        osg::Geometry* imageGeom = AnnotationUtils::createImageGeometry( 
            image,                    // image
            osg::Vec2s(0,0),          // offset
            0,                        // tex image unit
            icon->heading()->eval() );

        if ( imageGeom )
        {
            _geode->addDrawable( imageGeom );
        }
    }

    if ( !schema.empty() )
    {
        // turn the schema defs into text drawables and record a map so we can
        // set the field text later.
        for( TrackNodeFieldSchema::const_iterator i = schema.begin(); i != schema.end(); ++i )
        {
            const TrackNodeField& field = i->second;
            if ( field._symbol.valid() )
            {
                osg::Drawable* drawable = AnnotationUtils::createTextDrawable( 
                    field._symbol->content()->expr(),   // text
                    field._symbol.get(),                // symbol
                    osg::Vec3(0,0,0) );                 // offset

                if ( drawable )
                {
                    // if the user intends to change the label later, make it dynamic
                    // since osgText updates are not thread-safe
                    if ( field._dynamic )
                        drawable->setDataVariance( osg::Object::DYNAMIC );
                    else
                        drawable->setDataVariance( osg::Object::STATIC );

                    addDrawable( i->first, drawable );
                }
            }
        }
    }

    // ensure depth testing always passes, and disable depth buffer writes.
    osg::StateSet* stateSet = _geode->getOrCreateStateSet();
    stateSet->setAttributeAndModes( new osg::Depth(osg::Depth::ALWAYS, 0, 1, false), 1 );

    applyStyle( _style );

    setLightingIfNotSet( false );

    getAttachPoint()->addChild( _geode );

    ShaderGenerator gen( Registry::stateSetCache() );
    this->accept( gen );
}
Esempio n. 2
0
    /**
     * Creates a complete set of positioned label nodes from a feature list.
     */
    osg::Node* createNode(
        const FeatureList&   input,
        const Style&         style,
        FilterContext&       context )
    {
        if ( style.get<TextSymbol>() == 0L && style.get<IconSymbol>() == 0L )
            return 0L;

        // copy the style so we can (potentially) modify the text symbol.
        Style styleCopy = style;
        TextSymbol* text = styleCopy.get<TextSymbol>();
        IconSymbol* icon = styleCopy.get<IconSymbol>();

        osg::Group* group = new osg::Group();
        
        StringExpression  textContentExpr ( text ? *text->content()  : StringExpression() );
        NumericExpression textPriorityExpr( text ? *text->priority() : NumericExpression() );
        NumericExpression textSizeExpr    ( text ? *text->size()     : NumericExpression() );
        StringExpression  iconUrlExpr     ( icon ? *icon->url()      : StringExpression() );
        NumericExpression iconScaleExpr   ( icon ? *icon->scale()    : NumericExpression() );
        NumericExpression iconHeadingExpr ( icon ? *icon->heading()  : NumericExpression() );

        for( FeatureList::const_iterator i = input.begin(); i != input.end(); ++i )
        {
            Feature* feature = i->get();
            if ( !feature )
                continue;
            
            // run a symbol script if present.
            if ( text && text->script().isSet() )
            {
                StringExpression temp( text->script().get() );
                feature->eval( temp, &context );
            }
            
            // run a symbol script if present.
            if ( icon && icon->script().isSet() )
            {
                StringExpression temp( icon->script().get() );
                feature->eval( temp, &context );
            }

            const Geometry* geom = feature->getGeometry();
            if ( !geom )
                continue;

            Style tempStyle = styleCopy;

