bool SplitGraphOp::traverse(Node *root) { // If the root node is not a Group, make it one if(isLeaf(root)) { NodeUnrecPtr n = makeNodeFor(root->getCore()); root->setCore(Group::create()); root->addChild(n); } return GraphOp::traverse(root); }
/*! Add a transform node to the OpenSG tree representing this <node>. Also finalizes transform animations. */ void ColladaNode::appendStackedXForm(TransformationElement *transformElement, domNodeRef node) { OSG_ASSERT(getGlobal()->getOptions()->getFlattenNodeXForms()); StackedTransformUnrecPtr bottomTrans(NULL); if(_bottomN != NULL) { if(_bottomN->getCore()->getType().isDerivedFrom(StackedTransform::getClassType())) { bottomTrans = dynamic_cast<StackedTransform*>(_bottomN->getCore()); } else { bottomTrans = StackedTransform::create(); NodeUnrecPtr xformN = makeNodeFor(bottomTrans); setName(xformN, node->getName()); _bottomN->addChild(xformN); } } else { bottomTrans = StackedTransform::create(); _bottomN = makeNodeFor(bottomTrans); setName(_bottomN, node->getName()); } bottomTrans->pushToTransformElements(transformElement); if(_topN == NULL) { _topN = _bottomN; } }
void ColladaNode::handleSkew(domSkew *skew) { if(skew == NULL) return; domNodeRef node = getDOMElementAs<domNode>(); Vec3f rotationAxis(skew->getValue()[1],skew->getValue()[2],skew->getValue()[3]), translationAxis(skew->getValue()[4],skew->getValue()[5],skew->getValue()[6]); Real32 angle(skew->getValue()[0]); if(getGlobal()->getOptions()->getFlattenNodeXForms()) { SkewTransformationElementUnrecPtr SkewElement = SkewTransformationElement::create(); SkewElement->setRotationAxis(rotationAxis); SkewElement->setTranslationAxis(translationAxis); SkewElement->setAngle(angle); setName(SkewElement, skew->getSid()); appendStackedXForm(SkewElement, node); } else { TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); Matrix skewMatrix; MatrixSkew(skewMatrix,rotationAxis, translationAxis, angle); xform->setMatrix(skewMatrix); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(skew->getSid() != NULL && getGlobal()->getOptions()->getFlattenNodeXForms() == false) { nodeName.append("." ); nodeName.append(skew->getSid()); } setName(xformN, nodeName); } appendXForm(xformN); } }
void ColladaNode::handleRotate(domRotate *rotate) { if(rotate == NULL) return; domNodeRef node = getDOMElementAs<domNode>(); Vec3f axis(rotate->getValue()[0], rotate->getValue()[1], rotate->getValue()[2]); Real32 angle(rotate->getValue()[3]); if(getGlobal()->getOptions()->getFlattenNodeXForms()) { RotationTransformationElementUnrecPtr RotationElement = RotationTransformationElement::create(); RotationElement->setAxis(axis); RotationElement->setAngle(angle); setName(RotationElement, rotate->getSid()); appendStackedXForm(RotationElement, node); if(getGlobal()->editAnimationMap()[rotate] != NULL) { SLOG << "Found Rotation Animation" << std::endl; getGlobal()->editAnimationMap()[rotate]->getAnimation()->setAnimatedField(RotationElement,std::string("Angle")); } } else { TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); xform->editMatrix().setRotate(Quaternion(axis, osgDegree2Rad(angle))); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(rotate->getSid() != NULL&& getGlobal()->getOptions()->getFlattenNodeXForms() == false) { nodeName.append("." ); nodeName.append(rotate->getSid()); } setName(xformN, nodeName); } appendXForm(xformN); } }
void ColladaNode::handleLookAt(domLookat *lookat) { if(lookat == NULL) return; domNodeRef node = getDOMElementAs<domNode>(); Pnt3f eyePosition(lookat->getValue()[0],lookat->getValue()[1],lookat->getValue()[2]), lookAtPoint(lookat->getValue()[3],lookat->getValue()[4],lookat->getValue()[5]); Vec3f upDirection(lookat->getValue()[7],lookat->getValue()[8],lookat->getValue()[9]); if(getGlobal()->getOptions()->getFlattenNodeXForms()) { LookAtTransformationElementUnrecPtr LookAtElement = LookAtTransformationElement::create(); LookAtElement->setEyePosition(eyePosition); LookAtElement->setLookAtPosition(lookAtPoint); LookAtElement->setUpDirection(upDirection); setName(LookAtElement, lookat->getSid()); appendStackedXForm(LookAtElement, node); } else { TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); Matrix lookAtMatrix; MatrixLookAt(lookAtMatrix,eyePosition, lookAtPoint, upDirection); xform->setMatrix(lookAtMatrix); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(lookat->getSid() != NULL && getGlobal()->getOptions()->getFlattenNodeXForms() == false) { nodeName.append("." ); nodeName.append(lookat->getSid()); } setName(xformN, nodeName); } appendXForm(xformN); } }
void ColladaNode::handleTranslate(domTranslate *translate) { if(translate == NULL) return; domNodeRef node = getDOMElementAs<domNode>(); Vec3f translation(translate->getValue()[0], translate->getValue()[1], translate->getValue()[2]); if(getGlobal()->getOptions()->getFlattenNodeXForms()) { TranslationTransformationElementUnrecPtr TranslateElement = TranslationTransformationElement::create(); TranslateElement->setTranslation(translation); setName(TranslateElement, translate->getSid()); appendStackedXForm(TranslateElement, node); if(getGlobal()->editAnimationMap()[translate] != NULL) { SLOG << "Found Translation Animation" << std::endl; getGlobal()->editAnimationMap()[translate]->getAnimation()->setAnimatedField(TranslateElement,std::string("Translation")) ; } } else { TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); xform->editMatrix().setTranslate(translation); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(translate->getSid() != NULL && getGlobal()->getOptions()->getFlattenNodeXForms() == false) { nodeName.append("." ); nodeName.append(translate->getSid()); } setName(xformN, nodeName); } appendXForm(xformN); } }
/* virtual */ NodeTransitPtr OFMatrixRecord::convert(Node *pNode) { NodeUnrecPtr returnValue(NULL); if(pNode != NULL) { TransformUnrecPtr pXform = Transform::create(); pXform->setMatrix(matrix); returnValue = makeNodeFor(pXform); returnValue->addChild(pNode); } return NodeTransitPtr(returnValue); }
void ColladaNode::handleMatrix(domMatrix *matrix) { if(matrix == NULL) return; domNodeRef node = getDOMElementAs<domNode>(); TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); Matrix m(matrix->getValue()[0], // rVal00 matrix->getValue()[1], // rVal10 matrix->getValue()[2], // rVal20 matrix->getValue()[3], // rVal30 matrix->getValue()[4], // rVal01 matrix->getValue()[5], // rVal11 matrix->getValue()[6], // rVal21 matrix->getValue()[7], // rVal31 matrix->getValue()[8], // rVal02 matrix->getValue()[9], // rVal12 matrix->getValue()[10], // rVal22 matrix->getValue()[11], // rVal32 matrix->getValue()[12], // rVal03 matrix->getValue()[13], // rVal13 matrix->getValue()[14], // rVal23 matrix->getValue()[15] ); // rVal33 xform->setMatrix(m); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(matrix->getSid() != NULL) { nodeName.append("." ); nodeName.append(matrix->getSid()); } setName(xformN, nodeName); } appendXForm(xformN); }
// // create an arbitrarly complex render scene // static NodeTransitPtr createStaticScene() { NodeUnrecPtr root = makeCoredNode<Group>(); typedef boost::mt19937 base_generator_type; static base_generator_type generator(0); static boost::uniform_01<float> value; static boost::variate_generator< base_generator_type, boost::uniform_01<float> > die(generator, value); for (int i = 0; i < max_tori; ++i) { NodeUnrecPtr scene = makeTorus(.5, 2, 32, 32); TransformUnrecPtr transformCore = Transform::create(); Matrix mat; mat.setIdentity(); float x = 500.f * die(); float y = 500.f * die(); float z = 500.f * die(); float e1 = die(); float e2 = die(); float e3 = die(); Vec3f v(e1,e2,e3); v.normalize(); float a = TwoPi * die(); Quaternion q(v, a); mat.setTranslate(x,y,z); mat.setRotate(q); transformCore->setMatrix(mat); NodeUnrecPtr trafo = makeNodeFor(transformCore); trafo->addChild(scene); root->addChild(trafo); } return NodeTransitPtr(root); }
NodeTransitPtr buildScene(void) { NodeUnrecPtr geoN = makeBox(1.f, 1.f, 1.f, 1, 1, 1); ComponentTransformUnrecPtr xform = ComponentTransform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); setTargetId(xform, "xform0"); gXForm = xform; NodeUnrecPtr groupN = makeCoredNode<Group>(); xformN->addChild(geoN ); groupN->addChild(xformN); return NodeTransitPtr(groupN); }
NodeTransitPtr OctreeVisualization::createNodeDistanceLOD(OctreePtr, const Octree::OTNodePtr node, Material* GeoMaterial, const Node* BaseGeo, Real32 Range ) { NodeRecPtr box = deepCloneTree(BaseGeo); dynamic_cast<Geometry*>(box->getCore())->setMaterial(GeoMaterial); //DistanceLOD node DistanceLODRecPtr LOD = DistanceLOD::create(); LOD->editMFRange()->push_back(10.0); NodeRecPtr LODNode = makeNodeFor(LOD); LODNode->addChild(box); LODNode->addChild(makeCoredNode<Group>()); Matrix m; TransformRecPtr box_trans; NodeRecPtr trans_node = makeCoredNode<Transform>(&box_trans); Pnt3f Center; node->getVolume().getCenter(Center); m.setTranslate(Center.x(), Center.y(), Center.z()); const Real32 Offset(0.0f); Vec3f Size; node->getVolume().getSize(Size); m.setScale(Size.x()-(Size.x()*Offset), Size.y()-(Size.y()*Offset), Size.z()-(Size.z()*Offset)); box_trans->setMatrix(m); trans_node->addChild(LODNode); return NodeTransitPtr(trans_node); }
OSG_BEGIN_NAMESPACE NodeTransitPtr OctreeVisualization::createOctreeVisualization(OctreePtr tree, Int32 MaxDepth, bool filledGeometry, bool onlyLeaf) { OTNodeGeometryCreateFunc GeoCreateFunc; OTNodeMaterialCreateFunc MatCreateFunc; OTNodeIsVisibleFunc IsVisibleFunc; IsVisibleFunc = boost::bind(&OctreeVisualization::isNodeLeaf,_1, _2, false); NodeRecPtr VisRootNode = makeCoredNode<Group>(); if(filledGeometry) { NodeRecPtr BaseBox = makeBox(1.0f,1.0f,1.0f, 1, 1, 1); GeoCreateFunc = boost::bind(&OctreeVisualization::createNodeDistanceLOD,_1, _2, _3, BaseBox.get(), 10.0f); BlendChunkRecPtr DefaultBlendChunk = BlendChunk::create(); DefaultBlendChunk->setSrcFactor(GL_SRC_ALPHA); DefaultBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); PolygonChunkRecPtr DefaultPolygonChunk = PolygonChunk::create(); DefaultPolygonChunk->setCullFace(GL_BACK); MatCreateFunc = boost::bind(&OctreeVisualization::createMatFilled,_1, _2, Color3f(0.0f,1.0f,0.0f), Color3f(1.0f,0.0f,0.0f), 0.15f, DefaultBlendChunk.get(), DefaultPolygonChunk.get()); createOctreeVisualizationRec(tree, tree->getRoot(), VisRootNode, osgMin<UInt32>(tree->getDepth(),MaxDepth), GeoCreateFunc, MatCreateFunc, IsVisibleFunc); } else { //*******************Create the Geometry for the box GeoUInt8PropertyRecPtr type = GeoUInt8Property::create(); //Volume bound box type->push_back(GL_LINE_STRIP); type->push_back(GL_LINES); GeoUInt32PropertyRefPtr lens = GeoUInt32Property::create(); //Volume bound box lens->push_back(10); lens->push_back(6); GeoUInt32PropertyRefPtr index = GeoUInt32Property::create(); //Volume bound box index->push_back(0); index->push_back(1); index->push_back(3); index->push_back(2); index->push_back(0); index->push_back(4); index->push_back(5); index->push_back(7); index->push_back(6); index->push_back(4); index->push_back(1); index->push_back(5); index->push_back(2); index->push_back(6); index->push_back(3); index->push_back(7); GeoPnt3fPropertyRefPtr highlightPoints = GeoPnt3fProperty::create(); //Volume bound box highlightPoints->push_back(Pnt3f(-1, -1, -1)); highlightPoints->push_back(Pnt3f( 1, -1, -1)); highlightPoints->push_back(Pnt3f(-1, 1, -1)); highlightPoints->push_back(Pnt3f( 1, 1, -1)); highlightPoints->push_back(Pnt3f(-1, -1, 1)); highlightPoints->push_back(Pnt3f( 1, -1, 1)); highlightPoints->push_back(Pnt3f(-1, 1, 1)); highlightPoints->push_back(Pnt3f( 1, 1, 1)); //Colors Color4f BoundBoxColor(1.0f,1.0f,1.0,1.00f); GeoVec4fPropertyRefPtr highlightColors = GeoVec4fProperty::create(); //Volume bound box highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); highlightColors->push_back(BoundBoxColor); GeometryRecPtr BoxGeo =Geometry::create(); BoxGeo->setTypes (type); BoxGeo->setLengths (lens); BoxGeo->setIndices (index); BoxGeo->setPositions (highlightPoints); BoxGeo->setColors (highlightColors); //Highlight Bound Box Node NodeRecPtr BaseBox = makeNodeFor(BoxGeo); GeoCreateFunc = boost::bind(&OctreeVisualization::createNodeDistanceLOD,_1, _2, _3, BaseBox.get(), 10.0f); //*******************Create the Geometry for the highlight BlendChunkRecPtr DefaultBlendChunk = BlendChunk::create(); DefaultBlendChunk->setSrcFactor(GL_SRC_ALPHA); DefaultBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); LineChunkRecPtr DefaultLineChunk = LineChunk::create(); DefaultLineChunk->setSmooth(true); MatCreateFunc = boost::bind(&OctreeVisualization::createMatLine,_1, _2, Color3f(1.0f,0.0f,0.0f), Color3f(0.0f,0.0f,1.0f), 0.55f, DefaultBlendChunk.get(), DefaultLineChunk.get()); createOctreeVisualizationRec(tree, tree->getRoot(), VisRootNode, osgMin<UInt32>(tree->getDepth(),MaxDepth), GeoCreateFunc, MatCreateFunc, IsVisibleFunc); } return NodeTransitPtr(VisRootNode); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(4.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f); GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1); //Skeleton SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create(); //Joint TransformRecPtr ExampleRootJoint = Transform::create(); NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint); //Add this joint to the skeleton ExampleSkeleton->pushToJoints(ExampleRootJointNode, Matrix()); NodeRecPtr TempRootJointNode = ExampleRootJointNode; NodeRefPtr GeoNode = makeNodeFor(BoxGeometry); TempRootJointNode->addChild(GeoNode); Matrix TempMat; //Create a set of randomly placed child joints for (Real32 i = 0.0f; i < 5.0f; ++i) { TransformRecPtr ExampleChildJoint = Transform::create(); NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint); GeoNode = makeNodeFor(SphereGeometry); ExampleChildJointNode->addChild(GeoNode); //TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); switch((static_cast<UInt32>(i) % 3)) { case 0: TempMat.setTranslate(2.0f,0.0f,0.0f); break; case 1: TempMat.setTranslate(0.0f,2.0f,0.0f); break; case 2: TempMat.setTranslate(0.0f,0.0f,2.0f); break; } //Set bind and current transformations to TempMat (calculated above) ExampleChildJoint->setMatrix(TempMat); //Add ExampleChildJoint as a child to the previous joint TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint //ExampleChildJoint will be the next parent joint TempRootJointNode = ExampleChildJointNode; //Add this joint to the skeleton Matrix InvBind(TempRootJointNode->getToWorld()); InvBind.invert(); ExampleSkeleton->pushToJoints(ExampleChildJointNode, InvBind); } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); //Skeleton Particle System Node NodeUnrecPtr SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Make Main Scene Node and add the Torus NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); scene->addChild(ExampleRootJointNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "10SkeletonDrawer"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// // FBO solution // static void writeHiResScreenShotFBO(const char* name, UInt32 width, UInt32 height) { size_t num_ports = win->getMFPort()->size(); if (num_ports == 0) return; // // calc image dimensions // UInt32 winWidth = win->getWidth(); UInt32 winHeight = win->getHeight(); if (width < winWidth ) width = winWidth; if (height < winHeight) height = winHeight; Real32 a = Real32(winWidth) / Real32(winHeight); width = UInt32(a*height); // // output stream for writing the final image // std::ofstream stream(name, std::ios::binary); if (stream.good() == false) return; // // Setup the FBO // FrameBufferObjectUnrecPtr fbo = FrameBufferObject::create(); // // We use two render buffers. One for the color buffer and one for the depth and // stencil buffer. This example does not take credit of the stencil buffer. There- // fore a depth buffer would suffice. However, the use of the combined depth and // stencil buffer is useful in other contextes and hence used. // RenderBufferUnrecPtr colBuf = RenderBuffer::create(); RenderBufferUnrecPtr dsBuf = RenderBuffer::create(); // // As we would like to read back the FBO color buffer, we must provide a fitting // image. // ImageUnrecPtr buffer_image = Image::create(); buffer_image->set(Image::OSG_RGBA_PF, winWidth, winHeight); colBuf->setImage(buffer_image); // // We must setup the internal image formats of the two render buffers accordingly. // colBuf->setInternalFormat(GL_RGBA); dsBuf ->setInternalFormat(GL_DEPTH24_STENCIL8_EXT); // // we must inform the FBO about the actual used color render buffers. // fbo->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT); // // The FBO takes responsibility of the render buffers. Notice, that the shared // depth/stencil buffer is provided twice. As the depth render buffer and as the // stencil render buffer. // fbo->setColorAttachment (colBuf, 0); fbo->setDepthAttachment (dsBuf); fbo->setStencilAttachment(dsBuf); // // Also the FBO must be sized correctly. // fbo->setWidth (winWidth ); fbo->setHeight(winHeight); // // In order to read the color buffer back next two statements are necessary. // fbo->setPostProcessOnDeactivate(true); fbo->getColorAttachments(0)->setReadBack(true); // // We tile the final image and render each tile with the screen resolution // into the FBO. The more tiles we use the bigger the resolution of the // final image gets with respect to a provided measure of length. // typedef boost::tuple<TileCameraDecoratorUnrecPtr, bool, SimpleStageUnrecPtr, ViewportUnrecPtr> TupleT; std::vector<TupleT> decorators; decorators.resize(num_ports); // // Remember the stage viewports for later cleanup // std::stack<ViewportUnrecPtr> stage_viewports; // // Setup the tile camera decorators for each viewport of the window and // disable the tile property of tileable viewport backgrounds. // for (size_t i = 0; i < num_ports; ++i) { Viewport* vp = win->getPort(i); TileCameraDecoratorUnrecPtr decorator = TileCameraDecorator::create(); decorator->setFullSize (width, height); decorator->setDecoratee(vp->getCamera()); vp->setCamera(decorator); bool bTiled = false; TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground()); if (tbg) { bTiled = tbg->getTile(); tbg->setTile(false); } // // The scene manager root node does not provide the illumination of the // scene. This is governed internally by the manager. However, to take // credit of the illumination we scan to the final parent of the scene // graph. // Node* internalRoot = rootNode(mgr->getRoot()); // // We would like to render the scene but won't detach it from its parent. // The VisitSubTree allows just that. // VisitSubTreeUnrecPtr visitor = VisitSubTree::create(); visitor->setSubTreeRoot(internalRoot); NodeUnrecPtr visit_node = makeNodeFor(visitor); // // We clone the camera of the first viewport and do not swap the buffer on later // rendering. This way the image generation process is not noticable in the // window. // CameraUnrecPtr camera = dynamic_pointer_cast<Camera>(vp->getCamera()->shallowCopy()); // // The stage object does provide a render target for the frame buffer attachment. // SimpleStage has a camera, a background and the left, right, top, bottom // fields to let you restrict rendering to a sub-rectangle of your FBO, i.e. // they give you a viewport. // SimpleStageUnrecPtr stage = SimpleStage::create(); stage->setRenderTarget(fbo); stage->setCamera (decorator); stage->setBackground (vp->getBackground()); // // Give the stage core a place to live // NodeUnrecPtr stage_node = makeNodeFor(stage); stage_node->addChild(visit_node); // // root // | // +- SimpleStage // | // +- VisitSubTree -> ApplicationScene // NodeUnrecPtr root = makeCoredNode<Group>(); root->addChild(stage_node); // // Give the root node a place to live, i.e. create a passive // viewport and add it to the window. // ViewportUnrecPtr stage_viewport = PassiveViewport::create(); stage_viewport->setRoot (root); stage_viewport->setBackground(vp->getBackground()); stage_viewport->setCamera (camera); win->addPort(stage_viewport); // // remember the decorator, the background tile prop setting and the stage setup // decorators[i] = boost::make_tuple(decorator, bTiled, stage, stage_viewport); } // // We write the image in simple ppm format. This one starts with a description // header which we output once on first write. // bool write_header = true; // // Calc the max y start position (width). We process the tiles from bottom // up and from left tp right as determined by the image format. // UInt32 yPosLast = 0; for (; yPosLast < height-winHeight; yPosLast += winHeight); // // Process from bottom to top // for (Int32 yPos = yPosLast; yPos >= 0; yPos -= winHeight) { UInt32 ySize = std::min(winHeight, height - yPos); // // Collect the tile images for each row, i.e. we write the // image in row manner to disk. This way the main memory is // only moderately stressed. // std::vector<ImageUnrecPtr> vecColImages; // // Process from left to right // for (UInt32 xPos = 0; xPos < width; xPos += winWidth) { UInt32 xSize = std::min(winWidth, width - xPos); // // The current tile image // ImageUnrecPtr col_image = Image::create(); col_image->set(Image::OSG_RGBA_PF, xSize, ySize); // // Adapt the tile camera decorator boxes to the current tile // for (size_t i = 0; i < num_ports; ++i) { // // this tile does not fill the whole FBO - adjust to only render // to a part of it // decorators[i].get<2>()->setLeft (0.f); decorators[i].get<2>()->setRight (xSize / float(winWidth)); decorators[i].get<2>()->setBottom(0.f); decorators[i].get<2>()->setTop (ySize / float(winHeight)); TileCameraDecorator* decorator = decorators[i].get<0>(); decorator->setSize( xPos / float(width), yPos / float(height), (xPos + xSize) / float(width), (yPos + ySize) / float(height) ); } // // render the tile // mgr->update(); win->renderNoFinish(mgr->getRenderAction()); win->frameExit(); win->deactivate (); // // Copy the image into the tile image stored for later processing // if(fbo) { RenderBuffer* grabber = dynamic_cast<RenderBuffer*>(fbo->getColorAttachments(0)); if(grabber) { grabber->getImage()->subImage(0, 0, 0, xSize, ySize, 1, col_image); } } vecColImages.push_back(col_image); } // // Write the image format header once // if (write_header) { write_header = false; if (!writePNMImagesHeader(vecColImages, width, height, stream)) break; } // // Write the current column // if (!writePNMImagesData(vecColImages, stream)) break; // // Forget the current column images // vecColImages.clear(); } // // restore window and cleanup // for (size_t i = 0; i < num_ports; ++i) { win->subPortByObj(decorators[i].get<3>()); Viewport* vp = win->getPort(i); vp->setCamera(decorators[i].get<0>()->getDecoratee()); vp->setSize(0, 0, 1, 1); TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground()); if (tbg) tbg->setTile(decorators[i].get<1>()); } }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1)); TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); BoostPath EffectFilePath("./Data/goochyPt.cgfx"); if(argc >= 2) { EffectFilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(EffectFilePath)) { std::cerr << "Could not load file: "<< EffectFilePath.string() << ", because no such files exists."<< std::endl; EffectFilePath = BoostPath("./Data/goochyPt.cgfx"); } } //Make the CgFX Material CgFXMaterialRecPtr ExampleMaterial = CgFXMaterial::create(); ExampleMaterial->setEffectFile(EffectFilePath.string()); // Make Torus Node (creates Torus in background of scene) GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 16, 16); //GeometryRefPtr TorusGeometry = makeBoxGeo(1.0,1.0,1.0,1,1,1); TorusGeometry->setMaterial(ExampleMaterial); TorusGeometry->setDlistCache(false); NodeRefPtr TorusGeometryNode = makeNodeFor(TorusGeometry); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(TorusGeometryNode); sceneManager.setRoot(scene); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04CgFXMaterial"); commitChanges(); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
OSG_USING_NAMESPACE void renderSceneToTexture(Scene* const TheScene, TextureObjChunk* const ColorTexture, Window* const TheWindow, RenderAction* TheRenderAction) { //Create an FBO to render the Scene's Viewport(s) into FrameBufferObjectRecPtr SceneFBO = FrameBufferObject::create(); TextureBufferRecPtr FBOTextureBuffer = TextureBuffer ::create(); RenderBufferRecPtr FBODepthBuffer = RenderBuffer ::create(); //Attache the Texture to the TexureBuffer FBOTextureBuffer->setTexture(ColorTexture); // add a depth attachment, otherwise there is no depth buffer when // rendering to the FBO FBODepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT24); // make the fbo render to the texture SceneFBO->setColorAttachment(FBOTextureBuffer, 0); SceneFBO->setDepthAttachment(FBODepthBuffer ); SceneFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT); SceneFBO->setWidth (FBOTextureBuffer->getTexture()->getImage()->getWidth() ); SceneFBO->setHeight(FBOTextureBuffer->getTexture()->getImage()->getHeight()); /* Next we set up a Stage, which renders the subtree below it to its render target (the FBO from above). */ SimpleStageRefPtr SceneStage = SimpleStage::create(); NodeRefPtr SceneStageNode = makeNodeFor(SceneStage); ViewportRecPtr SceneViewport(TheScene->getPrimaryViewport()); SceneStage->setRenderTarget(SceneFBO); SceneStage->setLeft(SceneViewport->getLeft()); SceneStage->setRight(SceneViewport->getRight()); SceneStage->setTop(SceneViewport->getTop()); SceneStage->setBottom(SceneViewport->getBottom()); SceneStage->setCamera(SceneViewport->getCamera()); SceneStage->setBackground(SceneViewport->getBackground()); for(UInt32 i(0) ; i<SceneViewport->getMFForegrounds()->size() ; ++i) { SceneStage->pushToForegrounds(SceneViewport->getForegrounds(i)); } SceneStageNode->addChild(SceneViewport->getRoot()); NodeRecPtr ThumbRootNode = makeCoredNode<Group>(); ThumbRootNode->addChild(SceneStageNode); CameraRecPtr ThumbCamera = MatrixCamera::create(); ThumbCamera->setBeacon(ThumbRootNode); BackgroundRecPtr ThumbBackground = PassiveBackground::create(); //Create a dummy Viewport for attaching to the window ViewportRecPtr ThumbViewport = Viewport::create(); ThumbViewport->setBackground(ThumbBackground); ThumbViewport->setRoot(ThumbRootNode); ThumbViewport->setCamera(ThumbCamera); //Get all of the original TravMasks of the Viewports on the window //Set all of the TravMasks of the Viewports on the window to 0 std::vector<UInt32> OrigTravMasks; OrigTravMasks.reserve(TheWindow->getMFPort()->size()); for(UInt32 i(0) ; i<TheWindow->getMFPort()->size() ; ++i) { OrigTravMasks.push_back(TheWindow->getPort(i)->getTravMask()); TheWindow->getPort(i)->setTravMask(0); } //Attach the Viewport to the Window TheWindow->addPort(ThumbViewport); //Draw the window TheWindow->render(TheRenderAction); //Detach the Viewport from the Window TheWindow->subPortByObj(ThumbViewport); //Reset all of the original TravMasks of the Viewports on the window for(UInt32 i(0) ; i<TheWindow->getMFPort()->size() ; ++i) { TheWindow->getPort(i)->setTravMask(OrigTravMasks[i]); } }
Node * ColladaNode::createInstanceJoint(ColladaInstInfo *colInstInfo, domNode *node) { NodeUnrecPtr retVal = NULL; bool startSkel = false; // if there is a ColladaInstanceElement someone tried to use <instance_node> // with this joint as target - this is currently not supported if(colInstInfo->getColInst() != NULL) { SWARNING << "ColladaNode::createInstanceJoint: <instance_node> with " << "target <node> of type JOINT not supported." << std::endl; return retVal; } NodeLoaderState *state = getGlobal()->getLoaderStateAs<NodeLoaderState>(_loaderStateName); OSG_ASSERT(state != NULL); state->pushNodePath(node->getId() != NULL ? node->getId() : ""); state->dumpNodePath(); InstData instData; instData._nodePath = state->getNodePath(); instData._skel = state->getSkeleton(); if(instData._skel == NULL) { startSkel = true; instData._skel = Skeleton::create(); state->setSkeleton(instData._skel); state->setJointId (0 ); OSG_COLLADA_LOG(("ColladaNode::createInstanceJoint: id [%s] " "root joint\n", node->getId())); } else { state->setJointId(state->getJointId() + 1); OSG_COLLADA_LOG(("ColladaNode::createInstanceJoint: id [%s] " "joint [%d]\n", node->getId(), state->getJointId())); } const daeElementRefArray &contents = node->getContents(); for(UInt32 i = 0; i < contents.getCount(); ++i) { switch(contents[i]->getElementType()) { case COLLADA_TYPE::LOOKAT: handleLookAt(daeSafeCast<domLookat>(contents[i]), instData); break; case COLLADA_TYPE::MATRIX: handleMatrix(daeSafeCast<domMatrix>(contents[i]), instData); break; case COLLADA_TYPE::ROTATE: handleRotate(daeSafeCast<domRotate>(contents[i]), instData); break; case COLLADA_TYPE::SCALE: handleScale(daeSafeCast<domScale>(contents[i]), instData); break; case COLLADA_TYPE::SKEW: handleSkew(daeSafeCast<domSkew>(contents[i]), instData); break; case COLLADA_TYPE::TRANSLATE: handleTranslate(daeSafeCast<domTranslate>(contents[i]), instData); break; } } // assert top and bottom are both set or both unset OSG_ASSERT((instData._topN != NULL && instData._bottomN != NULL) || (instData._topN == NULL && instData._bottomN == NULL) ); if(instData._topN == NULL && instData._bottomN == NULL) { // no xforms were created, make a SkeletonJoint for this <node> SkeletonJointUnrecPtr joint = SkeletonJoint::create(); joint->setJointId(state->getJointId()); instData._topN = makeNodeFor(joint); instData._bottomN = instData._topN; if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { setName(instData._topN, node->getName()); } } else if(getGlobal()->getOptions()->getMergeTransforms() == false) { // when not merging transforms add SkeletonJoint core now SkeletonJointUnrecPtr joint = SkeletonJoint::create(); NodeUnrecPtr jointN = makeNodeFor(joint); joint->setJointId(state->getJointId()); instData._bottomN->addChild(jointN); instData._bottomN = jointN; } if(startSkel == true) { // add a transform for the world matrix up to this node to put // the Skeleton in the correct coordinate system TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); xform->setMatrix(state->getWorldMatrix()); xformN->addChild(instData._topN); instData._topN = xformN; if(getGlobal()->getOptions()->getCreateNameAttachments() == true) setName(xformN, "SkeletonWorldMatrix"); } // update world matrix before we instantiate child nodes, etc. state->pushMatrix(instData._localMatrix); // add <node> child elements const domNode_Array &nodes = node->getNode_array(); for(UInt32 i = 0; i < nodes.getCount(); ++i) handleNode(nodes[i], instData); // add <instance_node> child elements const domInstance_node_Array &instNodes = node->getInstance_node_array(); for(UInt32 i = 0; i < instNodes.getCount(); ++i) handleInstanceNode(instNodes[i], instData); // we don't handle other <instance_*> tags here, it does not // make sense to have them inside a skeleton editInstStore().push_back(instData._topN); _instDataStore .push_back(instData ); retVal = instData._topN; if(startSkel == true) { instData._skel->pushToRoots(instData._topN); state->setSkeleton(NULL); state->setJointId (SkeletonJoint::INVALID_JOINT_ID); } state->popMatrix (); state->popNodePath(); return retVal; }
// // setup of the image generation stage // static void createAcquisitionStage() { size_t num_ports = win->getMFPort()->size(); if (num_ports == 0) return; UInt32 width = win->getWidth(); UInt32 height = win->getHeight(); Real32 a = Real32(width) / Real32(height); width = UInt32(a*height); Viewport* vp = staticVp; Node* internalRoot = rootNode(mgr->getRoot()); // // Setup the FBO // spSimpleFBO.reset(new SimpleFBO(width, height, true, true, true, false)); //spSimpleFBO->fbo()->setPostProcessOnDeactivate(true); //spSimpleFBO->colorBuffer(0)->setReadBack(true); // // We would like to render the scene but won't detach it from its parent. // The VisitSubTree allows just that. // VisitSubTreeUnrecPtr visitor = VisitSubTree::create(); visitor->setSubTreeRoot(internalRoot); NodeUnrecPtr visit_node = makeNodeFor(visitor); // // The stage object does provide a render target for the frame buffer attachment. // SimpleStage has a camera, a background and the left, right, top, bottom // fields to let you restrict rendering to a sub-rectangle of your FBO, i.e. // they give you a viewport. // SimpleStageUnrecPtr stage = SimpleStage::create(); stage->setRenderTarget(spSimpleFBO->fbo()); stage->setCamera (vp->getCamera()); stage->setBackground (vp->getBackground()); // // Give the stage core a place to live // NodeUnrecPtr stage_node = makeNodeFor(stage); stage_node->addChild(visit_node); // // root // | // +- SimpleStage // | // +- VisitSubTree -> ApplicationScene // NodeUnrecPtr root = makeCoredNode<Group>(); root->addChild(stage_node); // // Give the root node a place to live, i.e. create a passive // viewport and add it to the window. // ViewportUnrecPtr stage_viewport = PassiveViewport::create(); stage_viewport->setRoot (stage_node); stage_viewport->setBackground(vp->getBackground()); stage_viewport->setCamera (vp->getCamera()); win->addPort(stage_viewport); mgr->update(); win->renderNoFinish(mgr->getRenderAction()); win->frameExit(); win->deactivate (); //ImageUnrecPtr col_image = Image::create(); //col_image->set(Image::OSG_RGBA_PF, width, height); //TextureObjChunk* texObj = spSimpleFBO->colorTexObj(0); //texObj->getImage()->subImage(0, 0, 0, width, height, 1, col_image); //col_image->write("d:/my_Test_opensg.png"); win->subPortByObj(stage_viewport); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1)); // Make Torus Node (creates Torus in background of scene) NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodeRecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusGeometryNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); //Create the nessicary parts for a viewport Matrix TransformMatrix; TransformMatrix.setTranslate(0.0f,0.0f, 0.0f); TransformRecPtr CameraBeaconTransform = Transform::create(); CameraBeaconTransform->setMatrix(TransformMatrix); NodeRecPtr CameraBeaconNode = Node::create(); CameraBeaconNode->setCore(CameraBeaconTransform); // Make Torus Node (creates Torus in background of scene) NodeRecPtr GeometryNode = makeTorus(.5, 2, 32, 32); //Make a light Node NodeRecPtr LightBeaconNode = makeCoredNode<Transform>(); DirectionalLightRecPtr SceneLight = DirectionalLight::create(); SceneLight->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f)); SceneLight->setDiffuse(Color4f(0.8f,0.8f,0.8f,1.0f)); SceneLight->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f)); SceneLight->setOn(true); SceneLight->setBeacon(LightBeaconNode); NodeRecPtr LightNode = makeNodeFor(SceneLight); LightNode->addChild(GeometryNode); // Make Main Scene Node and add the Torus NodeRecPtr DefaultRootNode = Node::create(); DefaultRootNode->setCore(Group::create()); DefaultRootNode->addChild(LightNode); DefaultRootNode->addChild(LightBeaconNode); DefaultRootNode->addChild(CameraBeaconNode); //Camera PerspectiveCameraRecPtr DefaultCamera = PerspectiveCamera::create(); DefaultCamera->setBeacon(CameraBeaconNode); DefaultCamera->setFov (osgDegree2Rad(60.f)); DefaultCamera->setNear (0.1f); DefaultCamera->setFar (100.f); //Background GradientBackgroundRecPtr DefaultBackground = GradientBackground::create(); DefaultBackground->addLine(Color3f(0.0f,0.0f,0.0f), 0.0f); DefaultBackground->addLine(Color3f(0.0f,0.0f,1.0f), 1.0f); //Viewport ViewportRecPtr DefaultViewport = Viewport::create(); DefaultViewport->setCamera (DefaultCamera); DefaultViewport->setRoot (DefaultRootNode); DefaultViewport->setSize (0.0f,0.0f, 1.0f,1.0f); DefaultViewport->setBackground (DefaultBackground); //GL Viewport Component LineBorderRecPtr TheGLViewportBorder = LineBorder::create(); TheGLViewportBorder->setColor(Color4f(1.0,0.0,0.0,1.0)); TheGLViewportBorder->setWidth(3.0); GLViewportRecPtr TheGLViewport = GLViewport::create(); TheGLViewport->setPort(DefaultViewport); TheGLViewport->setPreferredSize(Vec2f(400.0f,400.0f)); TheGLViewport->setBorders(TheGLViewportBorder); TheGLViewport->lookAt(Pnt3f(0.0f,0.0f,10.0f), //From Pnt3f(0.0f,0.0f,0.0f), //At Vec3f(0.0f,1.0f,0.0f)); //Up ButtonRecPtr ExampleButton = Button::create(); ExampleButton->setText("Example"); // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); InternalWindowRecPtr MainInternalWindow = InternalWindow::create(); LayoutRecPtr MainInternalWindowLayout = FlowLayout::create(); MainInternalWindow->pushToChildren(TheGLViewport); MainInternalWindow->pushToChildren(ExampleButton); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.95f,0.95f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // Create the Drawing Surface UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRecPtr TutorialUIForeground = UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Tell the Manager what to manage sceneManager.setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "41GLViewportComponent"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
Node * ColladaLight::createInstanceCommon( ColladaLightInstInfo *colInstInfo, domLight::domTechnique_common *tech) { domLightRef light = getDOMElementAs<domLight>(); OSG_COLLADA_LOG(("ColladaLight::createInstanceCommon id [%s]\n", light->getId())); NodeUnrecPtr lightN = NULL; domLight::domTechnique_common::domAmbientRef ambient = tech->getAmbient(); domLight::domTechnique_common::domDirectionalRef directional = tech->getDirectional(); domLight::domTechnique_common::domPointRef point = tech->getPoint(); domLight::domTechnique_common::domSpotRef spot = tech->getSpot(); if(ambient != NULL) { Color4f lightColor(ambient->getColor()->getValue()[0], ambient->getColor()->getValue()[1], ambient->getColor()->getValue()[2], 1.f); LightLoaderState *state = getGlobal()->getLoaderStateAs<LightLoaderState>(_loaderStateName); OSG_ASSERT(state != NULL); LightModelChunkUnrecPtr lmChunk = state->getLightModelChunk(); if(state->getLightModelChunk() == NULL) { lmChunk = LightModelChunk::create(); lmChunk->setAmbient(Color4f(0.f, 0.f, 0.f, 1.f)); state->setLightModelChunk(lmChunk); // only place one instance into the inst queue, it will // add the LightModelChunk with the accumulated ambient // for the scene ColladaInstInfoRefPtr ambientInstInfo = ColladaLightAmbientInstInfo::create( colInstInfo->getColInstParent(), dynamic_cast<ColladaInstanceLight *>( colInstInfo->getColInst()) ); getGlobal()->editInstQueue().push_back(ambientInstInfo); } lightColor[0] = osgClamp(0.f, lmChunk->getAmbient()[0] + lightColor[0], 1.f); lightColor[1] = osgClamp(0.f, lmChunk->getAmbient()[1] + lightColor[1], 1.f); lightColor[2] = osgClamp(0.f, lmChunk->getAmbient()[2] + lightColor[0], 1.f); lmChunk->setAmbient(lightColor); } if(directional != NULL) { Color4f lightColor(directional->getColor()->getValue()[0], directional->getColor()->getValue()[1], directional->getColor()->getValue()[2], 1.f); DirectionalLightUnrecPtr dl = DirectionalLight::create(); lightN = makeNodeFor(dl); dl->setBeacon (colInstInfo->getBeacon()); dl->setDiffuse (lightColor ); dl->setSpecular(lightColor ); } if(point != NULL) { Color4f lightColor(point->getColor()->getValue()[0], point->getColor()->getValue()[1], point->getColor()->getValue()[2], 1.f); PointLightUnrecPtr pl = PointLight::create(); lightN = makeNodeFor(pl); Real32 constAtt = 1.f; Real32 linAtt = 0.f; Real32 quadAtt = 0.f; if(point->getConstant_attenuation() != NULL) constAtt = point->getConstant_attenuation()->getValue(); if(point->getLinear_attenuation() != NULL) linAtt = point->getLinear_attenuation()->getValue(); if(point->getQuadratic_attenuation() != NULL) quadAtt = point->getQuadratic_attenuation()->getValue(); pl->setBeacon (colInstInfo->getBeacon()); pl->setDiffuse (lightColor ); pl->setSpecular (lightColor ); pl->setConstantAttenuation (constAtt ); pl->setLinearAttenuation (linAtt ); pl->setQuadraticAttenuation(quadAtt ); } if(spot != NULL) { Color4f lightColor(spot->getColor()->getValue()[0], spot->getColor()->getValue()[1], spot->getColor()->getValue()[2], 1.f); SpotLightUnrecPtr sl = SpotLight::create(); lightN = makeNodeFor(sl); Real32 constAtt = 1.f; Real32 linAtt = 0.f; Real32 quadAtt = 0.f; Real32 cutOff = 180.f; Real32 exponent = 0.f; if(spot->getConstant_attenuation() != NULL) constAtt = spot->getConstant_attenuation()->getValue(); if(spot->getLinear_attenuation() != NULL) linAtt = spot->getLinear_attenuation()->getValue(); if(spot->getQuadratic_attenuation() != NULL) quadAtt = spot->getQuadratic_attenuation()->getValue(); if(spot->getFalloff_angle() != NULL) cutOff = spot->getFalloff_angle()->getValue(); if(spot->getFalloff_exponent() != NULL) exponent = spot->getFalloff_exponent()->getValue(); sl->setBeacon (colInstInfo->getBeacon()); sl->setDiffuse (lightColor ); sl->setSpecular (lightColor ); sl->setConstantAttenuation (constAtt ); sl->setLinearAttenuation (linAtt ); sl->setQuadraticAttenuation(quadAtt ); sl->setSpotCutOff (osgDegree2Rad(cutOff) ); sl->setSpotExponent (exponent ); } if(lightN != NULL) { editInstStore().push_back(lightN); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && light->getName() != NULL ) { setName(lightN, light->getName()); } } return lightN; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Skeleton ExampleSkeleton = SkeletonBlendedGeometry::create(); //===========================================Joints================================================================== Matrix TempMat; Matrix InvBind; /*================================================================================================*/ /* Pelvis */ Pelvis = Joint::create(); //create a joint called Pelvis TempMat.setTranslate(0.0,7.0,0.0); Pelvis->setJointTransformation(TempMat); NodeRecPtr PelvisNode = makeNodeFor(Pelvis); InvBind = PelvisNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Pelvis, InvBind); setName(Pelvis, "Pelvis Joint"); setName(PelvisNode, "Pelvis Node"); /*================================================================================================*/ /* Clavicle */ Clavicle = Joint::create(); //create a joint called Clavicle TempMat.setTranslate(0.0,5.0,0.0); Clavicle->setJointTransformation(TempMat); NodeRecPtr ClavicleNode = makeNodeFor(Clavicle); PelvisNode->addChild(ClavicleNode); InvBind = ClavicleNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Clavicle, InvBind); setName(Clavicle, "Clavicle Joint"); setName(ClavicleNode, "Clavicle Node"); /*================================================================================================*/ /* Left Shoulder */ LeftShoulder = Joint::create(); //create a joint called LeftShoulder TempMat.setTranslate(1.0,-0.5,0.0); LeftShoulder->setJointTransformation(TempMat); NodeRecPtr LeftShoulderNode = makeNodeFor(LeftShoulder); ClavicleNode->addChild(LeftShoulderNode); InvBind = LeftShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftShoulder, InvBind); setName(LeftShoulder, "Left Shoulder Joint"); setName(LeftShoulderNode, "Left Shoulder Node"); /*================================================================================================*/ /* Left Elbow */ LeftElbow = Joint::create(); //create a joint called LeftElbow TempMat.setTranslate(2.0,0.0,0.0); LeftElbow->setJointTransformation(TempMat); NodeRecPtr LeftElbowNode = makeNodeFor(LeftElbow); LeftShoulderNode->addChild(LeftElbowNode); InvBind = LeftElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftElbow, InvBind); setName(LeftElbow, "Left Elbow Joint"); setName(LeftElbowNode, "Left Elbow Node"); /*================================================================================================*/ /* Left Hand */ LeftHand = Joint::create(); //create a joint called LeftHand TempMat.setTranslate(2.0,0.0,0.0); LeftHand->setJointTransformation(TempMat); NodeRecPtr LeftHandNode = makeNodeFor(LeftHand); LeftElbowNode->addChild(LeftHandNode); InvBind = LeftHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHand, InvBind); setName(LeftHand, "Left Hand Joint"); setName(LeftHandNode, "Left Hand Node"); /*================================================================================================*/ /* Left Fingers */ LeftFingers = Joint::create(); //create a joint called LeftFingers TempMat.setTranslate(1.0,0.0,0.0); LeftFingers->setJointTransformation(TempMat); NodeRecPtr LeftFingersNode = makeNodeFor(LeftFingers); LeftHandNode->addChild(LeftFingersNode); InvBind = LeftFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFingers, InvBind); setName(LeftFingers, "Left Fingers Joint"); setName(LeftFingersNode, "Left Fingers Node"); /*================================================================================================*/ /* Right Shoulder */ RightShoulder = Joint::create(); //create a joint called RightShoulder TempMat.setTranslate(-1.0,-0.5,0.0); RightShoulder->setJointTransformation(TempMat); NodeRecPtr RightShoulderNode = makeNodeFor(RightShoulder); ClavicleNode->addChild(RightShoulderNode); InvBind = RightShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightShoulder, InvBind); setName(RightShoulder, "Right Shoulder Joint"); setName(RightShoulderNode, "Right Shoulder Node"); /*================================================================================================*/ /* Right Elbow */ RightElbow = Joint::create(); //create a joint called RightElbow TempMat.setTranslate(-2.0,0.0,0.0); RightElbow->setJointTransformation(TempMat); NodeRecPtr RightElbowNode = makeNodeFor(RightElbow); RightShoulderNode->addChild(RightElbowNode); InvBind = RightElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightElbow, InvBind); setName(RightElbow, "Right Elbow Joint"); setName(RightElbowNode, "Right Elbow Node"); /*================================================================================================*/ /* Right Hand */ RightHand = Joint::create(); //create a joint called RightHand TempMat.setTranslate(-2.0,0.0,0.0); RightHand->setJointTransformation(TempMat); NodeRecPtr RightHandNode = makeNodeFor(RightHand); RightElbowNode->addChild(RightHandNode); InvBind = RightHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHand, InvBind); setName(RightHand, "Right Hand Joint"); setName(RightHandNode, "Right Hand Node"); /*================================================================================================*/ /* Right Fingers */ RightFingers = Joint::create(); //create a joint called RightFingers TempMat.setTranslate(-1.0,0.0,0.0); RightFingers->setJointTransformation(TempMat); NodeRecPtr RightFingersNode = makeNodeFor(RightFingers); RightHandNode->addChild(RightFingersNode); InvBind = RightFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFingers, InvBind); setName(RightFingers, "Right Fingers Joint"); setName(RightFingersNode, "Right Fingers Node"); /*================================================================================================*/ /* Head */ Head = Joint::create(); //create a joint called Head TempMat.setTranslate(0.0,1.0,0.0); Head->setJointTransformation(TempMat); NodeRecPtr HeadNode = makeNodeFor(Head); ClavicleNode->addChild(HeadNode); InvBind = HeadNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Head, InvBind); setName(Head, "Head Joint"); setName(HeadNode, "Head Node"); /*================================================================================================*/ /* Left Hip */ LeftHip = Joint::create(); //create a joint called LeftHip TempMat.setTranslate(1.0,-1.0,0.0); LeftHip->setJointTransformation(TempMat); NodeRecPtr LeftHipNode = makeNodeFor(LeftHip); PelvisNode->addChild(LeftHipNode); InvBind = LeftHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHip, InvBind); setName(LeftHip, "Left Hip Joint"); setName(LeftHipNode, "Left Hip Node"); /*================================================================================================*/ /* Left Knee */ LeftKnee = Joint::create(); //create a joint called LeftKnee TempMat.setTranslate(0.0,-3.0,0.0); LeftKnee->setJointTransformation(TempMat); NodeRecPtr LeftKneeNode = makeNodeFor(LeftKnee); LeftHipNode->addChild(LeftKneeNode); InvBind = LeftKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftKnee, InvBind); setName(LeftKnee, "Left Knee Joint"); setName(LeftKneeNode, "Left Knee Node"); /*================================================================================================*/ /* Left Foot */ LeftFoot = Joint::create(); //create a joint called LeftFoot TempMat.setTranslate(0.0,-3.0,0.0); LeftFoot->setJointTransformation(TempMat); NodeRecPtr LeftFootNode = makeNodeFor(LeftFoot); LeftKneeNode->addChild(LeftFootNode); InvBind = LeftFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFoot, InvBind); setName(LeftFoot, "Left Foot Joint"); setName(LeftFootNode, "Left Foot Node"); /*================================================================================================*/ /* Left Toes */ LeftToes = Joint::create(); //create a bone called ExampleChildbone TempMat.setTranslate(0.0,0.0,1.0); LeftToes->setJointTransformation(TempMat); NodeRecPtr LeftToesNode = makeNodeFor(LeftToes); LeftFootNode->addChild(LeftToesNode); InvBind = LeftToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftToes, InvBind); setName(LeftToes, "Left Toes Joint"); setName(LeftToesNode, "Left Toes Node"); /*================================================================================================*/ /* Right Hip */ RightHip = Joint::create(); //create a joint called RightHip TempMat.setTranslate(-1.0,-1.0,0.0); RightHip->setJointTransformation(TempMat); NodeRecPtr RightHipNode = makeNodeFor(RightHip); PelvisNode->addChild(RightHipNode); InvBind = RightHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHip, InvBind); setName(RightHip, "Right Hip Joint"); setName(RightHipNode, "Right Hip Node"); /*================================================================================================*/ /* Right Knee */ RightKnee = Joint::create(); //create a joint called RightKnee TempMat.setTranslate(0.0,-3.0,0.0); RightKnee->setJointTransformation(TempMat); NodeRecPtr RightKneeNode = makeNodeFor(RightKnee); RightHipNode->addChild(RightKneeNode); InvBind = RightKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightKnee, InvBind); setName(RightKnee, "Right Knee Joint"); setName(RightKneeNode, "Right Knee Node"); /*================================================================================================*/ /* Right Foot */ RightFoot = Joint::create(); //create a joint called RightFoot TempMat.setTranslate(0.0,-3.0,0.0); RightFoot->setJointTransformation(TempMat); NodeRecPtr RightFootNode = makeNodeFor(RightFoot); RightKneeNode->addChild(RightFootNode); InvBind = RightFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFoot, InvBind); setName(RightFoot, "Right Foot Joint"); setName(RightFootNode, "Right Foot Node"); /*================================================================================================*/ /* Right Toes */ RightToes = Joint::create(); //create a joint called RightToes TempMat.setTranslate(0.0,0.0,1.0); RightToes->setJointTransformation(TempMat); NodeRecPtr RightToesNode = makeNodeFor(RightToes); RightFootNode->addChild(RightToesNode); InvBind = RightToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightToes, InvBind); setName(RightToes, "Right Toes Joint"); setName(RightToesNode, "Right Toes Node"); //Create a geometry to attach to the skeleton (i.e-> skin) GeoUInt8PropertyUnrecPtr type = GeoUInt8Property::create(); type->push_back(GL_QUADS); GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create(); lens->push_back(72); GeoPnt3fPropertyUnrecPtr pnts = GeoPnt3fProperty ::create(); // the points of the Quads //Back pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 12.0, 0)); pnts->push_back(Pnt3f(-0.5, 12.0, 0)); //Head pnts->push_back(Pnt3f(-0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 13, 0)); pnts->push_back(Pnt3f(-0.5, 13, 0)); //Left Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(1.0, 11.0, 0)); //Left Humerus pnts->push_back(Pnt3f(1.0, 11.0, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 11.0, 0)); //Left Radius pnts->push_back(Pnt3f(3.0, 11.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 11.0, 0)); //Left Hand pnts->push_back(Pnt3f(5.0, 11.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 11.0, 0)); //Right Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-1.0, 11.0, 0)); //Right Humerus pnts->push_back(Pnt3f(-1.0, 11.0, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 11.0, 0)); //Right Radius pnts->push_back(Pnt3f(-3.0, 11.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 11.0, 0)); //Right Hand pnts->push_back(Pnt3f(-5.0, 11.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 11.0, 0)); //Left Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(0.5, 7.5, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f(0.5, 6.0, 0)); //Left Femur pnts->push_back(Pnt3f(0.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f(0.5, 3.0, 0)); //Left Tibia pnts->push_back(Pnt3f(0.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f(0.5, 0.0, 0)); //Left Foot pnts->push_back(Pnt3f(0.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(0.5, 0.0, 1.0)); //Right Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(-0.5, 7.5, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f(-0.5, 6.0, 0)); //Right Femur pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f(-0.5, 3.0, 0)); //Right Tibia pnts->push_back(Pnt3f(-0.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f(-0.5, 0.0, 0)); //Right Foot pnts->push_back(Pnt3f(-0.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(-0.5, 0.0, 1.0)); //Normals GeoVec3fPropertyUnrecPtr norms = GeoVec3fProperty ::create(); geo=Geometry::create(); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Right Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Tell the geometry (geo) to use the points and normals we just defined geo->setTypes (type); geo->setLengths (lens); geo->setPositions(pnts); geo->setNormals(norms); // assign a material to the geometry to make it visible. The details // of materials are defined later. geo->setMaterial(getDefaultMaterial()); //Create unbound geometry node (for displaying mesh in its bind pose) UnboundGeometry = Node::create(); UnboundGeometry->setCore(geo); UnboundGeometry->setTravMask(0); //By default, we won't show the mesh's bind pose //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we don't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When drawn, the skeleton's bind pose renders green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose renders blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Skeleton Blended Geometry // Here we are attaching the "skin" to the skeleton so that when the skeleton is animated, the skin moves with it ExampleSkeleton->setBaseGeometry(geo); //Back ExampleSkeleton->addJointBlending(0,Pelvis,1.0f); ExampleSkeleton->addJointBlending(1,Pelvis,1.0f); ExampleSkeleton->addJointBlending(2,Clavicle,1.0f); ExampleSkeleton->addJointBlending(3,Clavicle,1.0f); //Head ExampleSkeleton->addJointBlending(4,Clavicle,1.0f); ExampleSkeleton->addJointBlending(5,Clavicle,1.0f); ExampleSkeleton->addJointBlending(6,Head,1.0f); ExampleSkeleton->addJointBlending(7,Head,1.0f); //Left Shoulder ExampleSkeleton->addJointBlending(8,Clavicle,1.0f); ExampleSkeleton->addJointBlending(9,Clavicle,1.0f); ExampleSkeleton->addJointBlending(10,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(11,LeftShoulder,1.0f); //Left Humerus ExampleSkeleton->addJointBlending(12,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(13,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(14,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(15,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(14,LeftHand,0.2f); ExampleSkeleton->addJointBlending(15,LeftHand,0.2f); //Left Radius ExampleSkeleton->addJointBlending(16,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(17,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(18,LeftHand,1.0f); ExampleSkeleton->addJointBlending(19,LeftHand,1.0f); //Left Hand ExampleSkeleton->addJointBlending(20,LeftHand,1.0f); ExampleSkeleton->addJointBlending(21,LeftHand,1.0f); ExampleSkeleton->addJointBlending(22,LeftFingers,1.0f); ExampleSkeleton->addJointBlending(23,LeftFingers,1.0f); //Right Shoulder ExampleSkeleton->addJointBlending(24,Clavicle,1.0f); ExampleSkeleton->addJointBlending(25,Clavicle,1.0f); ExampleSkeleton->addJointBlending(26,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(27,RightShoulder,1.0f); //Right Humerus ExampleSkeleton->addJointBlending(28,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(29,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(30,RightElbow,1.0f); ExampleSkeleton->addJointBlending(31,RightElbow,1.0f); //Right Radius ExampleSkeleton->addJointBlending(32,RightElbow,1.0f); ExampleSkeleton->addJointBlending(33,RightElbow,1.0f); ExampleSkeleton->addJointBlending(34,RightHand,1.0f); ExampleSkeleton->addJointBlending(35,RightHand,1.0f); //Right Hand ExampleSkeleton->addJointBlending(36,RightHand,1.0f); ExampleSkeleton->addJointBlending(37,RightHand,1.0f); ExampleSkeleton->addJointBlending(38,RightFingers,1.0f); ExampleSkeleton->addJointBlending(39,RightFingers,1.0f); //Left Hip ExampleSkeleton->addJointBlending(40,Pelvis,1.0f); ExampleSkeleton->addJointBlending(41,Pelvis,1.0f); ExampleSkeleton->addJointBlending(42,LeftHip,1.0f); ExampleSkeleton->addJointBlending(43,LeftHip,1.0f); //Left Femur ExampleSkeleton->addJointBlending(44,LeftHip,1.0f); ExampleSkeleton->addJointBlending(45,LeftHip,1.0f); ExampleSkeleton->addJointBlending(46,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(47,LeftKnee,1.0f); //Left Tibia ExampleSkeleton->addJointBlending(48,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(49,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(50,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(51,LeftFoot,1.0f); //Left Foot ExampleSkeleton->addJointBlending(52,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(53,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(54,LeftToes,1.0f); ExampleSkeleton->addJointBlending(55,LeftToes,1.0f); //Right Hip ExampleSkeleton->addJointBlending(56,Pelvis,1.0f); ExampleSkeleton->addJointBlending(57,Pelvis,1.0f); ExampleSkeleton->addJointBlending(58,RightHip,1.0f); ExampleSkeleton->addJointBlending(59,RightHip,1.0f); //Right Femur ExampleSkeleton->addJointBlending(60,RightHip,1.0f); ExampleSkeleton->addJointBlending(61,RightHip,1.0f); ExampleSkeleton->addJointBlending(62,RightKnee,1.0f); ExampleSkeleton->addJointBlending(63,RightKnee,1.0f); //Right Tibia ExampleSkeleton->addJointBlending(64,RightKnee,1.0f); ExampleSkeleton->addJointBlending(65,RightKnee,1.0f); ExampleSkeleton->addJointBlending(66,RightFoot,1.0f); ExampleSkeleton->addJointBlending(67,RightFoot,1.0f); //Right Foot ExampleSkeleton->addJointBlending(68,RightFoot,1.0f); ExampleSkeleton->addJointBlending(69,RightFoot,1.0f); ExampleSkeleton->addJointBlending(70,RightToes,1.0f); ExampleSkeleton->addJointBlending(71,RightToes,1.0f); MeshNode = Node::create(); MeshNode->setCore(ExampleSkeleton); //Create scene node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(UnboundGeometry); scene->addChild(SkeletonNode); scene->addChild(MeshNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(); //Save to an xml file FCFileType::FCPtrStore Containers; Containers.insert(ExampleSkeleton); Containers.insert(PelvisNode); Containers.insert(TheSkeletonAnimation); //Use an empty Ignore types vector FCFileType::FCTypeVector IgnoreTypes; //IgnoreTypes.push_back(Node::getClassType().getId()); //Write the Field Containers to a xml file FCFileHandler::the()->write(Containers,BoostPath("./13Output.xml"),IgnoreTypes); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "13MeshBlending"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
void OgreMeshReader::constructSubMesh(SubMeshInfo &smInfo, VertexElementStore &vertexElements) { OSG_OGRE_LOG(("OgreMeshReader::constructSubMesh: meshName '%s'" "matName '%s'\n", smInfo.name.c_str(), smInfo.matName.c_str())); if(smInfo.skelAnim == true) { smInfo.mesh = SkinnedGeometry::create(); } else { smInfo.mesh = Geometry::create(); } smInfo.meshN = makeNodeFor(smInfo.mesh); smInfo.meshN->editSFVolume()->setValue(_rootN->getVolume()); setName(smInfo.meshN, smInfo.name); UInt16 nextIdx = Geometry::TexCoordsIndex; for(UInt32 i = 0; i < vertexElements.size(); ++i) { Int32 usage = -1; Int16 propSlot = -1; switch(vertexElements[i].semantic) { case VES_POSITION: usage = GeoProperty::UsageObjectSpace; propSlot = Geometry::PositionsIndex; break; case VES_BLEND_WEIGHTS: case VES_BLEND_INDICES: case VES_TEXTURE_COORDINATES: usage = GeoProperty::UsageParameterSpace; propSlot = nextIdx++; break; case VES_BINORMAL: case VES_TANGENT: usage = GeoProperty::UsageTangentSpace; propSlot = nextIdx++; break; case VES_NORMAL: usage = GeoProperty::UsageTangentSpace; propSlot = Geometry::NormalsIndex; break; case VES_DIFFUSE: usage = GeoProperty::UsageColorSpace; propSlot = Geometry::ColorsIndex; break; case VES_SPECULAR: usage = GeoProperty::UsageColorSpace; propSlot = Geometry::SecondaryColorsIndex; break; } if(usage >= 0) { vertexElements[i].prop->setUsage(usage); } if(propSlot >= 0) { OSG_OGRE_LOG(("OgreMeshReader::constructSubMesh: vertex elem semantic '%s'" " using property '%u'\n", getVertexElementSemanticString(vertexElements[i].semantic).c_str(), propSlot)); smInfo.mesh->setProperty(vertexElements[i].prop, propSlot); smInfo.mesh->setIndex (smInfo.propIdx, propSlot); } else { SWARNING << "OgreMeshReader::constructSubMesh: no property slot found for " << "vertex elem semantic '" << getVertexElementSemanticString(vertexElements[i].semantic) << "'. Skipping." << std::endl; } if(vertexElements[i].semantic == VES_BLEND_INDICES) { SkinnedGeometry* skin = dynamic_pointer_cast<SkinnedGeometry>(smInfo.mesh); skin->setJointIndexProperty(propSlot); } if(vertexElements[i].semantic == VES_BLEND_WEIGHTS) { SkinnedGeometry* skin = dynamic_pointer_cast<SkinnedGeometry>(smInfo.mesh); skin->setJointWeightProperty(propSlot); } } GeoUInt8PropertyUnrecPtr types = GeoUInt8Property::create(); switch(smInfo.meshOp) { case SMO_POINT_LIST: types->addValue(GL_POINTS); break; case SMO_LINE_LIST: types->addValue(GL_LINES); break; case SMO_LINE_STRIP: types->addValue(GL_LINE_STRIP); break; case SMO_TRIANGLE_LIST: types->addValue(GL_TRIANGLES); break; case SMO_TRIANGLE_STRIP: types->addValue(GL_TRIANGLE_STRIP); break; case SMO_TRIANGLE_FAN: types->addValue(GL_TRIANGLE_FAN); break; } GeoUInt32PropertyUnrecPtr lengths = GeoUInt32Property::create(); lengths->addValue(smInfo.propIdx->size()); smInfo.mesh->setTypes (types); smInfo.mesh->setLengths(lengths); constructMaterial(smInfo); if(smInfo.skelAnim == true && _skel != NULL) { SkinnedGeometry* skin = dynamic_pointer_cast<SkinnedGeometry>(smInfo.mesh); if(skin != NULL) { skin->setSkeleton (_skel); skin->setRenderMode(SkinnedGeometry::RMSkeleton); } } _rootN->addChild(smInfo.meshN); }
Node * ColladaGeometry::createInstance(ColladaInstInfo *colInstInfo) { typedef ColladaInstanceGeometry::MaterialMap MaterialMap; typedef ColladaInstanceGeometry::MaterialMapConstIt MaterialMapConstIt; domGeometryRef geometry = getDOMElementAs<domGeometry>(); NodeUnrecPtr groupN = makeCoredNode<Group>(); OSG_COLLADA_LOG(("ColladaGeometry::createInstance id [%s]\n", geometry->getId())); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && geometry->getName() != NULL ) { setName(groupN, geometry->getName()); } ColladaInstanceGeometryRefPtr colInstGeo = dynamic_cast<ColladaInstanceGeometry *>(colInstInfo->getColInst()); const MaterialMap &matMap = colInstGeo->getMaterialMap(); // iterate over all parts of geometry GeoStoreIt gsIt = _geoStore.begin(); GeoStoreIt gsEnd = _geoStore.end (); for(; gsIt != gsEnd; ++gsIt) { OSG_ASSERT(gsIt->_propStore.size() == gsIt->_indexStore.size()); // find the material associated with the geometry's material symbol MaterialMapConstIt mmIt = matMap.find(gsIt->_matSymbol); std::string matTarget; if(mmIt != matMap.end()) { matTarget = mmIt->second->getTarget(); } // check if the geometry was already used with that material GeometryUnrecPtr geo = NULL; InstanceMapConstIt instIt = gsIt->_instMap.find(matTarget); if(instIt != gsIt->_instMap.end()) { // reuse geometry geo = dynamic_pointer_cast<Geometry>( getInstStore()[instIt->second]); getGlobal()->getStatCollector()->getElem( ColladaGlobal::statNGeometryUsed)->inc(); } else { // create new geometry geo = Geometry::create(); getGlobal()->getStatCollector()->getElem( ColladaGlobal::statNGeometryCreated)->inc(); geo->setLengths(gsIt->_lengths); geo->setTypes (gsIt->_types ); handleBindMaterial(*gsIt, geo, colInstGeo); // record the instantiation of the geometry with the // material for reuse gsIt->_instMap.insert( InstanceMap::value_type(matTarget, getInstStore().size())); editInstStore().push_back(geo); } NodeUnrecPtr geoN = makeNodeFor(geo); groupN->addChild(geoN); } // store the generated group node editInstStore().push_back(groupN); return groupN; }
void ColladaNode::appendXForm(const Matrix &m, const std::string &xformSID, InstData &instData ) { domNodeRef node = getDOMElementAs<domNode>(); NodeLoaderState *state = getGlobal()->getLoaderStateAs<NodeLoaderState>(_loaderStateName); OSG_ASSERT(state != NULL); if(getGlobal()->getOptions()->getMergeTransforms() == true) { if(instData._bottomN == NULL) { if(node->getType() == NODETYPE_JOINT) { SkeletonJointUnrecPtr joint = SkeletonJoint::create(); instData._bottomN = makeNodeFor(joint); joint->setMatrix(m); joint->setJointId(state->getJointId()); } else { TransformUnrecPtr xform = Transform::create(); instData._bottomN = makeNodeFor(xform); xform->setMatrix(m); } instData._localMatrix = m; } else { if(node->getType() == NODETYPE_JOINT) { SkeletonJoint *joint = dynamic_cast<SkeletonJoint *>(instData._bottomN->getCore()); OSG_ASSERT(joint != NULL); joint->editMatrix().mult(m); } else { Transform *xform = dynamic_cast<Transform *>(instData._bottomN->getCore()); OSG_ASSERT(xform != NULL); xform->editMatrix().mult(m); } instData._localMatrix.mult(m); } if(instData._topN == NULL) instData._topN = instData._bottomN; if(xformSID.empty() == false) instData._sidMap[xformSID] = instData._bottomN; if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL && getName(instData._bottomN) == NULL ) { std::string nodeName = node->getName(); setName(instData._bottomN, nodeName); } } else { TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); if(instData._bottomN != NULL) instData._bottomN->addChild(xformN); xform->setMatrix(m); instData._localMatrix.mult(m); instData._bottomN = xformN; if(instData._topN == NULL) instData._topN = instData._bottomN; if(xformSID.empty() == false) instData._sidMap[xformSID] = xformN; if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(xformSID.empty() == false) { nodeName.append("." ); nodeName.append(xformSID); } setName(instData._bottomN, nodeName); } } }
// Initialize GLUT & OpenSG and set up the rootNode int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); UInt32 SceneMask(1), NanobotMask(2), PathMask(4); BoostPath SceneFilePath(".//Data//CellParts.osb"); if(argc >= 2) { SceneFilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(SceneFilePath)) { SceneFilePath = BoostPath(".//Data//CellParts.osb"); } } //Make Base Geometry Node NodeRecPtr SceneGeometryNode = SceneFileHandler::the()->read(SceneFilePath.string().c_str()); SceneGeometryNode->setTravMask(SceneMask); if(SceneGeometryNode == NULL) { SceneGeometryNode = makeTorus(1.0, 10.0, 24, 24); } //Construct the Root Node NodeRecPtr RootNode = makeCoredNode<Group>(); RootNode->addChild(SceneGeometryNode); commitChanges(); //Create the Octree SLOG << "Started Building Octree" << std::endl; SLOG << "This may take some time ..." << std::endl; Time StartTime; StartTime = getSystemTime(); OctreePtr TheOctree = Octree::buildTree(RootNode,SceneMask,6,0.5,true); SLOG << "Building Octree: " << getSystemTime() - StartTime << " s" << std::endl; Pnt3f Min,Max; TheOctree->getRoot()->getVolume(); SLOG << "Octree: "<< std::endl << " Depth: " << TheOctree->getDepth() << std::endl << " Bounds: " << TheOctree->getRoot()->getVolume().getMin() << " : " << TheOctree->getRoot()->getVolume().getMax() << std::endl << " NodeCount: " << TheOctree->getNodeCount() << std::endl << " LeafNodeCount: " << TheOctree->getLeafNodeCount() << std::endl << " BranchNodeCount: " << TheOctree->getBranchNodeCount() << std::endl << " IntersectingNodeCount: " << TheOctree->getIntersectingNodeCount() << std::endl << " IntersectingLeafNodeCount: " << TheOctree->getIntersectingLeafNodeCount() << std::endl; //Make the Nanobot Nodes BoostPath NanobotFilePath(".//Data//Nanobot.osb"); NodeRecPtr NanobotGeoNode = SceneFileHandler::the()->read(NanobotFilePath.string().c_str()); NanobotVector Nanobots; UInt32 NumNanobots(3); for(UInt32 i(0) ; i<NumNanobots ; ++i) { NanobotDetails TheDetails; //Get the Transform node for the Nanobot TheDetails._Transform = Transform::create(); Matrix NanobotMatrix; Pnt3f Min,Max; SceneGeometryNode->getVolume().getBounds(Min,Max); Min = Min + ShrinkFactor; Max = Max - ShrinkFactor; NanobotMatrix.setTranslate(randomOpenPosition(Min,Max,TheOctree).subZero()); NanobotMatrix.setScale(0.06f); TheDetails._Transform->setMatrix(NanobotMatrix); TheDetails._Node = makeNodeFor(TheDetails._Transform); TheDetails._Node->addChild(cloneTree(NanobotGeoNode)); TheDetails._Node->setTravMask(NanobotMask); TheDetails._PathVisNode = Node::create(); Nanobots.push_back(TheDetails); makeNanobotPath(Nanobots.back(), TheOctree, TutorialWindow, Min,Max); } for(UInt32 i(0) ; i<Nanobots.size() ; ++i) { RootNode->addChild(Nanobots[i]._Node); RootNode->addChild(Nanobots[i]._PathVisNode); } commitChanges(); //NodeRecPtr StartNode = makeSphere(1.0, 2); //TransformRecPtr StartNodeTransform = Transform::create(); //Matrix StartNodeMatrix; //StartNodeMatrix.setTranslate(Start); //StartNodeMatrix.setScale(0.1f); //StartNodeTransform->setMatrix(StartNodeMatrix); //NodeRecPtr StartNodeTransformNode = makeNodeFor(StartNodeTransform); //StartNodeTransformNode->addChild(StartNode); //StartNodeTransformNode->setTravMask(PathMask); //RootNode->addChild(StartNodeTransformNode); //NodeRecPtr GoalNode = makeSphere(1.0, 2); //TransformRecPtr GoalNodeTransform = Transform::create(); //Matrix GoalNodeMatrix; //GoalNodeMatrix.setScale(0.1f); //GoalNodeMatrix.setTranslate(Goal); //GoalNodeTransform->setMatrix(GoalNodeMatrix); //NodeRecPtr GoalNodeTransformNode = makeNodeFor(GoalNodeTransform); //GoalNodeTransformNode->addChild(GoalNode); //GoalNodeTransformNode->setTravMask(PathMask); //RootNode->addChild(GoalNodeTransformNode); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get(), SceneGeometryNode.get(), TheOctree, Nanobots)); //Set the background SolidBackgroundRecPtr TheBackground = SolidBackground::create(); TheBackground->setColor(Color3f(0.0f,0.0f,0.0f)); // tell the manager what to manage sceneManager.setRoot (RootNode); sceneManager.getWindow()->getPort(0)->setBackground(TheBackground); // show the whole RootNode sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01AStarPathing"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
void PlaneMoveManipulator::onCreate(const PlaneMoveManipulator* source) { // Skip direct parent, don't want the default geometry creation Transform::onCreate(source); SimpleMaterialUnrecPtr pMat = SimpleMaterial::create(); pMat->setDiffuse(Color3f(.5, .5, .5)); pMat->setLit (false ); setMaterialX(pMat); pMat = SimpleMaterial::create(); pMat->setDiffuse(Color3f(0, 1, 0)); pMat->setLit (false ); LineChunkUnrecPtr lc = LineChunk::create(); lc->setWidth(3); pMat->addChunk(lc); setMaterialY(pMat); pMat = SimpleMaterial::create(); pMat->setDiffuse(Color3f(0., 0., 1.)); pMat->setLit (true ); setMaterialZ(pMat); // SimpleMaterial *simpleMat; // Geometry *geo; setExternalUpdateHandler(NULL); // add a name attachment NameUnrecPtr nameN = Name::create(); nameN->editFieldPtr()->setValue("XYManipulator"); addAttachment(nameN); // make the axis line. Not really a handle, but easier to manage this way. GeoBuilder b; b.vertex(Pnt3f(0,0,0)); b.vertex(Pnt3f(0,getLength()[1],0)); b.line(0, 1); GeometryUnrecPtr g = b.getGeometry(); g->setMaterial(getMaterialY()); NodeUnrecPtr pNode = makeNodeFor(g); setTransYNode(pNode); // make the plane handle pNode = Node::create(); setTransXNode(pNode); g = makePlaneGeo(getLength()[0] / 2.f, getLength()[2] / 2.f, 1, 1); g->setMaterial(getMaterialX()); pNode = makeNodeFor(g); OSG::ComponentTransformUnrecPtr transHandleXC = ComponentTransform::create(); setHandleXNode(pNode); getTransXNode()->setCore (transHandleXC ); getTransXNode()->addChild(getHandleXNode()); transHandleXC->setTranslation(Vec3f(0, getLength()[1], 0)); transHandleXC->setRotation (Quaternion(Vec3f(1, 0, 0), osgDegree2Rad(90))); // // make the rotate handle pNode = Node::create(); setTransZNode(pNode); g = makeCylinderGeo(0.05f, 0.1f, 16, true, true, true); g->setMaterial(getMaterialZ()); pNode = makeNodeFor(g); OSG::ComponentTransformUnrecPtr transHandleZC = ComponentTransform::create(); setHandleZNode(pNode); getTransZNode()->setCore (transHandleZC ); getTransZNode()->addChild(getHandleZNode()); transHandleZC->setTranslation(Vec3f(0, getLength()[1], 0)); commitChanges(); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "1 Play first example animation" << std::endl; std::cout << "2 Play second example animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f); GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1); //Skeleton SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create(); //Joint JointRecPtr ExampleRootJoint = Joint::create(); //Add this joint to the skeleton ExampleSkeleton->pushToJoints(ExampleRootJoint, Matrix()); NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint); NodeRecPtr TempRootJointNode = ExampleRootJointNode; NodeRefPtr GeoNode = makeNodeFor(BoxGeometry); TempRootJointNode->addChild(GeoNode); Matrix TempMat; //Create a set of randomly placed child joints for (Real32 i = 0.0f; i < 5.0f; ++i) { JointRecPtr ExampleChildJoint = Joint::create(); NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint); GeoNode = makeNodeFor(SphereGeometry); ExampleChildJointNode->addChild(GeoNode); //TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); switch((static_cast<UInt32>(i) % 3)) { case 0: TempMat.setTranslate(2.0f,0.0f,0.0f); break; case 1: TempMat.setTranslate(0.0f,2.0f,0.0f); break; case 2: TempMat.setTranslate(0.0f,0.0f,2.0f); break; } //Set bind and current transformations to TempMat (calculated above) ExampleChildJoint->setJointTransformation(TempMat); //Add ExampleChildJoint as a child to the previous joint TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint //ExampleChildJoint will be the next parent joint TempRootJointNode = ExampleChildJointNode; //Add this joint to the skeleton Matrix InvBind(TempRootJointNode->getToWorld()); InvBind.invert(); ExampleSkeleton->pushToJoints(ExampleChildJoint, InvBind); } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When the skeleton's bind pose is rendered, it will be green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose is rendered in blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); scene->addChild(ExampleRootJointNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(ExampleRootJoint, dynamic_cast<Joint*>(ExampleRootJointNode->getChild(1)->getCore())); //Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command) TheCurrentAnimation = TheJointAnimation; // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "11BoneAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); BoostPath FilePath("../Animation/Data/Nanobot.dae"); if(argc >= 2) { FilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(FilePath)) { std::cerr << "Could not load file: "<< FilePath.string() << ", because no such files exists."<< std::endl; FilePath = BoostPath("../Animation/Data/Nanobot.dae"); } } NodeRefPtr LoadedRoot; std::vector<AnimationRecPtr> LoadedAnimations; FCFileType::FCPtrStore ObjStore; try { ObjStore = FCFileHandler::the()->read(FilePath); } catch(std::exception &ex) { std::cerr << "Failed to load file: " << FilePath.string() << ", error:" << ex.what() << std::endl; return -1; } for(FCFileType::FCPtrStore::iterator StorItor(ObjStore.begin()); StorItor != ObjStore.end(); ++StorItor) { //Animations if((*StorItor)->getType().isDerivedFrom(Animation::getClassType())) { LoadedAnimations.push_back(dynamic_pointer_cast<Animation>(*StorItor)); LoadedAnimations.back()->attachUpdateProducer(TutorialWindow); LoadedAnimations.back()->start(); } //Root Node if((*StorItor)->getType() == Node::getClassType() && dynamic_pointer_cast<Node>(*StorItor)->getParent() == NULL) { LoadedRoot = dynamic_pointer_cast<Node>(*StorItor); } } if(LoadedRoot == NULL) { LoadedRoot = SceneFileHandler::the()->read(FilePath.string().c_str()); } if(LoadedRoot == NULL) { LoadedRoot= makeTorus(.5, 2, 32, 32); } //Make the fog node PostShaderStageRecPtr PostShaderStageCore = PostShaderStage::create(); PostShaderStageCore->clearPasses(); PostShaderStageCore->addPass("", generateNoEffectProg()); DirectionalLightRecPtr SceneLightCore = DirectionalLight::create(); SceneLightCore->setAmbient(Color4f(0.2f, 0.2f, 0.2f, 1.0f)); SceneLightCore->setDiffuse(Color4f(0.8f, 0.8f, 0.8f, 1.0f)); SceneLightCore->setSpecular(Color4f(1.0f, 1.0f, 1.0f, 1.0f)); NodeRefPtr SceneLight = makeNodeFor(SceneLightCore); SceneLight->addChild(LoadedRoot); NodeRefPtr PostShaderStageNode = makeNodeFor(PostShaderStageCore); PostShaderStageNode->addChild(SceneLight); //Make Main Scene Node NodeRefPtr scene = makeCoredNode<Group>(); scene->addChild(PostShaderStageNode); // tell the manager what to manage sceneManager.setRoot (scene); SceneLightCore->setBeacon(sceneManager.getCamera()->getBeacon()); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); sceneManager.getWindow()->getPort(0)->setTravMask(1); RenderOptionsRecPtr ViewportRenderOptions = RenderOptions::create(); ViewportRenderOptions->setRenderProperties(0x0); ViewportRenderOptions->setRenderProperties(RenderPropertiesPool::the()->getFrom1("Default")); ViewportRenderOptions->setRenderProperties(0x01); sceneManager.getWindow()->getPort(0)->setRenderOptions(ViewportRenderOptions); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "Collada Loader"); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get(), PostShaderStageCore.get())); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the rootNode int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectKeyPressed(boost::bind(keyPressed,_1)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); UInt32 SceneMask(1), PathMask(4); BoostPath SceneFilePath(".//Data//CellParts.osb"); if(argc >= 2) { SceneFilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(SceneFilePath)) { SceneFilePath = BoostPath(".//Data//CellParts.osb"); } } //Make Base Geometry Node NodeRecPtr SceneGeometryNode = SceneFileHandler::the()->read(SceneFilePath.string().c_str()); SceneGeometryNode->setTravMask(SceneMask); if(SceneGeometryNode == NULL) { SceneGeometryNode = makeTorus(1.0, 10.0, 24, 24); } //Construct the Root Node NodeRecPtr RootNode = makeCoredNode<Group>(); RootNode->addChild(SceneGeometryNode); commitChanges(); //Create the Octree SLOG << "Started Building Octree" << std::endl; SLOG << "This may take some time ..." << std::endl; Time StartTime; StartTime = getSystemTime(); OctreePtr TheOctree = Octree::buildTree(RootNode,SceneMask,6,1.5,true); SLOG << "Building Octree: " << getSystemTime() - StartTime << " s" << std::endl; Pnt3f Min,Max; TheOctree->getRoot()->getVolume(); SLOG << "Octree: "<< std::endl << " Depth: " << TheOctree->getDepth() << std::endl << " Bounds: " << TheOctree->getRoot()->getVolume().getMin() << " : " << TheOctree->getRoot()->getVolume().getMax() << std::endl << " NodeCount: " << TheOctree->getNodeCount() << std::endl << " LeafNodeCount: " << TheOctree->getLeafNodeCount() << std::endl << " BranchNodeCount: " << TheOctree->getBranchNodeCount() << std::endl << " IntersectingNodeCount: " << TheOctree->getIntersectingNodeCount() << std::endl << " IntersectingLeafNodeCount: " << TheOctree->getIntersectingLeafNodeCount() << std::endl; //Create the Path Geometry //Generate the Path OctreeAStarAlgorithm AlgorithmObj; SLOG << "Started AStar Search" << std::endl; StartTime = getSystemTime(); Pnt3f Start(-4.01f,1.01f,10.01f),Goal(-4.01f,-0.01f,-7.01f); std::vector<Pnt3f> Path = AlgorithmObj.search(TheOctree,Start,Goal); Path.front() = Start; Path.back() = Goal; SLOG << "Finished AStar Search: " << getSystemTime() - StartTime << " s" << std::endl; NodeRecPtr PathNode = createPathGeometry(Path); PathNode->setTravMask(PathMask); RootNode->addChild(PathNode); NodeRecPtr StartNode = makeSphere(1.0, 2); TransformRecPtr StartNodeTransform = Transform::create(); Matrix StartNodeMatrix; StartNodeMatrix.setTranslate(Start); StartNodeMatrix.setScale(0.1f); StartNodeTransform->setMatrix(StartNodeMatrix); NodeRecPtr StartNodeTransformNode = makeNodeFor(StartNodeTransform); StartNodeTransformNode->addChild(StartNode); StartNodeTransformNode->setTravMask(PathMask); RootNode->addChild(StartNodeTransformNode); NodeRecPtr GoalNode = makeSphere(1.0, 2); TransformRecPtr GoalNodeTransform = Transform::create(); Matrix GoalNodeMatrix; GoalNodeMatrix.setScale(0.1f); GoalNodeMatrix.setTranslate(Goal); GoalNodeTransform->setMatrix(GoalNodeMatrix); NodeRecPtr GoalNodeTransformNode = makeNodeFor(GoalNodeTransform); GoalNodeTransformNode->addChild(GoalNode); GoalNodeTransformNode->setTravMask(PathMask); RootNode->addChild(GoalNodeTransformNode); //Set the background SolidBackgroundRecPtr TheBackground = SolidBackground::create(); TheBackground->setColor(Color3f(0.0f,0.0f,0.0f)); // tell the manager what to manage sceneManager.setRoot (RootNode); sceneManager.getWindow()->getPort(0)->setBackground(TheBackground); // show the whole RootNode sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01AStarPathing"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }