Esempio n. 1
0
bool intersection_terrain( float x, float y, osg::Node* terrain, osg::Vec3& inter, osg::Vec3& normal)
{
	osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector =
	new osgUtil::LineSegmentIntersector(osg::Vec3(x,y,1000), osg::Vec3(x, y,-1000));
	osgUtil::IntersectionVisitor iv(intersector.get());
	terrain->accept(iv);
	if (intersector->containsIntersections()){
		osgUtil::LineSegmentIntersector::Intersections& intersections = intersector->getIntersections();
		// Le segment étant vertical, on prend la première (et à priori unique) intersection trouvée
		const osgUtil::LineSegmentIntersector::Intersection& intersection = *(intersections.begin());
		inter = intersection.getWorldIntersectPoint();
		normal = intersection.getWorldIntersectNormal();
		
		return true;
	}
	
	return false;
} 
Esempio n. 2
0
void overrideFirstRootTexture(const std::string &texture, Resource::ResourceSystem *resourceSystem, osg::ref_ptr<osg::Node> node)
{
    TextureOverrideVisitor overrideVisitor(texture, resourceSystem);
    node->accept(overrideVisitor);
}
Esempio n. 3
0
void myModel::setSmooth()
{
    _model->accept( _sv );
}
Esempio n. 4
0
    osg::ref_ptr<osg::Node> attach(osg::ref_ptr<osg::Node> toAttach, osg::Node *master, const std::string &filter, osg::Group* attachNode)
    {
        if (dynamic_cast<SceneUtil::Skeleton*>(toAttach.get()))
        {
            osg::ref_ptr<osg::Group> handle = new osg::Group;

            osg::UserDataContainer* udc = toAttach->getUserDataContainer();

            CopyRigVisitor copyVisitor(handle, filter);
            toAttach->accept(copyVisitor);
            copyVisitor.doCopy();

            if (handle->getNumChildren() == 1)
            {
                osg::ref_ptr<osg::Node> newHandle = handle->getChild(0);
                handle->removeChild(newHandle);
                master->asGroup()->addChild(newHandle);
                newHandle->setUserDataContainer(udc);
                return newHandle;
            }
            else
            {
                master->asGroup()->addChild(handle);
                handle->setUserDataContainer(udc);
                return handle;
            }
        }
        else
        {
            FindByNameVisitor findBoneOffset("BoneOffset");
            toAttach->accept(findBoneOffset);

            osg::ref_ptr<osg::PositionAttitudeTransform> trans;

            if (findBoneOffset.mFoundNode)
            {
                osg::MatrixTransform* boneOffset = dynamic_cast<osg::MatrixTransform*>(findBoneOffset.mFoundNode);
                if (!boneOffset)
                    throw std::runtime_error("BoneOffset must be a MatrixTransform");

                trans = new osg::PositionAttitudeTransform;
                trans->setPosition(boneOffset->getMatrix().getTrans());
                // The BoneOffset rotation seems to be incorrect
                trans->setAttitude(osg::Quat(osg::DegreesToRadians(-90.f), osg::Vec3f(1,0,0)));

                // Now that we used it, get rid of the redundant node.
                if (boneOffset->getNumChildren() == 0 && boneOffset->getNumParents() == 1)
                    boneOffset->getParent(0)->removeChild(boneOffset);
            }

            if (attachNode->getName().find("Left") != std::string::npos)
            {
                if (!trans)
                    trans = new osg::PositionAttitudeTransform;
                trans->setScale(osg::Vec3f(-1.f, 1.f, 1.f));

                // Need to invert culling because of the negative scale
                // Note: for absolute correctness we would need to check the current front face for every mesh then invert it
                // However MW isn't doing this either, so don't. Assuming all meshes are using backface culling is more efficient.
                static osg::ref_ptr<osg::StateSet> frontFaceStateSet;
                if (!frontFaceStateSet)
                {
                    frontFaceStateSet = new osg::StateSet;
                    osg::FrontFace* frontFace = new osg::FrontFace;
                    frontFace->setMode(osg::FrontFace::CLOCKWISE);
                    frontFaceStateSet->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
                }
                trans->setStateSet(frontFaceStateSet);
            }

            if (trans)
            {
                attachNode->addChild(trans);
                trans->addChild(toAttach);
                return trans;
            }
            else
            {
                attachNode->addChild(toAttach);
                return toAttach;
            }
        }
    }
Esempio n. 5
0
void BindDialog::setSceneData(osg::ref_ptr<osg::Node> pModel)
{
    NodeVisitor visitor( ui->nodeTree->invisibleRootItem() );
    pModel->accept(visitor);
    ui->nodeTree->expandAll();
}