            // evaluate expressions into literals.
            // TODO: Later we could replace this with a generate "expression evaluator" type
            // that we could pass to PlaceNode in the DB options. -gw

            if ( text )
            {
                if ( text->content().isSet() )
                    tempStyle.get<TextSymbol>()->content()->setLiteral( feature->eval( textContentExpr, &context ) );

                if ( text->size().isSet() )
                    tempStyle.get<TextSymbol>()->size()->setLiteral( feature->eval(textSizeExpr, &context) );
            }

            if ( icon )
            {
                if ( icon->url().isSet() )
                    tempStyle.get<IconSymbol>()->url()->setLiteral( feature->eval(iconUrlExpr, &context) );

                if ( icon->scale().isSet() )
                    tempStyle.get<IconSymbol>()->scale()->setLiteral( feature->eval(iconScaleExpr, &context) );

                if ( icon->heading().isSet() )
                    tempStyle.get<IconSymbol>()->heading()->setLiteral( feature->eval(iconHeadingExpr, &context) );
            }
            
            osg::Node* node = makePlaceNode(
                context,
                feature,
                tempStyle,
                textPriorityExpr);

            if ( node )
            {
                if ( context.featureIndex() )
                {
                    context.featureIndex()->tagNode(node, feature);
                }

                group->addChild( node );
            }
        }

        // Note to self: need to change this to support picking later. -gw
        //VirtualProgram* vp = VirtualProgram::getOrCreate(group->getOrCreateStateSet());
        //vp->setInheritShaders( false );

        return group;
    }
Esempio n. 3
0
void
TrackNode::init( const TrackNodeFieldSchema& schema )
{
    osg::StateSet* ss = this->getOrCreateStateSet();

    ScreenSpaceLayout::activate(ss);
    
    // Disable lighting for place nodes by default
    ss->setDefine(OE_LIGHTING_DEFINE, osg::StateAttribute::OFF);


    osgEarth::clearChildren( getPositionAttitudeTransform() );

    _geode = new osg::Geode();

    IconSymbol* icon = _style.get<IconSymbol>();
    osg::Image* image = icon ? icon->getImage() : 0L;

    if ( icon && image )
    {
        // apply the image icon.
        osg::Geometry* imageGeom = AnnotationUtils::createImageGeometry( 
            image,                    // image
            osg::Vec2s(0,0),          // offset
            0,                        // tex image unit
            icon->heading()->eval(),
            icon->scale()->eval() );

        if ( imageGeom )
        {
            _geode->addDrawable( imageGeom );

            ScreenSpaceLayoutData* layout = new ScreenSpaceLayoutData();
            layout->setPriority(getPriority());
            imageGeom->setUserData(layout);
        }
    }

    if ( !schema.empty() )
    {
        // turn the schema defs into text drawables and record a map so we can
        // set the field text later.
        for( TrackNodeFieldSchema::const_iterator i = schema.begin(); i != schema.end(); ++i )
        {
            const TrackNodeField& field = i->second;
            if ( field._symbol.valid() )
            {
                osg::Vec3 offset(
                    field._symbol->pixelOffset()->x(),
                    field._symbol->pixelOffset()->y(),
                    0.0);

                osg::Drawable* drawable = AnnotationUtils::createTextDrawable( 
                    field._symbol->content()->expr(),   // text
                    field._symbol.get(),                // symbol
                    offset );                           // offset

                if ( drawable )
                {
                    // if the user intends to change the label later, make it dynamic
                    // since osgText updates are not thread-safe
                    if ( field._dynamic )
                        drawable->setDataVariance( osg::Object::DYNAMIC );
                    else
                        drawable->setDataVariance( osg::Object::STATIC );

                    addDrawable( i->first, drawable );
                }
            }
        }
    }

    // ensure depth testing always passes, and disable depth buffer writes.
    osg::StateSet* stateSet = _geode->getOrCreateStateSet();
    stateSet->setAttributeAndModes( new osg::Depth(osg::Depth::ALWAYS, 0, 1, false), 1 );

    applyStyle( _style );

    setLightingIfNotSet( false );

    getPositionAttitudeTransform()->addChild( _geode );
    
    // generate shaders:
    Registry::shaderGenerator().run(
        this,
        "osgEarth.TrackNode",
        Registry::stateSetCache() );
}