DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/ScreenSpaceLayout

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/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2020 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_SCREEN_SPACE_LAYOUT_H
#define OSGEARTH_SCREEN_SPACE_LAYOUT_H 1
#include <osgEarth/Common>
#include <osgEarth/Config>
#include <osgEarth/Color>
#include <osg/Drawable>
#include <osgUtil/RenderLeaf>
#include <limits.h>
#define OSGEARTH_SCREEN_SPACE_LAYOUT_BIN "osgearth_ScreenSpaceLayoutBin"
namespace osgEarth
{
/**
* Interface that exposes layout information.
*/
class ScreenSpaceLayoutData : public osg::Referenced
{
public:
/** Install and return a LayoutData on a drawable. */
static ScreenSpaceLayoutData* getOrCreate(osg::Node* drawable) {
if (!drawable) return 0L;
ScreenSpaceLayoutData* ld = dynamic_cast<ScreenSpaceLayoutData*>(drawable->getUserData());
if (!ld) {
ld = new ScreenSpaceLayoutData();
drawable->setUserData(ld);
}
return ld;
}
/** Decluttering priority - FLT_MAX means don't declutter */
void setPriority(float value) { _priority = value; }
float getPriority() const { return _priority; }
/** Offset from geoposition in screen pixels */
void setPixelOffset(const osg::Vec2s& value) { _pixelOffset = value; }
const osg::Vec2s& getPixelOffset() const { return _pixelOffset; }
//! Whether the position is fixed (cannot be moved)
void setFixed(bool value) { _fixed = value; }
bool getFixed() const { return _fixed; }
/** World point for label rotation reference */
void setAnchorPoint(const osg::Vec3d& value) { _anchorPoint = value; }
const osg::Vec3d& getAnchorPoint() const { return _anchorPoint; }
/** Reference point for label rotation reference */
void setProjPoint(const osg::Vec3d& value) { _refPoint = value; }
const osg::Vec3d& getProjPoint() const { return _refPoint; }
//! Fixed screen space rotation angle
void setRotationDegrees(float value) { _angle_deg = value; }
float getRotationDegrees() const { return _angle_deg; }
public:
float _priority = 0.0f;
osg::Vec2s _pixelOffset;
osg::Vec3d _anchorPoint, _refPoint;
float _angle_deg = 0.0f;
bool _fixed = false;
bool _unique = false;
};
/**
* Custom functor that compares two RenderLeaf's and returns TRUE if the left-hand one
* is higher priority, otherwise FALSE. You can call setDeclutterPriorityFunctor()
* to set a custom priority-sorting functor.
*/
struct DeclutterSortFunctor : public osg::Referenced
{
virtual bool operator() ( const osgUtil::RenderLeaf* lhs, const osgUtil::RenderLeaf* rhs ) const =0;
virtual ~DeclutterSortFunctor() { }
};
/**
* Options to control the annotation decluttering engine.
*/
class OSGEARTH_EXPORT ScreenSpaceLayoutOptions : public ConfigOptions
{
public:
enum Technique {
TECHNIQUE_LABELS,
TECHNIQUE_CALLOUTS
};
ScreenSpaceLayoutOptions( const ConfigOptions& co =ConfigOptions() )
: ConfigOptions ( co ),
_minAnimAlpha ( 0.35f ),
_minAnimScale ( 0.45f ),
_inAnimTime ( 0.00f ), //0.40f ),
_outAnimTime ( 0.00f ),
_sortByPriority ( false ),
_sortByDistance ( true ),
_snapToPixel ( false ),
_maxObjects ( INT_MAX ),
_renderBinNumber ( 13 ),
_technique ( TECHNIQUE_LABELS ),
_leaderLineMaxLen ( 60 ),
_leaderLineColor ( Color::White ),
_leaderLineWidth ( 1.0f )
{
fromConfig(_conf);
}
virtual ~ScreenSpaceLayoutOptions() { }
/** Alpha value of a fully-occluded object */
optional<float>& minAnimationAlpha() { return _minAnimAlpha; }
const optional<float>& minAnimationAlpha() const { return _minAnimAlpha; }
/** Scale factor of a fully-occluded object */
optional<float>& minAnimationScale() { return _minAnimScale; }
const optional<float>& minAnimationScale() const { return _minAnimScale; }
/** Time (in seconds) for an object to transition from occluded to visible */
optional<float>& inAnimationTime() { return _inAnimTime; }
