Beispiel #1
0
//------------------------------------------------------------------------------
// determineColors() - take our value, and look for a corresponding color
// and breakpoint
//------------------------------------------------------------------------------
bool ColorRotary::determineColor(const LCreal value)
{
    bool ok = false;
    int breakPoint = 0;

    // find out where we are in the break table
    unsigned int i = 0;
    // do an endpoint check while we are at it
    if (value >= myValues[numVals-1]) breakPoint = numVals;
    while (!ok && i < numVals) {
        if (value >= myValues[i] && value < myValues[i+1]){
            breakPoint = (i + 1);
            ok = true;
        }
        else i++;
    }

    // now set the proper color (using the breakpoint index)
    if (myColors != nullptr) {
        Basic::Pair* pair = myColors->getPosition(breakPoint);
        if (pair != nullptr) {
            Basic::Color* listcolor = dynamic_cast<Basic::Color*>(pair->object());
            if (listcolor != nullptr) {
               const osg::Vec4* vec = static_cast<const osg::Vec4*>(listcolor->getRGBA());
               color = *vec;
               ok = true;
            }
        }
    }
    return ok;
}
Beispiel #2
0
//------------------------------------------------------------------------------
// drawFunc()
//------------------------------------------------------------------------------
void Polygon::drawFunc()
{
    BEGIN_DLIST
    unsigned int nv = getNumberOfVertices();
    const osg::Vec3* vertices = getVertices();

    if (nv >= 2) {

        // Draw with texture
        unsigned int ntc = getNumberOfTextureCoords();
        if (ntc > 0 && hasTexture()) {
            const osg::Vec2* texCoord = getTextureCoord();
            unsigned int tc = 0; // texture count
            glBegin(GL_POLYGON);
            for (unsigned int i = 0; i < nv; i++) {
                if (tc < ntc)  {
                    lcTexCoord2v(texCoord[tc++].ptr());
                }
                lcVertex3v( vertices[i].ptr() );
            }
            glEnd();

        }

        // Draw without texture
        else {
            // get our color gradient, because if we have one, instead of a regular color, we will
            // override it here and set it on a per vertex level.
            ColorGradient* colGradient = dynamic_cast<ColorGradient*>(getColor());
            glBegin(GL_POLYGON);
            osg::Vec3* ptr = nullptr;
            for (unsigned int i = 0; i < nv; i++) {
                if (colGradient != nullptr) {
                    Basic::Color* col = colGradient->getColorByIdx(i+1);
                    if (col != nullptr)
                       glColor4f(static_cast<GLfloat>(col->red()), static_cast<GLfloat>(col->green()),
                                 static_cast<GLfloat>(col->blue()), static_cast<GLfloat>(col->alpha()));
                }
                // if we have a material name, we will set up like we have a material
                if (getMaterialName() != nullptr) {
                    //lcVertex3v( vertices[i].ptr() );
                    ptr = const_cast<osg::Vec3*>(reinterpret_cast<const osg::Vec3*>(vertices[i].ptr()));

                    if (ptr != nullptr) {
                        calcNormal();
                        lcNormal3(norm.x(), norm.y(), -(norm.z()));
                        lcVertex3(ptr->x(), ptr->y(), ptr->z());
                    }
                }
                else {
                    lcVertex3v(vertices[i].ptr());
                }
            }
            glEnd();
        }
    }
    END_DLIST
}
Beispiel #3
0
//------------------------------------------------------------------------------
// updateData() -- update non time-critical threads here
//------------------------------------------------------------------------------
void GhostHorizon::updateData(const LCreal dt)
{
    // Update our base class
    BaseClass::updateData(dt);

    // get our table to determine our min and max value
    LCreal maxPitch = 90;
    LCreal minPitch = -90;
    const Basic::Table1* table = getScalingTable();
    if (table != nullptr) {
        maxPitch = table->getMaxX();
        minPitch = table->getMinX();
    }
    LCreal value = getPreScaleInstValue();

    if (value <= minPitch/* || value >= pitchLim*/) {
        setVisibility(true);
        // scale our location value
        //location = -(location - margin);
        if (sColorName != nullptr) {
            BasicGL::Display* d = getDisplay();
            if (d != nullptr) {
                Basic::Color* c = d->getColor(sColorName->getString());
                if (c != nullptr) {
                    skyColor.set(c->red(), c->green(), c->blue());
                }
            }
        }
    }
    else if (value >= maxPitch) {
        setVisibility(true);
        //location = -(location + margin);
        if (gColorName != nullptr) {
            BasicGL::Display* d = getDisplay();
            if (d != nullptr) {
                Basic::Color* c = d->getColor(gColorName->getString());
                if (c != nullptr) {
                    groundColor.set(c->red(), c->green(), c->blue());
                }
            }
        }
    }
    else setVisibility(false);
}
Beispiel #4
0
// Draw function
void Quad::drawFunc()
{
    bool ok = false;

    // Draw with texture
    const unsigned int nv = getNumberOfVertices();
    if (nv > 3) {
        if (!strip) {
            int rem = nv % 4;
            if (rem != 0) std::cerr << "Quad::drawFunc() - Quad have to have multiple of 4 vertices, add or remove vertices!!" << std::endl;
            else {
                BEGIN_DLIST
                glBegin(GL_QUADS);
                ok = true;
            }
        }
        else {
            int rem = nv % 2;
            if (rem != 0) std::cerr << "Quad::drawFunc() - quad strips have to have multiple of 2 vertices, add or remove vertices!!" << std::endl;
            else {
                BEGIN_DLIST
                glBegin(GL_QUAD_STRIP);
                ok = true;
            }
        }

        if (ok) {
            // get our regular vertices here
            const osg::Vec3* v = getVertices();

            const unsigned int ntc = getNumberOfTextureCoords();
            // draw with texture
            if (ntc > 0 && hasTexture()) {
                const osg::Vec2* texCoord = getTextureCoord();
                unsigned int tc = 0; // texture count
                for (unsigned int i = 0; i < nv; i++) {
                    // add our textures coordinates
                    if (tc < ntc)  lcTexCoord2v(texCoord[tc++].ptr());
                    // now our vertices
                    lcVertex3v( v[i].ptr() );
                }

            }
            // draw without texture
            else {
                // get our color gradient and apply it (if we have one)
                ColorGradient* colGradient = dynamic_cast<ColorGradient*>(getColor());

                for (unsigned int i = 0; i < nv; i++) {
                    if (colGradient != nullptr) {
                        Basic::Color* col = colGradient->getColorByIdx(i+1);
                        if (col != nullptr)
                            glColor4f(static_cast<GLfloat>(col->red()),
                                      static_cast<GLfloat>(col->green()),
                                      static_cast<GLfloat>(col->blue()),
                                      static_cast<GLfloat>(col->alpha()));
                    }
                    // now add our vertex
                    lcVertex3v( v[i].ptr() );
                }
            }
            glEnd();
            END_DLIST
        }
    }

    else std::cerr << "Quad::drawFunc() - Quad or QuadStrip needs at least 4 vertices!" << std::endl;