Beispiel #1
0
Widget::Widget(const std::string& name, point_type w, point_type h):
_parent    (0),
_index     (0),
_layer     (LAYER_LOW),
_padLeft   (0.0f),
_padRight  (0.0f),
_padTop    (0.0f),
_padBottom (0.0f),
_valign    (VA_CENTER),
_halign    (HA_CENTER),
_coordMode (CM_ABSOLUTE),
_canFill   (false),
_canClone  (true),
_isManaged (false),
_isStyled  (false),
_minWidth  (0.0f),
_minHeight (0.0f) {
    _name = name.size() ? name : generateRandomName("Widget");

    if(!_norms.valid()) {
        _norms = new PointArray(1);

        (*_norms)[0].set(0.0f, 0.0f, 1.0f);
        (*_norms)[0].normalize();
    }

    TexCoordArray* texs = new TexCoordArray(4);

    // Fill our texture coordinates with null stuff for now, since we aren't using them
    // until an Image is set at some later point.
    std::fill(texs->begin(), texs->end(), osg::Vec2(0.0f, 0.0f));

    setUseDisplayList(false);
    setDataVariance(osg::Object::DYNAMIC);
    setVertexArray(new PointArray(4));
    setColorArray(new ColorArray(4));
    setNormalArray(_norms.get());
    setTexCoordArray(0, texs);
    setNormalBinding(osg::Geometry::BIND_OVERALL);
    setColorBinding(osg::Geometry::BIND_PER_VERTEX);
    addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));

    setDimensions(0.0f, 0.0f, w, h);
    setColor(1.0f, 1.0f, 1.0f, 1.0f);
}
    WidgetBorder::WidgetBorder(const Widget & widget) : widget(widget)
    {
        if (osg::Vec3Array * data = new osg::Vec3Array(4))
        {
            const Rect & rect = widget.getRect();
            const int padding = widget.getBorderPadding();
            const float z = widget.getZ();

            spdlog::get("log")->info("initializing WidgetBorder with rect {}, {}, {}, {}", rect.x1, rect.y1, rect.x2, rect.y2);

            (*data)[0].set(rect.x1 - padding, rect.y2 + padding, z);
            (*data)[1].set(rect.x1 - padding, rect.y1 - padding, z);
            (*data)[2].set(rect.x2 + padding, rect.y1 - padding, z);
            (*data)[3].set(rect.x2 + padding, rect.y2 + padding, z);

            setVertexArray(data);
        }

        if (osg::Vec3Array * data = new osg::Vec3Array(1))
        {
            (*data)[0].set(0.f, 0.f, 1.f);

            setNormalArray(data, osg::Array::BIND_OVERALL);
        }

        if (osg::Vec4Array * data = new osg::Vec4Array(1))
        {
            /*
            const osg::Color & color = widget.getBorderColor();

            (*data)[0].set(widget.getBorderColor().r, widget.getBorderColor().g, widget.getBorderColor().b, widget.getBorderColor().a);
            */

            (*data)[0].set(1.f, 1.f, 1.f, 1.f);

            setColorArray(data, osg::Array::BIND_OVERALL);
        }

        addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP, 0, 4));
        // TODO: getOrCreateStateSet()->setAttribute(new osg::LineWidth(widget.getBorderPadding()));
    }
Beispiel #3
0
void HeightmapShapeDrawable<S>::refresh(bool /*firstTime*/)
{
  if (mHeightmapShape->getDataVariance() == dynamics::Shape::STATIC)
    setDataVariance(::osg::Object::STATIC);
  else
    setDataVariance(::osg::Object::DYNAMIC);

  // Row major matrix where top left corner is the height at (0, 0), and bottom
  // right corner is the height at (rows, -cols) in (x, y) coordinates.
  const auto& heightmap = mHeightmapShape->getHeightField();

  // This function is called whenever the heightmap version is increased, and
  // the heightmap could be updated in the version up. So we always update the
  // heightmap.
  {
    assert(mElements);
    assert(mNormals);
    setVertices<S>(
        heightmap,
        *mVertices,
        *mElements,
        *mNormals,
        mHeightmapShape->getScale());
    addPrimitiveSet(mElements);

    setVertexArray(mVertices);
    setNormalArray(mNormals, ::osg::Array::BIND_PER_VERTEX);
  }

  // This function is called whenever the heightmap version is increased, and
  // the color could be updated in the version up. So we always update the
  // color.
  {
    if (mColors->size() != 1)
      mColors->resize(1);

    (*mColors)[0] = eigToOsgVec4d(mVisualAspect->getRGBA());

    setColorArray(mColors, ::osg::Array::BIND_OVERALL);
  }
}
void Ellipsoid::subDraw()
{
	computeAssistVar();
	getPrimitiveSetList().clear();

	osg::ref_ptr<osg::Vec3Array> vertexArr = new osg::Vec3Array;
	osg::ref_ptr<osg::Vec3Array> normalArr = new osg::Vec3Array;
	setVertexArray(vertexArr);
	setNormalArray(normalArr, osg::Array::BIND_PER_VERTEX);
	osg::ref_ptr<osg::Vec4Array> colArr = new osg::Vec4Array();
	colArr->push_back(m_color);
	setColorArray(colArr, osg::Array::BIND_OVERALL);

	bool isFull = osg::equivalent(m_angle, 2 * M_PI, GetEpsilon());
	if (isFull)
	{
		m_angle = 2 * M_PI;
	}

	osg::Vec3 bottomNormal = -m_aLen;
	bottomNormal.normalize();
	osg::Quat localToWold;
	localToWold.makeRotate(osg::Z_AXIS, -bottomNormal);
	osg::Vec3 xVec = localToWold * osg::X_AXIS;
	osg::Vec3 yVec = xVec ^ bottomNormal;
	int hCount = m_bDivision;
	double hIncAng = 2 * M_PI / hCount;
	osg::Quat hQuat(hIncAng, bottomNormal);

	int vCount = (int)ceil(m_angle / (2 * M_PI / m_aDivision));
	if (vCount & 1) // 如果是奇数,则变成偶数
		++vCount;
	double vIncAng = m_angle / vCount;

	double currAngle = m_angle / 2.0;
	double b = m_bRadius;
	double a = m_aLen.length();
	osg::Vec3 vec1(b * sin(currAngle), 0, a * cos(currAngle));
	vec1 = localToWold * vec1;
	osg::Vec3 normal1(sin(currAngle) / b, 0, cos(currAngle) / a);
	normal1 = localToWold * normal1;
	normal1.normalize();

	currAngle -= vIncAng;
	osg::Vec3 vec2(b * sin(currAngle), 0, a * cos(currAngle));
	vec2 = localToWold * vec2;
	osg::Vec3 normal2(sin(currAngle) / b, 0, cos(currAngle) / a);
	normal2 = localToWold * normal2;
	normal2.normalize();

	const GLint first = vertexArr->size();
	for (int i = 0; i < vCount / 2; ++i)
	{
		osg::Vec3 hVec1 = vec1;
		osg::Vec3 hVec2 = vec2;
		osg::Vec3 hNormal1 = normal1;
		osg::Vec3 hNormal2 = normal2;
		const size_t hFirst = vertexArr->size();
		for (int j = 0; j < hCount; ++j)
		{
			vertexArr->push_back(m_center + hVec1);
			vertexArr->push_back(m_center + hVec2);
			normalArr->push_back(hNormal1);
			normalArr->push_back(hNormal2);

			hVec1 = hQuat * hVec1;
			hVec2 = hQuat * hVec2;

			hNormal1 = hQuat * hNormal1;
			hNormal2 = hQuat * hNormal2;
		}
		vertexArr->push_back((*vertexArr)[hFirst]);
		vertexArr->push_back((*vertexArr)[hFirst + 1]);
		normalArr->push_back((*normalArr)[hFirst]);
		normalArr->push_back((*normalArr)[hFirst + 1]);

		vec1 = vec2;
		currAngle -= vIncAng;
		vec2.set(b * sin(currAngle), 0, a * cos(currAngle));
		vec2 = localToWold * vec2;

		normal1 = normal2;
		normal2.set(sin(currAngle) / b, 0, cos(currAngle) / a);
		normal2 = localToWold * normal2;
		normal2.normalize();
	}
	addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP, first, vertexArr->size() - first));

	if (!isFull && m_bottomVis)
	{
		const GLint first = vertexArr->size();
		currAngle = m_angle / 2.0;
		osg::Vec3 vec1(b * sin(currAngle), 0, a * cos(currAngle));
		vec1 = localToWold * vec1;
		osg::Vec3 vec2(0, 0, a * cos(currAngle));
		vec2 = localToWold * vec2;

		vertexArr->push_back(m_center + vec2);
		normalArr->push_back(bottomNormal);
		for (int i = 0; i < hCount; ++i)
		{
			vertexArr->push_back(m_center + vec1);
			normalArr->push_back(bottomNormal);
			vec1 = hQuat * vec1;
		}
		vertexArr->push_back((*vertexArr)[first + 1]);
		normalArr->push_back(bottomNormal);
		addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN, first, vertexArr->size() - first));
	}
}
void SCylinder::subDraw()
{
    getPrimitiveSetList().clear();
    osg::ref_ptr<osg::Vec3Array> vertexArr = new osg::Vec3Array;
    osg::ref_ptr<osg::Vec3Array> normalArr = new osg::Vec3Array;
    setVertexArray(vertexArr);
    setNormalArray(normalArr, osg::Array::BIND_PER_VERTEX);
    osg::ref_ptr<osg::Vec4Array> colArr = new osg::Vec4Array();
    colArr->push_back(m_color);
    setColorArray(colArr, osg::Array::BIND_OVERALL);

    int count = (int)getDivision();
    double incAng = 2 * M_PI / count;
    osg::Vec3 topNormal = m_height;
    topNormal.normalize();
    double angleCos = m_bottomNormal * (-topNormal) / m_bottomNormal.length() / topNormal.length();
    double angle = acos(angleCos);
    double a = m_radius;
    double b = m_radius / sin(M_PI_2 - angle);
    osg::Vec3 vec = m_bottomNormal ^ topNormal;
    vec.normalize();
    osg::Quat bottomQuat(incAng, m_bottomNormal);
    double currAngle = 0;
    osg::Quat localToWorldQuat;
    localToWorldQuat.makeRotate(osg::Z_AXIS, m_bottomNormal);
    osg::Vec3 yAxis = localToWorldQuat * osg::Y_AXIS;
    osg::Quat localToWorldQuat2;
    localToWorldQuat2.makeRotate(yAxis, vec);
    localToWorldQuat *= localToWorldQuat2;
    osg::Vec3 bottomVec(b * sin(currAngle), a * cos(currAngle), 0);
    bottomVec = localToWorldQuat * bottomVec;
    //bottomVec = localToWorldQuat2 * bottomVec;

    osg::Quat topQuat(incAng, topNormal);
    osg::Vec3 topVec = vec * m_radius;
    osg::Vec3 topCenter = m_org + m_height;
    size_t first = vertexArr->size();
    for (int i = 0; i < count; ++i)
    {
        vertexArr->push_back(topCenter + topVec);
        vertexArr->push_back(m_org + bottomVec);
        normalArr->push_back(topVec);
        normalArr->back().normalize();
        normalArr->push_back(normalArr->back());

        currAngle += incAng;
        bottomVec.set(b * sin(currAngle), a * cos(currAngle), 0);
        bottomVec = localToWorldQuat * bottomVec;
        //bottomVec = localToWorldQuat2 * bottomVec;
        topVec = topQuat * topVec;
    }
    vertexArr->push_back((*vertexArr)[first]);
    vertexArr->push_back((*vertexArr)[first + 1]);
    normalArr->push_back((*normalArr)[first]);
    normalArr->push_back((*normalArr)[first + 1]);
    addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, first, vertexArr->size() - first));

    if (m_bottomVis)
    {
        first = vertexArr->size();
        vertexArr->push_back(m_org);
        normalArr->push_back(m_bottomNormal);
        for (int i = count; i >= 0; --i)
        {
            vertexArr->push_back((*vertexArr)[i * 2 + 1]);
            normalArr->push_back(m_bottomNormal);
        }
        addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN, first, vertexArr->size() - first));
    }

    if (m_topVis)
    {
        first = vertexArr->size();
        vertexArr->push_back(topCenter);
        normalArr->push_back(topNormal);
        for (int i = 0; i < count + 1; ++i)
        {
            vertexArr->push_back((*vertexArr)[i * 2]);
            normalArr->push_back(topNormal);
        }
        addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN, first, vertexArr->size() - first));
    }
}
Beispiel #6
0
osgToy::Polyhedron::Polyhedron()
{
    setVertexArray( new osg::Vec3Array );
    setNormalArray( new osg::Vec3Array );
    setColorArray(  new osg::Vec4Array );
}