//---------------------------------------------------------------------------
//
// Project: OpenWalnut ( http://www.openwalnut.org )
//
// Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
// For more information see http://www.openwalnut.org/copying
//
// This file is part of OpenWalnut.
//
// OpenWalnut 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 3 of the License, or
// (at your option) any later version.
//
// OpenWalnut is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with OpenWalnut. If not, see .
//
//---------------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// How to create your own module in OpenWalnut? Here are the steps to take:
// * copy the template module directory
// * think about a name for your module
// * rename the files from WMTemplate.cpp and WMTemplate.h to WMYourModuleName.cpp and WMYourModuleName.h
// * rename the class inside these files to WMYourModuleName
// * change WMYourModuleName::getName() to a unique name, like "Your Module Name"
// * add a new prototype of your module to src/kernel/WModuleFactory.cpp -> search for m_prototypes.insert
// * analogously to the other modules, add yours
// * Note: this step will be automated in some time
// * run CMake and compile
// * read the documentation in this module and modify it to your needs
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Some rules to the inclusion of headers:
// * Ordering:
// * C Headers
// * C++ Standard headers
// * External Lib headers (like OSG or Boost headers)
// * headers of other classes inside OpenWalnut
// * your own header file
#include
#include
#include
#include
#include
#include
#include "../../kernel/WKernel.h"
#include "../../common/WColor.h"
#include "../../common/WPropertyHelper.h"
#include "../../graphicsEngine/WGEUtils.h"
#include "template.xpm"
#include "icons/bier.xpm"
#include "icons/wurst.xpm"
#include "icons/steak.xpm"
#include "WMTemplate.h"
// This line is needed by the module loader to actually find your module. You need to add this to your module too. Do NOT add a ";" here.
W_LOADABLE_MODULE( WMTemplate )
WMTemplate::WMTemplate():
WModule()
{
// In the constructor, you can initialize your members and all this stuff. You must not initialize connectors or properties here! You also
// should avoid doing computationally expensive stuff, since every module has its own thread which is intended to be used for such calculations.
// Please keep in mind, that every member initialized here is also initialized in the prototype, which may be a problem if the member is large,
// and therefore, wasting a lot of memory in your module's prototype instance.
}
WMTemplate::~WMTemplate()
{
// Cleanup!
}
boost::shared_ptr< WModule > WMTemplate::factory() const
{
// To properly understand what this is, we need to have a look at how module instances get created. At first, if you are not familiar with the
// design patterns "Prototype", "Abstract Factory" and "Factory Method" you should probably read about them first. For short: while the kernel
// is starting up, it also creates an instance of WModuleFactory, which creates a prototype instance of every module that can be loaded.
// These prototypes are then used to create new instances of modules, check compatibility of modules and identify the type of modules.
// If someone, in most cases the module container, wants a new instance of a module with a given prototype, it asks the factory class for it,
// which uses the prototype's factory() method. Since the method is virtual, it returns a module instance, created with the correct type.
// A prototype itself is an instance of your module, with the constructor run, as well as connectors() and properties(). What does this mean
// to your module? Unlike the real "Prototype"- Design pattern, the module prototypes do not get cloned to retrieve a new instance,
// they get constructed using "new" and this factory method.
//
// Here is a short overview of the lifetime of a module instance:
//
// * constructor
// * connectors()
// * properties()
// * now isInitialized() will return true
// * the module will be associated with a container
// * now isAssociated() will return true
// o isUsable() will return true
// * after it got added, moduleMain() will be called
// * run, run, run, run
// * notifyStop gets called
// * moduleMain() should end
// * destructor
//
// So you always have to write this method and always return a valid pointer to an object of your module class.
// Never initialize something else in here!
return boost::shared_ptr< WModule >( new WMTemplate() );
}
const char** WMTemplate::getXPMIcon() const
{
// The template_xpm char array comes from the template.xpm file as included above.
// Such char arrays, i.e. files, can be easily created using an image manipulation program
// like GIMP. Be aware that the xpm file is a simple header file. Thus it contains real
// code. This code can be manipulated by hand. Unfortunately, you really have to fix the
// xpm files produced by gimp. You need to make the char array const in order to prevent
// compiler warnings or even errors.
return template_xpm;
}
const std::string WMTemplate::getName() const
{
// Specify your module name here. This name must be UNIQUE!
return "Template";
}
const std::string WMTemplate::getDescription() const
{
// Specify your module description here. Be detailed. This text is read by the user.
return "This module is intended to be a module template and an example for writing modules.";
}
void WMTemplate::connectors()
{
// How will your module know on which data it should work? Through its input connector(s). How will other modules get to know about your
// calculated output data? Through your output connector(s). Simple isn't it? You may assume your module as some kind of function, as in
// common programming languages, where your connectors denote its function signature. The method "connectors()" is for initializing your
// connectors, your function signature. Now, a short excursion on how the module container and kernel knows which connector can be connected
// to which. Generally, there are only two types of connectors available for your usage: WModuleInputData and WModuleOutputData and they can
// only be connected to each other. So, it is not possible to connect an input with an input, nor an output with an output. Both of them are
// template classes and therefore are associated with a type. This type determines if an input connector is compatible with an output connector.
// A simple example: assume you have a class hierarchy:
// Initialize your connectors here. Give them proper names and use the type your module will create or rely on. Do not use types unnecessarily
// high in class hierarchy. The list of your connectors is fixed after connectors() got called. As in common imperative programming languages
// the function signature can not be changed during runtime (which, in our case, means after connectors() got called).
// Here is an example of how to create connectors. This module wants to have an input connector. This connector is defined by the type of
// data that should be transferred, an module-wide unique name and a proper description:
m_input = boost::shared_ptr< WModuleInputData < WDataSetSingle > >(
new WModuleInputData< WDataSetSingle >( shared_from_this(),
"in", "The dataset to display" )
);
// This creates an input connector which can receive WDataSetSingle. It will never be able to connect to output connectors providing just a
// WDataSet (which is the father class of WDataSetSingle), but it will be able to be connected to an output connector with a type derived
// from WDataSetSingle.
// As properties, every connector needs to be added to the list of connectors.
addConnector( m_input );
// Now, lets add an output connector. We want to provide data calculated here to other modules. The output connector is initialized the same
// way as input connectors. You need the type, the module-wide unique name and the description. The type you specify here also determines
// which input connectors can be connected to this output connector: only connectors with a type equal or lower in class hierarchy.
m_output = boost::shared_ptr< WModuleOutputData < WDataSetSingle > >(
new WModuleOutputData< WDataSetSingle >( shared_from_this(),
"out", "The calculated dataset" )
);
// As above: make it known.
addConnector( m_output );
// call WModules initialization
WModule::connectors();
}
void WMTemplate::properties()
{
// Every module can provide properties to the outside world. These properties can be changed by the user in the GUI or simply by other
// modules using yours. Properties NEED to be created and added here. Doing this outside this function will lead to severe problems.
//
// Theoretically, you can specify properties of every type possible in C++. Therefore, see WPropertyVariable. But in most cases, the
// predefined properties (WPropertyTypes.h) are enough, besides being the only properties shown and supported by the GUI.
//
// To create and add a new property, every module has a member m_properties. It is a set of properties this module provides to the outer
// world. As with connectors, a property which not has been added to m_properties is not visible for others. Now, how to add a new property?
m_propCondition = boost::shared_ptr< WCondition >( new WCondition() );
m_aTrigger = m_properties->addProperty( "Do It Now!", "Trigger Button Text.", WPVBaseTypes::PV_TRIGGER_READY,
m_propCondition );
m_enableFeature = m_properties->addProperty( "Enable Feature", "Description.", true );
m_anInteger = m_properties->addProperty( "Number of Shape Rows", "Number of shape rows.", 10, m_propCondition );
m_anIntegerClone = m_properties->addProperty( "CLONE!Number of Shape Rows",
"A property which gets modified if \"Number of shape rows\" gets modified.", 10 );
m_aDouble = m_properties->addProperty( "Shape Radii", "Shape radii.", 20.0, m_propCondition );
m_aString = m_properties->addProperty( "A String", "Something.", std::string( "hello" ), m_propCondition );
m_aFile = m_properties->addProperty( "A Filenname", "Description.", WKernel::getAppPathObject(), m_propCondition );
m_aColor = m_properties->addProperty( "A Color", "Description.", WColor( 1.0, 0.0, 0.0, 1.0 ) );
m_aPosition = m_properties->addProperty( "Somewhere", "Description.", wmath::WPosition( 0.0, 0.0, 0.0 ) );
// These lines create some new properties and add them to the property list of this module. The specific type to create is determined by the
// initial value specified in the third argument. The first argument is the name of the property, which needs to be unique among all
// properties of this group and must not contain any slashes (/). The second argument is a description. A nice feature is the possibility
// to specify an own condition, which gets fired when the property gets modified. This is especially useful to wake up the module's thread
// on property changes. So, the property m_anInteger will wake the module thread on changes. m_enableFeature and m_aColor should not wake up
// the module thread. They get read by the update callback of this modules OSG node, to update the color. m_aTrigger is a property which can
// be used to trigger costly operations. The GUI shows them as buttons with the description as button text. The user can then press them and
// the WPropTrigger will change its state to PV_TRIGGER_TRIGGERED. In the moduleMain documentation, you'll find a more detailed description
// of how to use trigger properties. Be aware, that these kind of properties should be used carefully. They somehow inhibit the update flow
// through the module graph.
//
// m_anIntegerClone has a special purpose in this example. It shows that you can simply update properties from within your module whilst the
// GUI updates itself. You can, for example, set constraints or simply modify values depending on input data, most probably useful to set
// nice default values or min/max constraints.
// All these above properties are not that usable for selections. Assume the following situation. Your module allows two different kinds of
// algorithms to run on some data and you want the user to select which one should do the work. This might be done with integer properties but it
// is simply ugly. Therefore, properties of type WPropSelection are available. First you need to define a list of alternatives:
m_possibleSelections = boost::shared_ptr< WItemSelection >( new WItemSelection() );
m_possibleSelections->addItem( "Beer", "Cold and fresh.", template_bier_xpm ); // NOTE: you can add XPM images here.
m_possibleSelections->addItem( "Steaks", "Medium please", template_steak_xpm );
m_possibleSelections->addItem( "Sausages", "With Sauerkraut", template_wurst_xpm );
// This list of alternatives is NOT the actual property value. It is the list on which so called "WItemSelector" instances work. These
// selectors are the actual property. After you created the first selector instance from the list, it can't be modified anymore. This ensures
// that it is consistent among multiple threads and selection instances. The following two lines create two selectors as initial value and
// create the property:
m_aSingleSelection = m_properties->addProperty( "I like most", "Do you like the most?", m_possibleSelections->getSelectorFirst(),
m_propCondition );
m_aMultiSelection = m_properties->addProperty( "I like", "What do you like.", m_possibleSelections->getSelectorAll(),
m_propCondition );
// Adding a lot of properties might confuse the user. Using WPropGroup, you have the possibility to group your properties together. A
// WPropGroup needs a name and can provide a description. As with properties, the name should not contain any "/" and must be unique.
m_group1 = m_properties->addPropertyGroup( "Group 1", "A nice group for grouping stuff." );
m_group1a = m_group1->addPropertyGroup( "Group 1a", "A group nested into \"Group 1\"." );
m_group2 = m_properties->addPropertyGroup( "Group 2", "Another nice group for grouping stuff." );
// To understand how the groups can be used, you should consider that m_properties itself is a WPropGroup! This means, you can use your newly
// created groups exactly in the same way as you would use m_properties.
m_group1Bool = m_group1->addProperty( "Funny stuff", "A grouped property", true );
// You even can add one property multiple times to different groups:
m_group2->addProperty( m_aColor );
m_group1a->addProperty( m_aDouble );
m_group1a->addProperty( m_enableFeature );
// How can the values of the properties be changed? You can take a look at moduleMain where this is shown. For short: m_anInteger->set( 2 )
// and m_anInteger->get().
// The properties offer another nice feature: property constraints. You can enforce your properties to be in a special range, to not be
// empty, to contain a valid directory name and so on. This is done with the class WPropertyVariable< T >::WPropertyConstraint. There are
// several predefined you can use directly: WPropertyConstraintTypes.h. The constants defined there can be used as namespace in
// WPropertyHelper. As an example, we want the property m_aFile to only contain existing directories:
WPropertyHelper::PC_PATHEXISTS::addTo( m_aFile );
WPropertyHelper::PC_ISDIRECTORY::addTo( m_aFile );
// Thats it. To set minimum and maximum value for a property the convenience methods setMin and setMax are defined. setMin and setMax are
// allowed for all property types with defined <= and >= operator.
m_anInteger->setMin( 1 );
m_anInteger->setMax( 15 );
m_aDouble->setMin( 5.0 );
m_aDouble->setMax( 50.0 );
// we also want to constraint the both selection properties. One should not allow selecting multiple elements. But both require at least one
// element to be selected:
WPropertyHelper::PC_SELECTONLYONE::addTo( m_aSingleSelection );
WPropertyHelper::PC_NOTEMPTY::addTo( m_aSingleSelection );
WPropertyHelper::PC_NOTEMPTY::addTo( m_aMultiSelection );
// The most amazing feature is: custom constraints. Similar to OSG update callbacks, you just need to write your own PropertyConstraint class
// to define the allowed values for your constraint. Take a look at the StringLength class in this module's code on how to do it.
m_aString->addConstraint( boost::shared_ptr< StringLength >( new StringLength ) );
WPropertyHelper::PC_NOTEMPTY::addTo( m_aString );
// One last thing to mention is the active property. This property is available in all modules and represents the activation state of the
// module. Int the GUI this is simply a checkbox beneath the module. The active property should be taken into account in ALL modules.
// Visualization modules should turn off their graphics. There are basically three ways to react on changes in m_active, which is the member
// variable for this property.
// 1: overwrite WModule::activate() in your module
// 2: register your own handler: m_active->getCondition()->subscribeSignal( boost::bind( &WMTemplate::myCustomActiveHandler, this ) );
// 3: react during your module main loop using the moduleState: m_moduleState.add( m_active->getCondition );
// Additionally, your can also use the m_active variable directly in your update callbacks to en-/disable some OSG nodes.
// This template module uses method number 1. This might be the easiest and most commonly used way.
// Sometimes it is desirable to provide some values, statistics, counts, times, ... to the user. This would be possible by using a property
// and set the value to the value you want to show the user. Nice, but the user can change this value. PropertyConstraints can't help here,
// as they would forbid writing any value to the property (regardless if the module or the user wants to set it). In other words, these
// special properties serve another purpose. They are used for information output. Your module already provides another property list only
// for these kind of properties. m_infoProperties can be used in the same way as m_properties. The only difference is that each property and
// property group added here can't be modified from the outside world. Here is an example:
m_aIntegerOutput = m_infoProperties->addProperty( "Run Count", "Number of run cycles the module made so far.", 0 );
// Later on, we will use this property to provide the number of run cycles to the user.
// In more detail, the purpose type of the property gets set to PV_PURPOSE_INFORMATION automatically by m_infoProperties. You can, of course,
// add information properties to your custom groups or m_properties too. There, you need to set the purpose flag of the property manually:
std::string message = std::string( "Hey you! Besides all these parameters, you also can print values, " ) +
std::string( "html formatted strings, colors and " ) +
std::string( "so on using properties! Isn't it amazing?" );
m_aStringOutput = m_group1a->addProperty( "A Message", "A message to the user.", message );
m_aStringOutput->setPurpose( PV_PURPOSE_INFORMATION );
// This adds the property m_aStringOutput to your group and sets its purpose. The default purpose for all properties is always
// "PV_PURPOSE_PARAMETER". It simply denotes the meaning of the property - its meant to be used as modifier for the module's behaviour; a
// parameter.
//
// Some more examples. Please note: Although every property type can be used as information property, not everything is really useful.
m_infoProperties->addProperty( m_aStringOutput ); // we can also re-add properties
m_aTriggerOutput = m_infoProperties->addProperty( "A Trigger", "Trigger As String", WPVBaseTypes::PV_TRIGGER_READY );
m_aDoubleOutput = m_infoProperties->addProperty( "Some Double", "a Double. Nice isn't it?", 3.1415 );
m_aColorOutput = m_infoProperties->addProperty( "A Color", "Some Color. Nice isn't it?", WColor( 0.5, 0.5, 1.0, 1.0 ) );
m_aFilenameOutput = m_infoProperties->addProperty( "Nice File", "a Double. Nice isn't it?", WKernel::getAppPathObject() );
m_aSelectionOutput = m_infoProperties->addProperty( "A Selection", "Selection As String", m_possibleSelections->getSelectorFirst() );
}
void WMTemplate::moduleMain()
{
// This is the modules working thread. Its the most important part of your module.
// When you enter this method, all connectors and properties the module provides are fixed. They get initialized in connectors() and
// properties(). You always can assume the kernel, the GUI, the graphics engine and the data handler to be initialized and ready. Please keep
// in mind, that this method is running in its own thread.
// You can output log messages everywhere and everytime in your module. The WModule base class therefore provides debugLog, infoLog, warnLog
// and errorLog. You can use them very similar to the common std::cout streams.
debugLog() << "Entering moduleMain()";
// Your module can notify everybody that it is ready to be used. The member function ready() does this for you. The ready state is especially
// useful whenever your module needs to do long operations to initialize. No other module can connect to your module before it signals its
// ready state. You can assume the code before ready() to be some kind of initialization code.
debugLog() << "Doing time consuming operations";
sleep( 2 );
// Your module can use an moduleState variable to wait for certain events. Most commonly, these events are new data on input connectors or
// changed properties. You can decide which events the moduleState should handle. Therefore, use m_moduleState.add( ... ) to insert every
// condition you want to wait on. As every input connector provides an changeCondition, we now add this condition to the moduleState:
m_moduleState.setResetable( true, true );
m_moduleState.add( m_input->getDataChangedCondition() );
// Remember the condition provided to some properties in properties()? The condition can now be used with this condition set.
m_moduleState.add( m_propCondition );
// One note about "setResetable": It might happen, that a condition fires and your thread does not currently waits on it. This would mean,
// that your thread misses the event. The resetable flag for those condition sets can help here. Whenever a condition, managed by the
// condition set, fires, the moduleState variable remembers it. So, the next call to m_moduleState.wait() will immediately return and reset
// the "memory" of the moduleState. For more details, see: http://berkeley.informatik.uni-leipzig.de/trac/ow-public/wiki/HowtoWaitCorrectly
// Signal ready state. Now your module can be connected by the container, which owns the module.
ready();
debugLog() << "Module is now ready.";
// Most probably, your module will be a module providing some kind of visual output. In this case, the WGEManagedGroupNode is very handy.
// It allows you to insert several nodes and transform them as the WGEGroupNode (from which WGEManagedGroupNode is derived from) is also
// an osg::MatrixTransform. The transformation feature comes in handy if you want to transform your whole geometry according to a dataset
// coordinate system for example. Another nice feature in WGEManagedGroupNode is that it can handle the m_active flag for you. Read the
// documentation of WMTemplate::activate for more details.
// First, create the node and add it to the main scene. If you insert something into the scene, you HAVE TO remove it after your module
// has finished!
m_rootNode = new WGEManagedGroupNode( m_active );
// Set a new callback for this node which basically transforms the geometry according to m_aPosition. Update callbacks are the thread safe
// way to manipulate an OSG node while it is inside the scene. This module contains several of these callbacks as an example. The one used
// here is to translate the root node coordinate system in space according to m_aPosition:
m_rootNode->addUpdateCallback( new TranslateCallback( this ) );
// Insert to the scene:
WKernel::getRunningKernel()->getGraphicsEngine()->getScene()->insert( m_rootNode );
// Normally, you will have a loop which runs as long as the module should not shutdown. In this loop you can react on changing data on input
// connectors or on changed in your properties.
debugLog() << "Entering main loop";
while ( !m_shutdownFlag() )
{
// Now, the moduleState variable comes into play. The module can wait for the condition, which gets fired whenever the input receives data
// or an property changes. The main loop now waits until something happens.
debugLog() << "Waiting ...";
m_moduleState.wait();
// As you might remember, this property is an information property to provide the number of run cycles to the outside world. It won't be
// modified but the module can modify it. This is useful to provide statistics, counts, times or even a "hello world" string to the user
// as an information or status report. Please do not abuse these information properties as progress indicators. A short overview on how
// to make progress indicators is provided some lines below. Here, we simply increase the value.
m_aIntegerOutput->set( m_aIntegerOutput->get() + 1 );
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// After waking up, the module has to check whether the shutdownFlag fired. If yes, simply quit the module.
// woke up since the module is requested to finish
if ( m_shutdownFlag() )
{
break;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The next part is the collection part. We collect the information we need and check whether they changed.
// Do not recalculate everything in every loop. Always check whether the data changed or some property and handle those cases properly.
// After collection, the calculation work can be done.
// Now, we can check the input, whether it changed the data. Therefore, we try to grab some data and check whether it is different from
// the currently used data. Of course, you do not need to check whether the data really is different, but you should do it as you do not
// want permanent recalculation which is actually not needed.
//
// Note: do not call m_input->getData() twice; one for checking if it is different and on for copying the pointer, since the result of
// getData might be different among both calls.
boost::shared_ptr< WDataSetSingle > newDataSet = m_input->getData();
bool dataChanged = ( m_dataSet != newDataSet );
bool dataValid = ( newDataSet );
// To check validity of multiple inputs at once, you can also use dataChanged and dataValid:
// bool dataChanged = ( m_dataSet != newDataSet ) || ( m_dataSet2 != newDataSet2 ) || ( m_dataSet3 != newDataSet3 );
// bool dataValid = newDataSet && newDataSet2 && newDataSet3;
// This way, you can easily ensure that ALL your inputs are set and the module can do its job
// now, copy the new data to out local member variables
if ( dataChanged && dataValid )
// this condition will become true whenever the new data is different from the current one or our actual data is NULL. This handles all
// cases.
{
// The data is different. Copy it to our internal data variable:
debugLog() << "Received Data.";
m_dataSet = newDataSet;
// For multiple inputs:
// m_dataSet2 = newDataSet2;
// m_dataSet3 = newDataSet3;
}
// Here we collect our properties. You, as with input connectors, always check if a property really has changed. You most probably do not
// want to check properties which are used exclusively inside the update callback of your OSG node. As the properties are thread-safe, the
// update callback can check them and apply it correctly to your visualization.
//
// To check whether a property changed, WPropertyVariable provides a changed() method which is true whenever the property has changed.
// Please note: creating the property with addProperty( ... ) will set changed to true.
if ( m_aFile->changed() )
{
// To reset the changed flag, supply a "true" to the get method. This resets the changed-flag and next loop you can again check
// whether it has been changed externally.
// This is a simple example for doing an operation which is not depending on any other property.
debugLog() << "Doing an operation on the file \"" << m_aFile->get( true ).file_string() << "\".";
// NOTE: be careful if you want to use m_dataSet here, as it might be unset. Verify data validity using dataChanged && dataValid.
}
// m_aFile got handled above. Now, handle two properties which together are used as parameters for an operation.
if ( m_aString->changed() )
{
// This is a simple example for doing an operation which is depends on all, but m_anFile, properties.
debugLog() << "Doing an operation basing on m_aString ... ";
debugLog() << "m_aString: " << m_aString->get( true );
// NOTE: be careful if you want to use m_dataSet here, as it might be unset. Verify data validity using dataChanged && dataValid.
}
// This example code now shows how to modify your OSG nodes basing on changes in your dataset or properties.
// The if statement also checks for data validity as it uses the data! You should also always do that.
if ( ( m_anInteger->changed() || m_aDouble->changed() || dataChanged ) && dataValid )
{
debugLog() << "Creating new OSG node";
// You should grab your values at the beginning of such calculation blocks, since the property might change at any time!
int rows = m_anInteger->get( true );
double radii = m_aDouble->get( true );
// You can set other properties here. This example simply sets the value of m_anIntegerClone. The set command allows an additional
// parameter. If it is true, the specified property condition does not fire if it is set. This is useful if your module main loop
// waits for the condition of the property you want to set. Setting the property without suppressing the notification would cause
// another loop in your module.
m_anIntegerClone->set( m_anInteger->get(), true );
debugLog() << "Number of Rows: " << rows;
debugLog() << "Radii: " << radii;
debugLog() << "Current dataset: " << m_dataSet->getFileName() << " with name: " << m_dataSet->getName();
// This block will be executed whenever we have a new dataset or the m_anInteger property has changed. This example codes produces
// some shapes and replaces the existing root node by a new (updated) one. Therefore, a new root node is needed:
osg::ref_ptr< osg::Geode > newGeode = new osg::Geode();
// When working with the OpenSceneGraph, always use ref_ptr to store pointers to OSG objects. This allows OpenSceneGraph to manage
// its resources automatically.
for ( int32_t i = 0; i < rows; ++i )
{
newGeode->addDrawable(
new osg::ShapeDrawable( new osg::Box( osg::Vec3( 25, 128, i * 15 ), radii ) ) );
newGeode->addDrawable(
new osg::ShapeDrawable( new osg::Sphere( osg::Vec3( 75, 128, i * 15 ), radii ) ) );
newGeode->addDrawable(
new osg::ShapeDrawable( new osg::Cone( osg::Vec3( 125, 128, i * 15 ), radii, radii ) ) );
newGeode->addDrawable(
new osg::ShapeDrawable( new osg::Cylinder( osg::Vec3( 175, 128, i * 15 ), radii, radii ) ) );
newGeode->addDrawable(
new osg::ShapeDrawable( new osg::Capsule( osg::Vec3( 225, 128, i * 15 ), radii, radii ) ) );
}
// The old root node needs to be removed safely. The OpenSceneGraph traverses the graph at every frame. This traversion is done in a
// separate thread. Therefore, adding a node directly may cause the OpenSceneGraph to crash. Thats why the Group node (WGEGroupNode)
// offers safe remove and insert methods. Use them to manipulate the scene node.
// First remove the old node:
m_rootNode->remove( m_geode );
m_geode = newGeode;
// OSG allows you to add custom callbacks. These callbacks get executed on each update traversal. They can be used to modify several
// attributes and modes of existing nodes. You do not want to remove the node and recreate another one to simply change some color,
// right? Setting the color can be done in such an update callback. See in the header file, how this class is defined.
m_geode->addUpdateCallback( new SafeUpdateCallback( this ) );
// And insert the new node
m_rootNode->insert( m_geode );
}
// Now we updated the visualization after the dataset has changed. Your module might also calculate some other datasets basing on the
// input data.
// To ensure that all datasets are valid, check dataChanged and dataValid. If both are true, you can safely use the data.
if ( dataChanged && dataValid )
{
debugLog() << "Data changed. Recalculating output.";
// Calculate your new data here. This example just forwards the input to the output ;-).
boost::shared_ptr< WDataSetSingle > newData = m_dataSet;
// Doing a lot of work without notifying the user visually is not a good idea. So how is it possible to report progress? Therefore,
// the WModule class provides a member m_progress which is of type WPropgressCombiner. You can create own progress objects and count
// them individually. The m_progress combiner provides this information to the GUI and the user.
// Here is a simple example:
int steps = 10;
boost::shared_ptr< WProgress > progress1 = boost::shared_ptr< WProgress >( new WProgress( "Doing work 1", steps ) );
m_progress->addSubProgress( progress1 );
for ( int i = 0; i < steps; ++i )
{
++*progress1;
sleep( 1 );
}
progress1->finish();
// This creates a progress object with a name and a given number of steps. Your work loop can now increment the progress object. The
// progress combiner m_progress collects the progress and provides it to the GUI. When finished, the progress MUST be marked as
// finished using finish(). It is no problem to have several progress objects at the same time!
// Sometimes, the number of steps is not known. WProgress can also handle this. Simply leave away the last parameter (the number of
// steps. As with the other progress, you need to add it to the modules progress combiner and you need to mark it as finished with
// finish() if you are done with your work.
boost::shared_ptr< WProgress > progress2 = boost::shared_ptr< WProgress >( new WProgress( "Doing work 2" ) );
m_progress->addSubProgress( progress2 );
sleep( 2 );
progress2->finish();
// How to set the data to the output and how to notify other modules about it?
m_output->updateData( newData );
// This sets the new data to the output connector and automatically notifies all modules connected to your output.
}
// As we provided our condition to m_aTrigger too, the main thread will wake up if it changes. The GUI can change the trigger only to the
// state "PV_TRIGGER_TRIGGERED" (this is the case if the user presses the button).
if ( m_aTrigger->get( true ) == WPVBaseTypes::PV_TRIGGER_TRIGGERED )
{
// Now that the trigger has the state "triggered", a time consuming operation can be done here.
debugLog() << "User triggered an important and time consuming operation.";
// Update the output property
m_aTriggerOutput->set( WPVBaseTypes::PV_TRIGGER_TRIGGERED );
// Do something here. As above, do not forget to inform the user about your progress.
int steps = 10;
boost::shared_ptr< WProgress > progress1 = boost::shared_ptr< WProgress >( new WProgress( "Doing something important", steps ) );
m_progress->addSubProgress( progress1 );
for ( int i = 0; i < steps; ++i )
{
++*progress1;
sleep( 1 );
}
progress1->finish();
// As long as the module does not reset the trigger to "ready", the GUI disables the trigger button. This is very useful to avoid
// that a user presses the button multiple times during an operation. When setting the property back to "ready", the GUI re-enables
// the button and the user can press it again.
// To avoid the moduleMain- loop to awake every time we reset the trigger, provide a second parameter to the set() method. It denotes
// whether the change notification should be fired or not. In our case, we avoid this by providing false to the second parameter.
m_aTrigger->set( WPVBaseTypes::PV_TRIGGER_READY, false );
// Also update the information property.
m_aTriggerOutput->set( WPVBaseTypes::PV_TRIGGER_READY );
}
// This checks the selections.
if ( m_aMultiSelection->changed() || m_aSingleSelection->changed() )
{
// The single selector allows only one selected item and requires one item to be selected all the time. So accessing it by index
// is trivial:
WItemSelector s = m_aSingleSelection->get( true );
infoLog() << "The user likes " << s.at( 0 ).name << " the most.";
// The multi property allows the selection of several items. So, iteration needs to be done here:
s = m_aMultiSelection->get( true );
for ( size_t i = 0; i < s.size(); ++i )
{
infoLog() << "The user likes " << s.at( i ).name;
}
}
}
// At this point, the container managing this module signalled to shutdown. The main loop has ended and you should clean up:
//
// * remove allocated memory
// * remove all OSG nodes
// * stop any pending threads you may have started earlier
// * ...
WKernel::getRunningKernel()->getGraphicsEngine()->getScene()->remove( m_rootNode );
}
void WMTemplate::SafeUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor* nv )
{
// One note about m_aColor: As you might have notices, changing one of the properties, which recreate the OSG node, causes the material to be
// gray again. This is simply caused by m_aColor->changed() is still false! To resolve this problem, use some m_osgNeedsUpdate boolean which
// gets set in your thread main and checked here or, as done in this module, by checking whether the callback is called the first time.
if ( m_module->m_aColor->changed() || m_initialUpdate )
{
// Grab the color
WColor c = m_module->m_aColor->get( true );
// Set the diffuse color and material:
osg::ref_ptr< osg::Material > mat = new osg::Material();
mat->setDiffuse( osg::Material::FRONT, osg::Vec4( c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha() ) );
node->getOrCreateStateSet()->setAttribute( mat, osg::StateAttribute::ON );
}
traverse( node, nv );
}
void WMTemplate::TranslateCallback::operator()( osg::Node* node, osg::NodeVisitor* nv )
{
// Update the transformation matrix according to m_aPosition if it has changed.
if ( m_module->m_aPosition->changed() || m_initialUpdate )
{
// The node to which this callback has been attached needs to be an osg::MatrixTransform:
osg::ref_ptr< osg::MatrixTransform > transform = static_cast< osg::MatrixTransform* >( node );
// Build a translation matrix (to comfortably convert between WPosition and osg::Vec3 use the convenience methods in "wge::" namespace)
osg::Matrixd translate = osg::Matrixd::translate( wge::osgVec3( m_module->m_aPosition->get( true ) ) );
// and set the translation matrix
transform->setMatrix( translate );
// First update done
m_initialUpdate = false;
}
traverse( node, nv );
}
bool WMTemplate::StringLength::accept( boost::shared_ptr< WPropertyVariable< WPVBaseTypes::PV_STRING > > /* property */,
WPVBaseTypes::PV_STRING value )
{
// This method gets called everytime the m_aString property is going to be changed. It can decide whether the new value is valid or not. If
// the method returns true, the new value is set. If it returns false, the value is rejected.
//
// Note: always use WPVBaseTypes when specializing the WPropertyVariable template.
// simple example: just accept string which are at least 5 chars long and at most 10.
return ( value.length() <= 10 ) && ( value.length() >= 5 );
}
boost::shared_ptr< WPropertyVariable< WPVBaseTypes::PV_STRING >::PropertyConstraint > WMTemplate::StringLength::clone()
{
// If you write your own constraints, you NEED to provide a clone function. It creates a new copied instance of the constraints with the
// correct runtime type.
return boost::shared_ptr< WPropertyVariable< WPVBaseTypes::PV_STRING >::PropertyConstraint >( new WMTemplate::StringLength( *this ) );
}
void WMTemplate::activate()
{
// This method gets called, whenever the m_active property changes. Your module should always handle this if you do not use the
// WGEManagedGroupNode for your scene. The user can (de-)activate modules in his GUI and you can handle this case here:
if ( m_active->get() )
{
debugLog() << "Activate.";
}
else
{
debugLog() << "Deactivate.";
}
// The simpler way is by using WGEManagedGroupNode which deactivates itself according to m_active. See moduleMain for details.
// Always call WModule's activate!
WModule::activate();
}