void StockShapeRenderer::InitializeGL() {
  Scene::Ptr scene = GetScene();
  ResourceManager::Ptr resources = GetResources();
  GroupNode* base_node = GetBaseNode();

  // Create a material to share among several shapes
  StockResources stock(resources);
  material_ = stock.NewMaterial(StockResources::kUniformColorLighting);
  material_->SetParam(sv::kDiffuse, 1.0, 0.5, 0.5, 1.0);
  material_->SetParam(sv::kSpecular, 1.0, 0.5, 0.5, 1.0);
  material_->SetParam(sv::kShininess, 10.0f);

  // Create a material to use for the selected shape
  select_material_ = stock.NewMaterial(StockResources::kUniformColorLighting);
  select_material_->SetParam(sv::kDiffuse, 1.0, 0.0, 1.0, 1.0);
  select_material_->SetParam(sv::kSpecular, 1.0, 0.0, 0.1, 1.0);
  select_material_->SetParam(sv::kShininess, 16.0f);

  // Create a bunch of shapes
  shapes_.push_back(scene->MakeDrawNode(base_node, stock.Cone(), material_));
  shapes_.push_back(scene->MakeDrawNode(base_node, stock.Cube(), material_));
  shapes_.push_back(scene->MakeDrawNode(base_node, stock.Cylinder(), material_));
  shapes_.push_back(scene->MakeDrawNode(base_node, stock.Sphere(), material_));

  DrawNode* axes = scene->MakeDrawNode(base_node);
  axes->Add(stock.UnitAxes());
  shapes_.push_back(axes);

  // Move the shapes so they're not all on top of each other.
  //
  // Also set the selection mask for each node so that they can be selected by
  // StockShapeSelector
  const double spacing = 2.0;
  const double x_start = - spacing * shapes_.size() / 2;
  for (size_t i = 0; i < shapes_.size(); ++i) {
    shapes_[i]->SetTranslation(x_start + i * spacing, 0, 0);
    shapes_[i]->SetSelectionMask(1);
  }
}
Beispiel #2
0
void GroupNode::CopyAsChildren(Scene* scene, GroupNode* root) {
  const std::vector<SceneNode*>& tocopy_children = root->Children();
  std::deque<SceneNode*>
    to_process(tocopy_children.begin(), tocopy_children.end());

  SetTranslation(root->Translation());
  SetRotation(root->Rotation());
  SetScale(root->Scale());
  SetVisible(root->Visible());

  while (!to_process.empty()) {
    SceneNode* to_copy = to_process.front();
    to_process.pop_front();
    SceneNode* node_copy = nullptr;

    switch (to_copy->NodeType()) {
      case SceneNodeType::kGroupNode:
        {
          GroupNode* child = scene->MakeGroup(this, Scene::kAutoName);
          GroupNode* group_to_copy =
            dynamic_cast<GroupNode*>(to_copy);
          child->CopyAsChildren(scene, group_to_copy);
          node_copy = child;
        }
        break;
      case SceneNodeType::kCameraNode:
        {
          CameraNode* child = scene->MakeCamera(this, Scene::kAutoName);
          const CameraNode* camera_to_copy =
            dynamic_cast<const CameraNode*>(to_copy);
          child->CopyFrom(*camera_to_copy);
          node_copy = child;
        }
        break;
      case SceneNodeType::kLightNode:
        {
          LightNode* child = scene->MakeLight(this, Scene::kAutoName);
          const LightNode* light_to_copy =
            dynamic_cast<const LightNode*>(to_copy);
//          *child = *light_to_copy;
          (void)light_to_copy;
          node_copy = child;
        }
        break;
      case SceneNodeType::kDrawNode:
        {
          DrawNode* node_to_copy =
            dynamic_cast<DrawNode*>(to_copy);
          DrawNode* child = scene->MakeDrawNode(this, Scene::kAutoName);
          for (const Drawable::Ptr& item : node_to_copy->Drawables()) {
            child->Add(item);
          }
          node_copy = child;
        }
        break;
    }

    node_copy->SetTranslation(to_copy->Translation());
    node_copy->SetRotation(to_copy->Rotation());
    node_copy->SetScale(to_copy->Scale());
    node_copy->SetVisible(to_copy->Visible());
  }
}