const optional<float>& inAnimationTime() const { return _inAnimTime; }
/** Time (in seconds) for an object to transition from visible to occluded */
optional<float>& outAnimationTime() { return _outAnimTime; }
const optional<float>& outAnimationTime() const { return _outAnimTime; }
/** If set, activate the ScreenSpaceLayoutData priority-based sorting */
optional<bool>& sortByPriority() { return _sortByPriority; }
const optional<bool>& sortByPriority() const { return _sortByPriority; }
/** If set, activate the ScreenSpaceLayoutData distance-based sorting */
optional<bool>& sortByDistance() { return _sortByDistance; }
const optional<bool>& sortByDistance() const { return _sortByDistance; }
/** Whether to always start rendering text on a pixel boundary, thereby
* minimizing filtering artifacts. */
optional<bool>& snapToPixel() { return _snapToPixel; }
const optional<bool>& snapToPixel() const { return _snapToPixel; }
/** Maximum number of objects to draw after sorting */
optional<unsigned>& maxObjects() { return _maxObjects; }
const optional<unsigned>& maxObjects() const { return _maxObjects; }
/** Render bin number to use for the screen layout */
optional<int>& renderOrder() { return _renderBinNumber; }
const optional<int>& renderOrder() const { return _renderBinNumber; }
//! Technique to use for drawing
optional<Technique>& technique() { return _technique; }
const optional<Technique>& technique() const { return _technique; }
//! For callouts, the maximum length of a leader line in pixels
optional<float>& leaderLineMaxLength() { return _leaderLineMaxLen; }
const optional<float>& leaderLineMaxLength() const { return _leaderLineMaxLen; }
//! For callouts, the maximum length of a leader line in pixels
optional<Color>& leaderLineColor() { return _leaderLineColor; }
const optional<Color>& leaderLineColor() const { return _leaderLineColor; }
//! For callouts, the width of a leader line in pixels
optional<float>& leaderLineWidth() { return _leaderLineWidth; }
const optional<float>& leaderLineWidth() const { return _leaderLineWidth; }
public:
Config getConfig() const;
protected:
optional<float> _minAnimAlpha;
optional<float> _minAnimScale;
optional<float> _inAnimTime;
optional<float> _outAnimTime;
optional<bool> _sortByPriority;
optional<bool> _sortByDistance;
optional<bool> _snapToPixel;
optional<unsigned> _maxObjects;
optional<int> _renderBinNumber;
optional<Technique> _technique;
optional<float> _leaderLineMaxLen;
optional<Color> _leaderLineColor;
optional<float> _leaderLineWidth;
void fromConfig( const Config& conf );
};
struct OSGEARTH_EXPORT ScreenSpaceLayout
{
/**
* Assigns a stateset to the screen-space layout engine.
* Drawables rendered while this stateset is active will be projected from
* scene space to 2D screen space with optional decluttering.
*/
static void activate(osg::StateSet* stateSet); //, int binNum =13);
/**
* Deactivates the use of the screen-space layout engine for a stateset.
*/
static void deactivate(osg::StateSet* stateSet);
/**
* Enables or disables decluttering globally.
*/
static void setDeclutteringEnabled(bool enabled);
/**
* Applies the provided options to the layout engine.
*/
static void setOptions(const ScreenSpaceLayoutOptions& options);
/**
* Fetches the current layout options
*/
static const ScreenSpaceLayoutOptions& getOptions();
public: // advanced
/**
* Sets a functor to use to determine render leaf priority for declutter sorting.
*/
static void setSortFunctor( DeclutterSortFunctor* f );
/**
* Clears a custom priority functor that was set using setDeclutterPriorityFunctor,
* reverting to the default behavior (which is to sort by distance from the camera).
*/
static void clearSortFunctor();
// internal
static bool globallyEnabled;
};
} // namespace osgEarth
#endif //OSGEARTH_SCREEN_SPACE_LAYOUT_H