GeometryTransitPtr createPathGeometry(const std::vector<Pnt3f>& Path) { //*******************Create the Geometry for the box GeoUInt8PropertyRecPtr type = GeoUInt8Property::create(); //Volume bound box type->push_back(GL_LINE_STRIP); GeoUInt32PropertyRefPtr lens = GeoUInt32Property::create(); //Volume bound box lens->push_back(Path.size()); Color3f CoolColor(0.0f,0.0f,1.0f), HotColor(1.0f,0.0f,0.0f); GeoUInt32PropertyRefPtr index = GeoUInt32Property::create(); GeoPnt3fPropertyRefPtr points = GeoPnt3fProperty::create(); GeoVec3fPropertyRefPtr colors = GeoVec3fProperty::create(); //Volume bound box Color3f Color; Real32 t; for(UInt32 i(0) ; i<Path.size() ; ++i) { t = static_cast<Real32>(i)/static_cast<Real32>(Path.size()); Color = (t*CoolColor) + ((1.0f-t)*HotColor); index->push_back(i); points->push_back(Path[i]); colors->push_back(Color); } GeometryRecPtr PathGeo = Geometry::create(); PathGeo->setTypes (type); PathGeo->setLengths (lens); PathGeo->setIndices (index); PathGeo->setPositions (points); PathGeo->setColors (colors); //Create the material for the line LineChunkRecPtr DefaultLineChunk = LineChunk::create(); DefaultLineChunk->setWidth(2.0f); MaterialChunkRecPtr DefaultMaterialChunk = MaterialChunk::create(); DefaultMaterialChunk->setLit(false); ChunkMaterialRecPtr DefaultChunkMaterial = ChunkMaterial::create(); DefaultChunkMaterial->addChunk(DefaultMaterialChunk); DefaultChunkMaterial->addChunk(DefaultLineChunk); PathGeo->setMaterial(DefaultChunkMaterial); return GeometryTransitPtr(PathGeo); }
void VRGeometry::setPositionalTexCoords(float scale) { GeoVectorPropertyRefPtr pos = mesh->getPositions(); if (scale == 1.0) setTexCoords(pos, 0, 1); else { GeoVec3fPropertyRefPtr tex = GeoVec3fProperty::create(); for (int i=0; i<pos->size(); i++) { Pnt3f p = pos->getValue<Pnt3f>(i); p[0] *= scale; p[1] *= scale; p[2] *= scale; tex->addValue(Vec3f(p)); } setTexCoords(tex, 0, 1); } }
GeometryRefPtr buildTerrain(Vec2f Dimensions, UInt32 XSubdivisions, UInt32 YSubdivisions) { GeoUInt8PropertyRefPtr type = GeoUInt8Property::create(); type->addValue(GL_TRIANGLES); GeoPnt3fPropertyRefPtr pnts = GeoPnt3fProperty ::create(); GeoVec3fPropertyRefPtr norms = GeoVec3fProperty ::create(); Real32 ZScale(8.0); for(UInt32 i(0) ; i<XSubdivisions ; ++i) { for(UInt32 j(0) ; j<YSubdivisions ; ++j) { Real32 Theta(5*3.14159*(static_cast<Real32>(i)/static_cast<Real32>(XSubdivisions))), ThetaNext(5*3.14159*(static_cast<Real32>(i+1)/static_cast<Real32>(XSubdivisions))); // the points of the Tris pnts->addValue(Pnt3f(-Dimensions.x()/2.0+i*(Dimensions.x()/static_cast<Real32>(XSubdivisions)), Dimensions.y()/2.0-j*(Dimensions.y()/static_cast<Real32>(YSubdivisions)), ZScale*osgCos(Theta))); norms->addValue(Vec3f( 0.0,0.0,1.0)); pnts->addValue(Pnt3f(-Dimensions.x()/2.0+i*(Dimensions.x()/static_cast<Real32>(XSubdivisions)), Dimensions.y()/2.0-(j+1)*(Dimensions.y()/static_cast<Real32>(YSubdivisions)), ZScale*osgCos(Theta))); norms->addValue(Vec3f( 0.0,0.0,1.0)); pnts->addValue(Pnt3f(-Dimensions.x()/2.0+(i+1)*(Dimensions.x()/static_cast<Real32>(XSubdivisions)), Dimensions.y()/2.0-j*(Dimensions.y()/static_cast<Real32>(YSubdivisions)), ZScale*osgCos(ThetaNext))); norms->addValue(Vec3f( 0.0,0.0,1.0)); pnts->addValue(Pnt3f(-Dimensions.x()/2.0+i*(Dimensions.x()/static_cast<Real32>(XSubdivisions)), Dimensions.y()/2.0-(j+1)*(Dimensions.y()/static_cast<Real32>(YSubdivisions)), ZScale*osgCos(Theta))); norms->addValue(Vec3f( 0.0,0.0,1.0)); pnts->addValue(Pnt3f(-Dimensions.x()/2.0+(i+1)*(Dimensions.x()/static_cast<Real32>(XSubdivisions)), Dimensions.y()/2.0-(j+1)*(Dimensions.y()/static_cast<Real32>(YSubdivisions)), ZScale*osgCos(ThetaNext))); norms->addValue(Vec3f( 0.0,0.0,1.0)); pnts->addValue(Pnt3f(-Dimensions.x()/2.0+(i+1)*(Dimensions.x()/static_cast<Real32>(XSubdivisions)), Dimensions.y()/2.0-j*(Dimensions.y()/static_cast<Real32>(YSubdivisions)), ZScale*osgCos(ThetaNext))); norms->addValue(Vec3f( 0.0,0.0,1.0)); } } GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create(); lens->addValue(pnts->size()); GeometryRefPtr Terrain = Geometry::create(); Terrain->setTypes (type); Terrain->setLengths (lens); Terrain->setPositions(pnts); Terrain->setNormals(norms); calcVertexNormals(Terrain); return Terrain; }
void VRStroke::strokeProfile(vector<Vec3f> profile, bool closed, bool lit) { mode = 0; this->profile = profile; this->closed = closed; this->lit = lit; GeoUInt8PropertyRecPtr Type = GeoUInt8Property::create(); GeoUInt32PropertyRefPtr Length = GeoUInt32Property::create(); GeoPnt3fPropertyRecPtr Pos = GeoPnt3fProperty::create(); GeoVec3fPropertyRefPtr Norms = GeoVec3fProperty::create(); GeoVec3fPropertyRefPtr Colors = GeoVec3fProperty::create(); GeoUInt32PropertyRefPtr Indices = GeoUInt32Property::create(); Vec3f z = Vec3f(0,0,1); if (profile.size() == 1) Type->addValue(GL_LINES); else Type->addValue(GL_QUADS); clearChildren(); for (uint i=0; i<paths.size(); i++) { vector<Vec3f> pnts = paths[i]->get(); vector<Vec3f> norms = paths[i]->getNormals(); vector<Vec3f> cols = paths[i]->getColors(); Vec3f _p; for (uint j=0; j<pnts.size(); j++) { Vec3f p = pnts[j]; Vec3f n = norms[j]; Vec3f c = cols[j]; //float ca = n.dot(z); Matrix m; //MatrixLookAt(m, Vec3f(0,0,0), n, z.cross(n)); MatrixLookAt(m, Vec3f(0,0,0), n, Vec3f(0,1,0)); // add new profile points and normals for (uint k=0; k<profile.size(); k++) { Vec3f tmp = profile[k]; m.mult(tmp, tmp); Pos->addValue(p+tmp); tmp.normalize(); Norms->addValue(tmp); Colors->addValue(c); } if (j==0 and profile.size() > 1) continue; // add line if (profile.size() == 1) { int N = Pos->size(); Indices->addValue(N-2); Indices->addValue(N-1); } else { // add quad for (uint k=0; k<profile.size()-1; k++) { int N1 = Pos->size() - 2*profile.size() + k; int N2 = Pos->size() - profile.size() + k; Indices->addValue(N1); Indices->addValue(N2); Indices->addValue(N2+1); Indices->addValue(N1+1); //cout << "\nN1N2 " << N1 << " " << N2 << " " << N2+1 << " " << N1+1 << flush; } if (closed) { int N0 = Pos->size() - 2*profile.size(); int N1 = Pos->size() - profile.size() - 1; int N2 = Pos->size() - 1; Indices->addValue(N1); Indices->addValue(N2); Indices->addValue(N1+1); Indices->addValue(N0); //cout << "\nN1N2 " << N1 << " " << N2 << " " << N1+1 << " " << N0 << flush; } } } } Length->addValue(Indices->size()); SimpleMaterialRecPtr Mat = SimpleMaterial::create(); GeometryRecPtr g = Geometry::create(); g->setTypes(Type); g->setLengths(Length); g->setPositions(Pos); g->setNormals(Norms); g->setColors(Colors); g->setIndices(Indices); g->setMaterial(Mat); Mat->setLit(lit); VRGeometry* geo = new VRGeometry("stroke"); geo->setMesh(g); addChild(geo); }