void MoveManipulator::doMovement(TransformPtr t, Int32 coord, Real32 value, const Vec3f &translation, const Quaternion &rotation, const Vec3f &scaleFactor, const Quaternion &scaleOrientation ) { Vec3f trans(0.0f, 0.0f, 0.0f); trans[coord] = value; Matrix ma, mb, mc, md, me; ma.setTranslate( -translation ); mb.setRotate ( rotation.inverse() ); mc.setTransform( trans ); md.setRotate ( rotation ); me.setTranslate( translation ); beginEditCP(t, Transform::MatrixFieldMask); { t->editMatrix().multLeft(ma); t->editMatrix().multLeft(mb); t->editMatrix().multLeft(mc); t->editMatrix().multLeft(md); t->editMatrix().multLeft(me); } endEditCP(t, Transform::MatrixFieldMask); }
//do Animation-Calculations here void Animate() { static Real64 t0 = OSG::getSystemTime(); Real64 t = OSG::getSystemTime() - t0; Real32 rotb = t * 10.0; if(rotb > 360.0) rotb -= 360.0; Real32 rotc1 = t * 20.0; if(rotc1 > 360.0) rotc1 -= 360.0; Real32 rotc2 = t * 40.0; if(rotc2 > 360.0) rotc2 -= 360.0; Quaternion q; beginEditCP(_box_trans); q.setValueAsAxisDeg(0.2,0,1, rotb); _box_trans->editMatrix().setRotate(q); endEditCP(_box_trans); beginEditCP(_cylinder1_trans); q.setValueAsAxisDeg(0,0,1, rotc1); _cylinder1_trans->editMatrix().setRotate(q); endEditCP(_cylinder1_trans); beginEditCP(_cylinder2_trans); q.setValueAsAxisDeg(0,0,1, rotc2); _cylinder2_trans->editMatrix().setRotate(q); endEditCP(_cylinder2_trans); beginEditCP(box_trans_node); endEditCP(box_trans_node); beginEditCP(cam); endEditCP(cam); mgr->redraw(); glutPostRedisplay(); }
NodePtr buildGraphRecurse(UInt32 depth, UInt32 maxDepth, GeometryPtr pGeo) { if(depth == maxDepth) { NodePtr pNodeGeo = Node::create(); beginEditCP(pNodeGeo, Node::CoreFieldId); pNodeGeo->setCore(pGeo); endEditCP (pNodeGeo, Node::CoreFieldId); return pNodeGeo; } else { NodePtr pNodeGroup = Node ::create(); GroupPtr pGroup = Group ::create(); NodePtr pNodeSwitch = Node ::create(); SwitchPtr pSwitch = Switch::create(); beginEditCP(pNodeGroup, Node::CoreFieldId | Node::ChildrenFieldId); pNodeGroup->setCore (pGroup ); pNodeGroup->addChild(pNodeSwitch); endEditCP (pNodeGroup, Node::CoreFieldId | Node::ChildrenFieldId); beginEditCP(pSwitch, Switch::ChoiceFieldId); pSwitch->editChoice() = Switch::ALL; endEditCP (pSwitch, Switch::ChoiceFieldId); beginEditCP(pNodeSwitch, Node::CoreFieldId | Node::ChildrenFieldId); pNodeSwitch->setCore(pSwitch); for(UInt32 i = 0; i < 8; ++i) { NodePtr pNodeTrans = Node ::create(); TransformPtr pTrans = Transform::create(); Vec3f vecTrans; if(i & 0x01) { vecTrans[0] = 0.25 * X_SIZE * (1.0 / (depth + 1.0)) + 0.2 * (osgrand() - 0.5); } else { vecTrans[0] = -0.25 * X_SIZE * (1.0 / (depth + 1.0)) + 0.2 * (osgrand() - 0.5); } if(i & 0x02) { vecTrans[1] = 0.25 * Y_SIZE * (1.0 / (depth + 1.0)) + 0.2 * (osgrand() - 0.5); } else { vecTrans[1] = -0.25 * Y_SIZE * (1.0 / (depth + 1.0)) + 0.2 * (osgrand() - 0.5); } if(i & 0x04) { vecTrans[2] = 0.25 * Z_SIZE * (1.0 / (depth + 1.0)) + 0.2 * (osgrand() - 0.5); } else { vecTrans[2] = -0.25 * Z_SIZE * (1.0 / (depth + 1.0)) + 0.2 * (osgrand() - 0.5); } beginEditCP(pTrans, Transform::MatrixFieldId); pTrans->editMatrix().setTranslate(vecTrans); endEditCP (pTrans, Transform::MatrixFieldId); beginEditCP(pNodeTrans, Node::CoreFieldId | Node::ChildrenFieldId); pNodeTrans->setCore (pTrans ); pNodeTrans->addChild(buildGraphRecurse(depth + 1, maxDepth, pGeo)); endEditCP (pNodeTrans, Node::CoreFieldId | Node::ChildrenFieldId); pNodeSwitch->addChild(pNodeTrans); } endEditCP (pNodeSwitch, Node::CoreFieldId | Node::ChildrenFieldId); return