EventHandler.h
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00001 /* 
00002  * Copyright (c) 2013 University of Jaume-I.
00003  * All rights reserved. This program and the accompanying materials
00004  * are made available under the terms of the GNU Public License v3.0
00005  * which accompanies this distribution, and is available at
00006  * http://www.gnu.org/licenses/gpl.html
00007  * 
00008  * Contributors:
00009  *     Mario Prats
00010  *     Javier Perez
00011  */
00012 
00013 #ifndef SCENE_EVENT_HANDLER
00014 #define SCENE_EVENT_HANDLER
00015 
00016 #include "SimulatedIAUV.h"
00017 #include "ROSInterface.h"
00018 #include "ConfigXMLParser.h"
00019 
00020 class SceneEventHandler : public osgGA::GUIEventHandler
00021 {
00022 private:
00023   osg::ref_ptr<osgOceanScene> _scene;
00024   osg::ref_ptr<TextHUD> _textHUD;
00025   std::vector<osg::ref_ptr<osgWidget::Window> > _windows;
00026   std::vector<boost::shared_ptr<ROSInterface> > _ROSInterfaces;
00027   ConfigFile *_config;
00028 
00029   bool draw_frames_;
00030 public:
00031   //vehicle track indicates whether the camera must automatically track the vehicle node
00032   SceneEventHandler(std::vector<osg::ref_ptr<osgWidget::Window> > &windows, TextHUD* textHUD,
00033                     osg::ref_ptr<osgOceanScene> scene, std::vector<boost::shared_ptr<ROSInterface> > &ROSInterfaces,
00034                     ConfigFile *config) :
00035       _scene(scene), _textHUD(textHUD), _windows(windows), _ROSInterfaces(ROSInterfaces), draw_frames_(false)
00036   {
00037     _textHUD->setSceneText("Clear Blue Sky");
00038     _config = config;
00039   }
00040 
00041   virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&)
00042   {
00043     switch (ea.getEventType())
00044     {
00045       case (osgGA::GUIEventAdapter::KEYUP):
00046       {
00047 
00048         if (ea.getKey() == '1')
00049         {
00050           ROS_INFO("Switch to Clear Blue Sky");
00051           _scene->changeScene(osgOceanScene::CLEAR);
00052           _scene->getOceanScene()->setUnderwaterFog(
00053               _config->fogDensity, osg::Vec4f(_config->fogColor[0], _config->fogColor[1], _config->fogColor[2], 1));
00054           _scene->getOceanScene()->setUnderwaterDiffuse(
00055               osg::Vec4f(_config->color[0], _config->color[1], _config->color[2], 1));
00056           _scene->getOceanScene()->setUnderwaterAttenuation(
00057               osg::Vec3f(_config->attenuation[0], _config->attenuation[1], _config->attenuation[2]));
00058 
00059           _textHUD->setSceneText("Clear Blue Sky");
00060           return false;
00061         }
00062         else if (ea.getKey() == '2')
00063         {
00064           _scene->changeScene(osgOceanScene::DUSK);
00065           _textHUD->setSceneText("Dusk");
00066           _scene->getOceanScene()->setUnderwaterFog(
00067               _config->fogDensity, osg::Vec4f(_config->fogColor[0], _config->fogColor[1], _config->fogColor[2], 1));
00068           _scene->getOceanScene()->setUnderwaterDiffuse(
00069               osg::Vec4f(_config->color[0], _config->color[1], _config->color[2], 1));
00070           _scene->getOceanScene()->setUnderwaterAttenuation(
00071               osg::Vec3f(_config->attenuation[0], _config->attenuation[1], _config->attenuation[2]));
00072           return false;
00073         }
00074         else if (ea.getKey() == '3')
00075         {
00076           _scene->changeScene(osgOceanScene::CLOUDY);
00077           _textHUD->setSceneText("Pacific Cloudy");
00078           _scene->getOceanScene()->setUnderwaterFog(
00079               _config->fogDensity, osg::Vec4f(_config->fogColor[0], _config->fogColor[1], _config->fogColor[2], 1));
00080           _scene->getOceanScene()->setUnderwaterDiffuse(
00081               osg::Vec4f(_config->color[0], _config->color[1], _config->color[2], 1));
00082           _scene->getOceanScene()->setUnderwaterAttenuation(
00083               osg::Vec3f(_config->attenuation[0], _config->attenuation[1], _config->attenuation[2]));
00084           return false;
00085         }
00086         else if (ea.getKey() == 'c')
00087         {
00088           for (unsigned int i = 0; i < _windows.size(); i++)
00089             if (_windows[i]->isVisible())
00090               _windows[i]->hide();
00091             else
00092               _windows[i]->show();
00093           return false;
00094         }
00095         else if (ea.getKey() == 'f')
00096         {
00097           //Search for 'switch_frames' nodes and toggle their values
00098           findNodeVisitor finder("switch_frames");
00099           _scene->localizedWorld->accept(finder);
00100           std::vector<osg::Node*> node_list = finder.getNodeList();
00101           (draw_frames_) ? draw_frames_ = false : draw_frames_ = true;
00102           for (unsigned int i = 0; i < node_list.size(); i++)
00103             (draw_frames_) ? node_list[i]->asSwitch()->setAllChildrenOn() :
00104                 node_list[i]->asSwitch()->setAllChildrenOff();
00105         }
00106         else if (ea.getKey() == 't')
00107         {
00108           //Search for 'switch_trajectory' nodes and toggle their values
00109           findNodeVisitor finder("switch_trajectory");
00110           _scene->localizedWorld->accept(finder);
00111           std::vector<osg::Node*> node_list = finder.getNodeList();
00112           (draw_frames_) ? draw_frames_ = false : draw_frames_ = true;
00113           for (unsigned int i = 0; i < node_list.size(); i++)
00114             (draw_frames_) ? node_list[i]->asSwitch()->setAllChildrenOn() :
00115                 node_list[i]->asSwitch()->setAllChildrenOff();
00116         }
00117         else if (ea.getKey() == 'r')
00118         {
00119           //search catchable objects and get them back to their original positions
00120           GetCatchableObjects finder;
00121           _scene->getScene()->accept(finder);
00122           std::vector<osg::Node*> node_list = finder.getNodeList();
00123           for (unsigned int i = 0; i < node_list.size(); i++)
00124           {
00125             osg::ref_ptr<NodeDataType> data = dynamic_cast<NodeDataType*>(node_list[i]->getUserData());
00126             osg::Matrixd matrix;
00127             matrix.makeRotate(
00128                 osg::Quat(data->originalRotation[0], osg::Vec3d(1, 0, 0), data->originalRotation[1],
00129                           osg::Vec3d(0, 1, 0), data->originalRotation[2], osg::Vec3d(0, 0, 1)));
00130             matrix.setTrans(data->originalPosition[0], data->originalPosition[1], data->originalPosition[2]);
00131             node_list[i]->asTransform()->asMatrixTransform()->setMatrix(matrix);
00132             _scene->localizedWorld->addChild(node_list[i]);
00133             node_list[i]->getParent(0)->removeChild(node_list[i]);
00134           }
00135 
00136           //Search for object picker to change picked to false
00137           findNodeVisitor finder2("ObjectPickerNode");
00138           _scene->localizedWorld->accept(finder2);
00139           node_list = finder2.getNodeList();
00140 
00141           for (unsigned int i = 0; i < node_list.size(); i++)
00142           {
00143             osg::ref_ptr<ObjectPickerUpdateCallback> callback =
00144                 dynamic_cast<ObjectPickerUpdateCallback*>(node_list[i]->getUpdateCallback());
00145             callback->picked = false;
00146           }
00147 
00148           //Search for trajectory updaters and clearwaypoints?
00149         }
00150 
00151       }
00152       default:
00153         return false;
00154     }
00155   }
00156 
00157   void getUsage(osg::ApplicationUsage& usage) const
00158   {
00159   }
00160 
00161 };
00162 
00163 #endif


uwsim
Author(s): Mario Prats
autogenerated on Mon Oct 6 2014 08:24:07