pNodeGroup; } }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); gwin = GLUTWindow::create(); // create root rootNode = makeCoredNode<Group>(); NodePtr scene = makeCoredNode<Group>(); // create lights TransformPtr point1_trans; NodePtr point1 = makeCoredNode<PointLight>(&_point1_core); NodePtr point1_beacon = makeCoredNode<Transform>(&point1_trans); beginEditCP(point1_trans); point1_trans->editMatrix().setTranslate(0.0, 0.0, 25.0); endEditCP(point1_trans); beginEditCP(_point1_core); _point1_core->setAmbient(0.15,0.15,0.15,1); _point1_core->setDiffuse(0.4,0.4,0.4,1); _point1_core->setSpecular(0.0,0.0,0.0,1); _point1_core->setBeacon(point1_beacon); _point1_core->setOn(true); endEditCP(_point1_core); TransformPtr point2_trans; NodePtr point2 = makeCoredNode<PointLight>(&_point2_core); NodePtr point2_beacon = makeCoredNode<Transform>(&point2_trans); beginEditCP(point2_trans); point2_trans->editMatrix().setTranslate(5.0, 5.0, 20.0); endEditCP(point2_trans); beginEditCP(_point2_core); _point2_core->setAmbient(0.15,0.15,0.15,1); _point2_core->setDiffuse(0.4,0.4,0.4,1); _point2_core->setSpecular(0.0,0.0,0.0,1); _point2_core->setBeacon(point2_beacon); _point2_core->setOn(true); endEditCP(_point2_core); beginEditCP(point1); point1->addChild(point2); endEditCP(point1); beginEditCP(point2); point2->addChild(scene); endEditCP(point2); // create scene // bottom NodePtr plane = makePlane(25.0, 25.0, 128, 128); int size = imageWinWidth*imageWinHeight*256; ImagePtr plane_img = Image::create(); beginEditCP(plane_img); plane_img->set(Image::OSG_RGBA_PF, imageWinWidth, imageWinHeight, 1, 1, 1, 0, NULL); endEditCP(plane_img); TextureChunkPtr plane_tex = TextureChunk::create(); beginEditCP(plane_tex); plane_tex->setImage(plane_img); plane_tex->setMinFilter(GL_LINEAR); plane_tex->setMagFilter(GL_LINEAR); plane_tex->setTarget(GL_TEXTURE_2D); plane_tex->setInternalFormat(GL_RGBA16F_ARB); endEditCP(plane_tex); SHLChunkPtr shl = SHLChunk::create(); beginEditCP(shl); shl->setVertexProgram(_vp_program); shl->setFragmentProgram(_fp_program); shl->setUniformParameter("tex0", 0); endEditCP(shl); SimpleMaterialPtr plane_mat = SimpleMaterial::create(); beginEditCP(plane_mat); plane_mat->setAmbient(Color3f(0.3,0.3,0.3)); plane_mat->setDiffuse(Color3f(1.0,1.0,1.0)); plane_mat->addChunk(plane_tex); plane_mat->addChunk(shl); endEditCP(plane_mat); GeometryPtr plane_geo = GeometryPtr::dcast(plane->getCore()); beginEditCP(plane_geo); plane_geo->setMaterial(plane_mat); beginEditCP(plane_geo); // box box_trans_node = makeCoredNode<Transform>(&_box_trans); beginEditCP(_box_trans); _box_trans->editMatrix().setTranslate(0.0, 0.0, 12.0); endEditCP(_box_trans); NodePtr box = makeBox(4.0, 4.0, 0.8, 10, 10 , 10); beginEditCP(box_trans_node); box_trans_node->addChild(box); endEditCP(box_trans_node); PolygonChunkPtr pchunk = osg::PolygonChunk::create(); beginEditCP(pchunk); pchunk->setCullFace(GL_BACK); endEditCP(pchunk); SimpleMaterialPtr box_mat = SimpleMaterial::create(); beginEditCP(box_mat); box_mat->setAmbient(Color3f(0.0,0.0,0.0)); box_mat->setDiffuse(Color3f(0.0,0.0,1.0)); box_mat->addChunk(pchunk); endEditCP(box_mat); GeometryPtr box_geo = GeometryPtr::dcast(box->getCore()); beginEditCP(box_geo); box_geo->setMaterial(box_mat); beginEditCP(box_geo); // cylinder1 NodePtr cylinder1_trans_node = makeCoredNode<Transform>(&_cylinder1_trans); beginEditCP(_cylinder1_trans); _cylinder1_trans->editMatrix().setTranslate(0.0, 0.0, 5.0); endEditCP(_cylinder1_trans); NodePtr cylinder1 = OSG::makeCylinder(10.0, 0.4, 32, true, true ,true); beginEditCP(cylinder1_trans_node); cylinder1_trans_node->addChild(cylinder1); endEditCP(cylinder1_trans_node); SimpleMaterialPtr cylinder1_mat = SimpleMaterial::create(); beginEditCP(cylinder1_mat); cylinder1_mat->setAmbient(Color3f(0.0,0.0,0.0)); cylinder1_mat->setDiffuse(Color3f(1.0,0.0,0.0)); cylinder1_mat->addChunk(pchunk); endEditCP(cylinder1_mat); GeometryPtr cylinder1_geo = GeometryPtr::dcast(cylinder1->getCore()); beginEditCP(cylinder1_geo); cylinder1_geo->setMaterial(cylinder1_mat); beginEditCP(cylinder1_geo); // cylinder2 NodePtr cylinder2_trans_node = makeCoredNode<Transform>(&_cylinder2_trans); beginEditCP(_cylinder2_trans); _cylinder2_trans->editMatrix().setTranslate(0.0, 0.0, 8.0); endEditCP(_cylinder2_trans); NodePtr cylinder2 = OSG::makeCylinder(10.0, 0.4, 32, true, true ,true); beginEditCP(cylinder2_trans_node); cylinder2_trans_node->addChild(cylinder2); endEditCP(cylinder2_trans_node); SimpleMaterialPtr cylinder2_mat = SimpleMaterial::create(); beginEditCP(cylinder2_mat); cylinder2_mat->setAmbient(Color3f(0.0,0.0,0.0)); cylinder2_mat->setDiffuse(Color3f(0.0,1.0,0.0)); cylinder2_mat->addChunk(pchunk); endEditCP(cylinder2_mat); GeometryPtr cylinder2_geo = GeometryPtr::dcast(cylinder2->getCore()); beginEditCP(cylinder2_geo); cylinder2_geo->setMaterial(cylinder2_mat); beginEditCP(cylinder2_geo); // scene beginEditCP(scene); scene->addChild(plane); scene->addChild(box_trans_node); scene->addChild(cylinder1_trans_node); scene->addChild(cylinder2_trans_node); endEditCP(scene); vp = ShadowViewport::create(); GradientBackgroundPtr gbg = GradientBackground::create(); SolidBackgroundPtr sbg = SolidBackground::create(); UChar8 imgdata[] = { 255,0,0, 0,255,0, 0,0,255, 255,255,0 }; ImagePtr img1 = Image::create(); img1->set(Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata); TextureChunkPtr tcPtr = TextureChunk::create(); beginEditCP(tcPtr); tcPtr->setImage(img1); endEditCP(tcPtr); TextureBackgroundPtr bkg = TextureBackground::create(); beginEditCP(bkg); bkg->setTexture(tcPtr); endEditCP(bkg); beginEditCP(sbg); sbg->setColor(Color3f(0.2,0.4,0.6)); endEditCP(sbg); beginEditCP(gbg); gbg->addLine(Color3f(0.7, 0.7, 0.8), 0); gbg->addLine(Color3f(0.1, 0.1, 0.3), 1); endEditCP(gbg); beginEditCP(rootNode); rootNode->addChild(point1); rootNode->addChild(point1_beacon); rootNode->addChild(point2_beacon); endEditCP(rootNode); //FBOViewportPtr fbo_vp = FBOViewport::create(); addRefCP(fbo_vp); // the Camera for the map cam = PerspectiveCamera::create(); beginEditCP(cam); cam->setFov(osgdegree2rad(90)); cam->setAspect(1); cam->setNear(0.001); cam->setFar(10000); cam->setBeacon(box_trans_node); endEditCP(cam); beginEditCP(fbo_vp); fbo_vp->setBackground(bkg); fbo_vp->setRoot(rootNode); fbo_vp->setCamera(cam); fbo_vp->setSize(0,0,imageWinWidth-1, imageWinHeight-1); fbo_vp->setStorageWidth(imageWinWidth); fbo_vp->setStorageHeight(imageWinHeight); fbo_vp->setDirty(true); fbo_vp->editMFTextures ()->push_back(plane_tex); fbo_vp->editMFExcludeNodes()->push_back(plane); fbo_vp->setFboOn(true); endEditCP(fbo_vp); // normal shadow viewport beginEditCP(vp); vp->setBackground(gbg); vp->setRoot(rootNode); vp->setSize(0,0,1,1); endEditCP(vp); beginEditCP(gwin); //Window gwin->setId(winid); gwin->addPort(vp); gwin->init(); endEditCP(gwin); Vec3f min,max; rootNode->updateVolume(); rootNode->getVolume().getBounds( min, max ); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; mgr->setWindow(gwin); mgr->setRoot(rootNode); //Viewport beginEditCP(vp); vp->setCamera(mgr->getCamera()); endEditCP(vp); mgr->turnHeadlightOff(); mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }