TextureWidget::TextureWidget(Interaction* interaction, float width, float height) : Widget(), Events() { StateSet* stateSet; _interaction = interaction; _width = width; _height = height; createBackground(); createTexturesGeometry(); initLabels(); initTextures(); _texture[0] = new Geode(); _texture[0]->addDrawable(_geom); _texture[0]->addDrawable(_label0); _texture[0]->addDrawable(_texGeom0); stateSet = _texGeom0->getOrCreateStateSet(); stateSet->setMode(GL_LIGHTING, StateAttribute::OFF); stateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); stateSet->setTextureAttributeAndModes(StateAttribute::TEXTURE, _tex0, StateAttribute::ON); _texture[1] = new Geode(); _texture[1]->addDrawable(_geom); _texture[1]->addDrawable(_label1); _texture[1]->addDrawable(_texGeom1); stateSet = _texGeom1->getOrCreateStateSet(); stateSet->setMode(GL_LIGHTING, StateAttribute::OFF); stateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); stateSet->setTextureAttributeAndModes(StateAttribute::TEXTURE, _tex1, StateAttribute::ON); _swTexture = new Switch(); _swTexture->addChild(_texture[0]); _swTexture->addChild(_texture[1]); _swTexture->setSingleChildOn(0); _node->addChild(_swTexture.get()); _leftGeode = new Geode(); _rightGeode = new Geode(); MatrixTransform* transLeft = new MatrixTransform(); MatrixTransform* transRight = new MatrixTransform(); Matrix trans; trans.makeTranslate(Vec3(-_width/2.0, -_height/2.0 - DEFAULT_LABEL_HEIGHT/2.0, 3*EPSILON_Z)); transLeft->setMatrix(trans); transLeft->addChild(_leftGeode); trans.makeTranslate(Vec3(+_width/2.0, -_height/2.0 - DEFAULT_LABEL_HEIGHT/2.0, 3*EPSILON_Z)); transRight->setMatrix(trans); transRight->addChild(_rightGeode); _node->addChild(transLeft); _node->addChild(transRight); _interaction->addListener(this, this); }
/*************************************************************** * Function: applyColorTexture() ***************************************************************/ void CAVEGeode::applyColorTexture(const Vec3 &diffuse, const Vec3 &specular, const float &alpha, const string &texFilename) { StateSet *stateset = getOrCreateStateSet(); /* update material parameters */ Material *material = dynamic_cast <Material*> (stateset->getAttribute(StateAttribute::MATERIAL)); if (!material) material = new Material; material->setDiffuse(Material::FRONT_AND_BACK, Vec4(diffuse, 1.f)); material->setSpecular(Material::FRONT_AND_BACK, Vec4(specular, 1.f)); material->setAlpha(Material::FRONT_AND_BACK, alpha); stateset->setAttributeAndModes(material, StateAttribute::ON); /* update texture image */ Texture2D *texture = dynamic_cast <Texture2D*> (stateset->getAttribute(StateAttribute::TEXTURE)); if (!texture) texture = new Texture2D; Image* texImage = osgDB::readImageFile(texFilename); texture->setImage(texImage); texture->setWrap(Texture::WRAP_S,Texture::REPEAT); texture->setWrap(Texture::WRAP_T,Texture::REPEAT); texture->setDataVariance(Object::DYNAMIC); stateset->setTextureAttributeAndModes(0, texture, StateAttribute::ON); stateset->setMode(GL_BLEND, StateAttribute::OVERRIDE | osg::StateAttribute::ON ); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); /* update of color & texture properties */ mDiffuse = diffuse; mSpecular = specular; mAlpha = alpha; mTexFilename = texFilename; }
void Panel::setBGTexture(unsigned char* img, int width, int height) { //_texWidth = width; //_texHeight = height; Texture2D* texture; // Initialize panel texture: texture = new Texture2D(); _panelImage = new Image(); _panelImage->setImage(width, height, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, img, Image::USE_NEW_DELETE); texture->setImage(_panelImage); Vec2Array* texCoords = new Vec2Array(4); (*texCoords)[0].set(0.0, 0.0); (*texCoords)[1].set(1.0, 0.0); (*texCoords)[2].set(1.0, 1.0); (*texCoords)[3].set(0.0, 1.0); _geom->setTexCoordArray(0, texCoords); // Texture: StateSet* stateset = _geom->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING, StateAttribute::OFF); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); stateset->setTextureAttributeAndModes(0, texture, StateAttribute::ON); _panelImage->dirty(); }
void Panel::setObjectBlendState(Geode *geodeCurrent) { // retrieve or create a StateSet StateSet *stateBlend = geodeCurrent->getOrCreateStateSet(); // create a new blend function using GL_SRC_ALPHA and GL_ONE BlendFunc *bf = new BlendFunc(GL_SRC_ALPHA,GL_ONE); // turn depth testing off // stateBlend->setMode(GL_DEPTH_TEST,StateAttribute::OFF); // turn standard OpenGL lighting on // stateBlend->setMode(GL_LIGHTING,StateAttribute::ON); // turn blending on stateBlend->setMode(GL_BLEND,StateAttribute::ON); // add rendering hint stateBlend->setRenderingHint(StateSet::TRANSPARENT_BIN); // add the blend function to the StateSet stateBlend->setAttribute(bf); // set the StateSet of the Geode to the one that was just created geodeCurrent->setStateSet(stateBlend); }
/*************************************************************** * Function: createText() ***************************************************************/ Geode *CAVEGroupReferenceAxis::createText3D(osgText::Text3D **text) { Geode *textGeode = new Geode; *text = new osgText::Text3D; textGeode->addDrawable(*text); (*text)->setFont(CAVEGeode::getDataDir() + "Fonts/TN.ttf"); (*text)->setCharacterSize(gCharSize, 0.7); (*text)->setCharacterDepth(gCharDepth); (*text)->setPosition(Vec3(0, 0, 0)); (*text)->setAlignment(osgText::Text3D::CENTER_BOTTOM); (*text)->setDrawMode(osgText::Text3D::TEXT); (*text)->setAxisAlignment(osgText::Text3D::XZ_PLANE); (*text)->setRenderMode(osgText::Text3D::PER_GLYPH); (*text)->setText(""); Material *material = new Material; material->setDiffuse(Material::FRONT_AND_BACK, Vec4(0, 1, 0, 1)); material->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 1, 0, 1)); material->setAlpha(Material::FRONT_AND_BACK, 1.0f); StateSet *stateset = textGeode->getOrCreateStateSet(); stateset->setAttributeAndModes(material, StateAttribute::OVERRIDE | StateAttribute::ON); stateset->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON ); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); return textGeode; }
//Constructor CAVEGeodeShape::CAVEGeodeShape(const Type &typ, const Vec3 &initVect, const Vec3 &sVect): mCenterVect(Vec3(0, 0, 0)), mNumVertices(0), mNumNormals(0), mNumTexcoords(0), mDOCollectorIndex(-1) { mVertexArray = new Vec3Array; mNormalArray = new Vec3Array; mUDirArray = new Vec3Array; mVDirArray = new Vec3Array; mTexcoordArray = new Vec2Array; mVertexMaskingVector.clear(); switch (typ) { case BOX: initGeometryBox(initVect, sVect); break; case CYLINDER: initGeometryCylinder(initVect, sVect); break; default: break; } /* texture coordinates is associated with size of the geometry */ Image* img = osgDB::readImageFile(CAVEGeode::getDataDir() + "Textures/White.JPG"); Texture2D* texture = new Texture2D(img); texture->setWrap(Texture::WRAP_S, Texture::MIRROR); texture->setWrap(Texture::WRAP_T, Texture::MIRROR); Material *material = new Material; material->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1)); material->setDiffuse(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1)); material->setAlpha(Material::FRONT_AND_BACK, 1.0f); StateSet *stateset = getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texture, StateAttribute::ON); stateset->setAttributeAndModes(material, StateAttribute::OVERRIDE | StateAttribute::ON); stateset->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON ); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); }
// Constructor: CAVEGeodeSnapWireframe CAVEGeodeSnapWireframe::CAVEGeodeSnapWireframe() { // unit grid size 'mSnappingUnitDist' will inherit the default value 'gSnappingUnitDist' unless modified mSnappingUnitDist = gSnappingUnitDist; mInitPosition = Vec3(0, 0, 0); mScaleVect = Vec3(1, 1, 1); mDiagonalVect = Vec3(1, 1, 1); mBaseGeometry = new Geometry(); mSnapwireGeometry = new Geometry(); addDrawable(mBaseGeometry); addDrawable(mSnapwireGeometry); Material* material = new Material; material->setAmbient(Material::FRONT_AND_BACK, Vec4(0.0, 1.0, 0.0, 1.0)); material->setDiffuse(Material::FRONT_AND_BACK, Vec4(1.0, 1.0, 0.0, 1.0)); material->setSpecular(Material::FRONT_AND_BACK, osg::Vec4( 1.f, 1.f, 1.f, 1.0f)); material->setAlpha(Material::FRONT_AND_BACK, 0.f); StateSet* stateset = new StateSet(); stateset->setAttributeAndModes(material, StateAttribute::OVERRIDE | StateAttribute::ON); stateset->setMode(GL_BLEND, StateAttribute::OVERRIDE | osg::StateAttribute::ON ); stateset->setMode(GL_LIGHTING, StateAttribute::OVERRIDE | StateAttribute::ON ); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); setStateSet(stateset); }
void Wire::coverStuff(void) { //start of design functions geom = new osg::Geometry(); geode = new Geode(); geode->setNodeMask(geode->getNodeMask() & ~(Isect::Walk | Isect::Intersection | Isect::Collision | Isect::Touch | Isect::Pick)); geom->setUseDisplayList(true); geom->setUseVertexBufferObjects(false); geode->addDrawable(geom.get()); vert = new Vec3Array; primitives = new DrawArrayLengths(PrimitiveSet::POLYGON); indices = new UShortArray(); normals = new Vec3Array; //cindices = new UShortArray() //colors = new Vec4Array(); StateSet *geoState = geom->getOrCreateStateSet(); this->createGeom(); geom->setVertexArray(vert.get()); geom->setVertexIndices(indices.get()); geom->setNormalIndices(indices.get()); geom->setNormalArray(normals.get()); //geom->setColorIndices(cindices.get()); //geom->setColorArray(colors.get()); geom->addPrimitiveSet(primitives.get()); geoState = geode->getOrCreateStateSet(); if (globalmtl.get() == NULL) { globalmtl = new Material; globalmtl->ref(); globalmtl->setColorMode(Material::OFF); globalmtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.0)); globalmtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.0)); globalmtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.0)); globalmtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.0)); globalmtl->setShininess(Material::FRONT_AND_BACK, 10.0f); } geoState->setRenderingHint(StateSet::OPAQUE_BIN); geoState->setMode(GL_BLEND, StateAttribute::OFF); geoState->setAttributeAndModes(globalmtl.get(), StateAttribute::ON); //char name[1000]; //sprintf(name,"Wire %d", this->getID()); coVRShader *SolidClipping = coVRShaderList::instance()->get("SolidClipping"); if (SolidClipping) SolidClipping->apply(geode, geom); geode->setName(this->getName()); this->coverGroup->addChild(geode.get()); //end of design functions }
void DSGeometryCreator::setHighlight(bool isHighlighted, const osg::Vec3 &pointerOrg, const osg::Vec3 &pointerPos) { int idx = -1; mIsHighlighted = isHighlighted; for (int i = 0; i < mNumShapeSwitches; i++) { ((osg::PositionAttitudeTransform*)(mShapeSwitchEntryArray[i]->mSwitch->getChild(0)))->removeChild(mHighlightGeode); mDSIntersector->loadRootTargetNode(gDesignStateRootGroup, ((osg::PositionAttitudeTransform*)(mShapeSwitchEntryArray[i]->mSwitch->getChild(0)))->getChild(0)); if (mDSIntersector->test(pointerOrg, pointerPos)) { idx = i; } } if (idx > -1) { osg::Sphere *sphere = new osg::Sphere(); mSD = new osg::ShapeDrawable(sphere); mHighlightGeode = new osg::Geode(); mHighlightGeode->addDrawable(mSD); sphere->setRadius(0.25); mSD->setColor(osg::Vec4(1, 1, 1, 0.5)); StateSet *stateset = mSD->getOrCreateStateSet(); stateset->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON); stateset->setMode(GL_CULL_FACE, StateAttribute::OVERRIDE | StateAttribute::ON); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); //fwdVec[i]->addChild(mHighlightGeode); //((osg::Geode*)mShapeSwitchEntryArray[idx]->mSwitch->getChild(0))->addDrawable(mSD); //std::cout << idx << std::endl; ((osg::PositionAttitudeTransform*)(mShapeSwitchEntryArray[idx]->mSwitch->getChild(0)))->addChild(mHighlightGeode); } /* else { for (int i = 0; i < mNumShapeSwitches; i++) { if (mHighlightGeode) ((osg::PositionAttitudeTransform*)(mShapeSwitchEntryArray[i]->mSwitch->getChild(0)))->removeChild(mHighlightGeode); //((osg::Geode*)mShapeSwitchEntryArray[i]->mSwitch->getChild(0))->removeDrawable(mSD); } }*/ mDSIntersector->loadRootTargetNode(gDesignStateRootGroup, mSphereExteriorGeode); }
//Constructor: CAVEGeodeSnapSolidshape CAVEGeodeSnapSolidshape::CAVEGeodeSnapSolidshape(): mSnappingUnitDist(0.0f) { mInitPosition = Vec3(0, 0, 0); mScaleVect = Vec3(1, 1, 1); Material* material = new Material; material->setDiffuse(Material::FRONT_AND_BACK, Vec4(1.0f, 0.5f, 0.0f, 1.0f)); material->setSpecular(Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 0.5f, 0.0f, 1.0f)); material->setAlpha(Material::FRONT, 0.8f); StateSet* stateset = new StateSet(); stateset->setAttributeAndModes(material, StateAttribute::OVERRIDE | StateAttribute::ON); stateset->setMode(GL_BLEND, StateAttribute::OVERRIDE | osg::StateAttribute::ON ); stateset->setMode(GL_LIGHTING, StateAttribute::OVERRIDE | StateAttribute::ON ); stateset->setRenderingHint(StateSet::TRANSPARENT_BIN); setStateSet(stateset); }
Node *makeTrees( void ) { Group *group = new Group; int i; getDatabaseCenterRadius( dbcenter, &dbradius ); struct _tree *t; Texture2D *tex = new Texture2D; tex->setImage(osgDB::readImageFile("Images/tree0.rgba")); StateSet *dstate = new StateSet; dstate->setTextureAttributeAndModes(0, tex, StateAttribute::ON ); dstate->setTextureAttribute(0, new TexEnv ); dstate->setAttributeAndModes( new BlendFunc, StateAttribute::ON ); AlphaFunc* alphaFunc = new AlphaFunc; alphaFunc->setFunction(AlphaFunc::GEQUAL,0.05f); dstate->setAttributeAndModes( alphaFunc, StateAttribute::ON ); dstate->setMode( GL_LIGHTING, StateAttribute::OFF ); dstate->setRenderingHint( StateSet::TRANSPARENT_BIN ); int tt[] = { 15, 30, 45, 58, 72, 75, 93, 96, 105, -1 }; int *ttp = tt; i = 0; while( i < 105 ) { ttx = trees[i].x; tty = trees[i].y; qsort( &trees[i], 105 - i, sizeof( _tree ), ct ); i += *ttp; ttp++; } t = trees; i = 0; ttp = tt; while( *ttp != -1 ) { Billboard *bb = new Billboard; //int starti = i; for( ; i < (*ttp); i++ ) { t->x -= 0.3f; float h = Hat(t->x, t->y, t->z ); Vec3 pos( t->x, t->y, t->z-h ); Geometry *geom = makeTree( t, dstate ); bb->addDrawable( geom, pos ); t++; } group->addChild( bb ); ttp++; } return group; }
void TriangleShape::generate() { /**************************************************************** * * * Vertices * * * **************************************************************** */ // check if all 3 points are present, otherwise use default method to calculate vertices if(!genVer) { vertices = new Vec3Array(3); (*vertices)[0].set(p1); (*vertices)[1].set(p2); (*vertices)[2].set(p3); } else if (genVer) { vertices = new Vec3Array(); // top point Vec3d v1(center.x(), center.y(), center.z()+length/2); // bottom left point Vec3d v2((center.x()-cos(120)*length/2), center.y(), (center.z()-sin(-60)*length/2)); // bottom right point Vec3d v3((center.x()-cos(60)*length/2), center.y(), (center.z()-sin(-60)*length/2)); vertices->push_back(center); vertices->push_back(v1); vertices->push_back(center); vertices->push_back(v2); vertices->push_back(center); vertices->push_back(v3); vertices->push_back(center); vertices->push_back(v1); } setVertexArray(vertices); /**************************************************************** * * * normals * * * **************************************************************** */ Vec3Array* normals = new Vec3Array(1); (*normals)[0].set(1.0f, 1.0f, 0.0f); setNormalArray(normals); setNormalBinding(Geometry::BIND_OVERALL); /**************************************************************** * * * colors * * * **************************************************************** */ if (!genVer) { colors = new Vec4Array(3); (*colors)[0].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[1].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[2].set(color3.x(), color3.y(), color3.z(), color3.w()); addPrimitiveSet(new DrawArrays(PrimitiveSet::TRIANGLES, 0, 3)); } else { colors = new Vec4Array(); colors->push_back(color1); colors->push_back(color2); colors->push_back(color1); colors->push_back(color2); colors->push_back(color1); colors->push_back(color2); colors->push_back(color1); colors->push_back(color2); addPrimitiveSet(new DrawArrays(PrimitiveSet::TRIANGLE_STRIP, 0, 8)); } setColorArray(colors); setColorBinding(Geometry::BIND_PER_VERTEX); /**************************************************************** * * * stateset and material * * * **************************************************************** */ StateSet* state = getOrCreateStateSet(); state->setMode(GL_BLEND,StateAttribute::ON|StateAttribute::OVERRIDE); Material* mat = new Material(); mat->setAlpha(Material::FRONT_AND_BACK, 0.1); mat->setColorMode(Material::AMBIENT_AND_DIFFUSE); state->setAttributeAndModes(mat,StateAttribute::ON | StateAttribute::OVERRIDE); /**************************************************************** * * * blending * * * **************************************************************** */ BlendFunc* bf = new BlendFunc(BlendFunc::SRC_ALPHA, BlendFunc::ONE_MINUS_SRC_ALPHA ); state->setAttributeAndModes(bf); state->setRenderingHint(StateSet::TRANSPARENT_BIN); state->setMode(GL_LIGHTING, StateAttribute::ON); setStateSet(state); }
/*************************************************************** * Function: ANIMCreateSinglePageGeodeAnimation() ***************************************************************/ void ANIMCreateSinglePageGeodeAnimation(const string& texfilename, Geode **flipUpGeode, Geode **flipDownGeode, AnimationPathCallback **flipUpCallback, AnimationPathCallback **flipDownCallback) { /* coordinates of page object */ Vec3 topleft = Vec3(-0.19, 0, 0); Vec3 bottomleft = Vec3(-0.19, 0, -0.28); Vec3 bottomright = Vec3( 0.19, 0, -0.28); Vec3 topright = Vec3( 0.19, 0, 0); Vec3 start = Vec3(0, -0.004, 0); Vec3 end = Vec3(0, 0.008, 0); float pageH = 0.28, pageW = 0.38; /* create page pain geometry */ *flipUpGeode = new Geode; *flipDownGeode = new Geode; Geometry *pageGeometry = new Geometry(); Vec3Array* vertices = new Vec3Array; Vec2Array* texcoords = new Vec2Array(4); Vec3Array* normals = new Vec3Array; vertices->push_back(topleft); (*texcoords)[0].set(0, 1); vertices->push_back(bottomleft); (*texcoords)[1].set(0, 0); vertices->push_back(bottomright); (*texcoords)[2].set(1, 0); vertices->push_back(topright); (*texcoords)[3].set(1, 1); for (int i = 0; i < 4; i++) { normals->push_back(Vec3(0, -1, 0)); } DrawElementsUInt* rectangle = new DrawElementsUInt(PrimitiveSet::POLYGON, 0); rectangle->push_back(0); rectangle->push_back(1); rectangle->push_back(2); rectangle->push_back(3); pageGeometry->addPrimitiveSet(rectangle); pageGeometry->setVertexArray(vertices); pageGeometry->setTexCoordArray(0, texcoords); pageGeometry->setNormalArray(normals); pageGeometry->setNormalBinding(Geometry::BIND_PER_VERTEX); (*flipUpGeode)->addDrawable(pageGeometry); (*flipDownGeode)->addDrawable(pageGeometry); /* apply image textures to page geodes */ Image* imgFloorplan = osgDB::readImageFile(texfilename); int imgW = imgFloorplan->s(); int imgH = imgFloorplan->t(); Texture2D* texFloorplan = new Texture2D(imgFloorplan); texFloorplan->setWrap(Texture::WRAP_S, Texture::CLAMP); texFloorplan->setWrap(Texture::WRAP_T, Texture::CLAMP); float imgRatio = (float) imgW / imgH; float pageRatio = pageW / pageH; if (imgRatio <= pageRatio) { (*texcoords)[0].set((1.0 - pageRatio / imgRatio) * 0.5, 1); (*texcoords)[1].set((1.0 - pageRatio / imgRatio) * 0.5, 0); (*texcoords)[2].set((1.0 + pageRatio / imgRatio) * 0.5, 0); (*texcoords)[3].set((1.0 + pageRatio / imgRatio) * 0.5, 1); } else { (*texcoords)[0].set(0, (1.0 + imgRatio / pageRatio) * 0.5); (*texcoords)[1].set(0, (1.0 - imgRatio / pageRatio) * 0.5); (*texcoords)[2].set(1, (1.0 - imgRatio / pageRatio) * 0.5); (*texcoords)[3].set(1, (1.0 + imgRatio / pageRatio) * 0.5); } Material *transmaterial = new Material; transmaterial->setDiffuse(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1)); transmaterial->setAlpha(Material::FRONT_AND_BACK, 0.8f); Material *solidmaterial = new Material; solidmaterial->setDiffuse(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1)); solidmaterial->setAlpha(Material::FRONT_AND_BACK, 1.0f); StateSet *flipUpStateSet = (*flipUpGeode)->getOrCreateStateSet(); flipUpStateSet->setTextureAttributeAndModes(0, texFloorplan, StateAttribute::ON); flipUpStateSet->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON ); flipUpStateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); flipUpStateSet->setAttributeAndModes(transmaterial, StateAttribute::OVERRIDE | StateAttribute::ON); StateSet *flipDownStateSet = (*flipDownGeode)->getOrCreateStateSet(); flipDownStateSet->setTextureAttributeAndModes(0, texFloorplan, StateAttribute::ON); flipDownStateSet->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON ); flipDownStateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); flipDownStateSet->setAttributeAndModes(solidmaterial, StateAttribute::OVERRIDE | StateAttribute::ON); /* create page flipping animation call backs */ AnimationPath* animationPathFlipUp = new AnimationPath; AnimationPath* animationPathFlipDown = new AnimationPath; animationPathFlipUp->setLoopMode(AnimationPath::NO_LOOPING); animationPathFlipDown->setLoopMode(AnimationPath::NO_LOOPING); Vec3 flipUpOffset, flipDownOffset; Quat flipUpQuat, flipDownQuat; Vec3 offsetstep = (end - start) / ANIM_SKETCH_BOOK_PAGE_FLIP_SAMPS; float anglestep = M_PI * 2 / ANIM_SKETCH_BOOK_PAGE_FLIP_SAMPS; float timestep = 1.0f / ANIM_SKETCH_BOOK_PAGE_FLIP_SAMPS; for (int i = 0; i < ANIM_SKETCH_BOOK_PAGE_FLIP_SAMPS + 1; i++) { float val = i * timestep; flipUpOffset = start + offsetstep * i; flipDownOffset = end - offsetstep * i; flipUpQuat = Quat(i * anglestep, Vec3(-1, 0, 0)); flipDownQuat = Quat(i * anglestep, Vec3(1, 0, 0)); animationPathFlipUp->insert(val, AnimationPath::ControlPoint(flipUpOffset, flipUpQuat, Vec3(1, 1, 1))); animationPathFlipDown->insert(val, AnimationPath::ControlPoint(flipDownOffset, flipDownQuat, Vec3(1, 1, 1))); } *flipUpCallback = new AnimationPathCallback(animationPathFlipUp, 0.0, 1.0f / ANIM_SKETCH_BOOK_PAGE_FLIP_TIME); *flipDownCallback = new AnimationPathCallback(animationPathFlipDown, 0.0, 1.0f / ANIM_SKETCH_BOOK_PAGE_FLIP_TIME); }
/*************************************************************** * Function: ANIMLoadGeometryCreator() * * xformScaleFwd: Root transform node for inflating geometries * xformScaleBwd: Root transform node for shrinking geometries * sphereExteriorSwitch: Switch control for single exterior sphere * ***************************************************************/ void ANIMLoadGeometryCreator(PositionAttitudeTransform** xformScaleFwd, PositionAttitudeTransform** xformScaleBwd, Switch **sphereExteriorSwitch, Geode **sphereExteriorGeode, int &numTypes, ANIMShapeSwitchEntry ***shapeSwitchEntryArray) { *xformScaleFwd = new PositionAttitudeTransform; *xformScaleBwd = new PositionAttitudeTransform; MatrixTransform *geomCreatorTrans = new MatrixTransform; MatrixTransform *sphereExteriorTrans = new MatrixTransform; *sphereExteriorSwitch = new Switch; Switch *createBoxSwitch = new Switch; Switch *createCylinderSwitch = new Switch; (*xformScaleFwd)->addChild(geomCreatorTrans); (*xformScaleBwd)->addChild(geomCreatorTrans); geomCreatorTrans->addChild(*sphereExteriorSwitch); geomCreatorTrans->addChild(createBoxSwitch); geomCreatorTrans->addChild(createCylinderSwitch); osg::Vec3 pos(-1, 0, 0); // create drawables, geodes and attach them to animation switches *sphereExteriorGeode = new Geode(); Sphere *sphere = new Sphere(osg::Vec3(), ANIM_VIRTUAL_SPHERE_RADIUS); ShapeDrawable *sphereDrawable = new ShapeDrawable(sphere); (*sphereExteriorGeode)->addDrawable(sphereDrawable); Box *box = new Box(osg::Vec3(0.1, 0, 0), ANIM_VIRTUAL_SPHERE_RADIUS / 1.9); (*sphereExteriorGeode)->addDrawable(new ShapeDrawable(box)); float r = ANIM_VIRTUAL_SPHERE_RADIUS / 3.0; Cylinder *cylinder = new Cylinder(osg::Vec3(-0.05, 0, -0.05), r, r * 2); (*sphereExteriorGeode)->addDrawable(new ShapeDrawable(cylinder)); Cone *cone = new osg::Cone(osg::Vec3(0, -0.1, 0.05), r, r * 2); (*sphereExteriorGeode)->addDrawable(new ShapeDrawable(cone)); Material *transmaterial = new Material; transmaterial->setDiffuse(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1)); transmaterial->setAlpha(Material::FRONT_AND_BACK, 0.6f); Image* envMap = osgDB::readImageFile(ANIMDataDir() + "Textures/ShapeContainer.JPG"); Texture2D* envTex = new Texture2D(envMap); StateSet *sphereStateSet = (sphereDrawable)->getOrCreateStateSet(); sphereStateSet->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON ); sphereStateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); sphereStateSet->setAttributeAndModes(transmaterial, StateAttribute::OVERRIDE | StateAttribute::ON); sphereStateSet->setTextureAttributeAndModes(0, envTex, StateAttribute::ON); sphereStateSet->setMode(GL_CULL_FACE, StateAttribute::ON); sphereExteriorTrans->addChild(*sphereExteriorGeode); (*sphereExteriorSwitch)->addChild(sphereExteriorTrans); (*sphereExteriorSwitch)->setAllChildrenOn(); // write into shape switch entry array record numTypes = 2; *shapeSwitchEntryArray = new ANIMShapeSwitchEntry*[numTypes]; (*shapeSwitchEntryArray)[0] = new ANIMShapeSwitchEntry; (*shapeSwitchEntryArray)[1] = new ANIMShapeSwitchEntry; (*shapeSwitchEntryArray)[0]->mSwitch = createBoxSwitch; (*shapeSwitchEntryArray)[1]->mSwitch = createCylinderSwitch; ANIMCreateSingleShapeSwitchAnimation(&((*shapeSwitchEntryArray)[0]), CAVEGeodeShape::BOX); ANIMCreateSingleShapeSwitchAnimation(&((*shapeSwitchEntryArray)[1]), CAVEGeodeShape::CYLINDER); /* set up the forward / backward scale animation paths for geometry creator */ AnimationPath* animationPathScaleFwd = new AnimationPath; AnimationPath* animationPathScaleBwd = new AnimationPath; animationPathScaleFwd->setLoopMode(AnimationPath::NO_LOOPING); animationPathScaleBwd->setLoopMode(AnimationPath::NO_LOOPING); Vec3 scaleFwd, scaleBwd; float step = 1.f / ANIM_VIRTUAL_SPHERE_NUM_SAMPS; for (int i = 0; i < ANIM_VIRTUAL_SPHERE_NUM_SAMPS + 1; i++) { float val = i * step; scaleFwd = Vec3(val, val, val); scaleBwd = Vec3(1.f-val, 1.f-val, 1.f-val); animationPathScaleFwd->insert(val, AnimationPath::ControlPoint(pos, Quat(), scaleFwd)); animationPathScaleBwd->insert(val, AnimationPath::ControlPoint(pos, Quat(), scaleBwd)); } AnimationPathCallback *animCallbackFwd = new AnimationPathCallback(animationPathScaleFwd, 0.0, 1.f / ANIM_VIRTUAL_SPHERE_LAPSE_TIME); AnimationPathCallback *animCallbackBwd = new AnimationPathCallback(animationPathScaleBwd, 0.0, 1.f / ANIM_VIRTUAL_SPHERE_LAPSE_TIME); (*xformScaleFwd)->setUpdateCallback(animCallbackFwd); (*xformScaleBwd)->setUpdateCallback(animCallbackBwd); }
void CircleShape::generate() { /******************************************************************** * * * Vertices * * * ******************************************************************** */ int numVertices = 0; vertices = new Vec3Array; for (int i=0; i <= 360; i = i + degree ) { double angle = (i*2*PI)/360; double x,z; x = cos(angle)*radius; z = sin(angle)*radius; vertices->push_back(center); vertices->push_back(Vec3d(x,0,z)+center); numVertices+=2; } vertices->push_back(center); setVertexArray(vertices); /******************************************************************** * * * colors * * * ******************************************************************** */ colors = new Vec4Array(numVertices); for (int g = 0; g < numVertices; g+=2) { (*colors)[g].set(color.x(), color.y(), color.z(), color.w()); (*colors)[g+1].set(gradient.x(), gradient.y(), gradient.z(), gradient.w()); } setColorArray(colors); setColorBinding(Geometry::BIND_PER_VERTEX); addPrimitiveSet(new DrawArrays(PrimitiveSet::TRIANGLE_STRIP, 0,2+(360*2/degree))); /******************************************************************** * * * stateset and material * * * ******************************************************************** */ // stateset and material StateSet* state = getOrCreateStateSet(); state->setMode(GL_BLEND,StateAttribute::ON|StateAttribute::OVERRIDE); Material* mat = new Material(); mat->setAlpha(Material::FRONT_AND_BACK, 0.1); mat->setColorMode(Material::AMBIENT_AND_DIFFUSE); state->setAttributeAndModes(mat,StateAttribute::ON | StateAttribute::OVERRIDE); /******************************************************************** * * * blending * * * ******************************************************************** */ // blending BlendFunc* bf = new BlendFunc(BlendFunc::SRC_ALPHA, BlendFunc::ONE_MINUS_SRC_ALPHA ); state->setAttributeAndModes(bf); state->setRenderingHint(StateSet::TRANSPARENT_BIN); state->setMode(GL_LIGHTING, StateAttribute::ON); setStateSet(state); }
/*************************************************************** * Function: createFloorplanGeometry() ***************************************************************/ void VirtualScenicHandler::createFloorplanGeometry(const int numPages, CAVEAnimationModeler::ANIMPageEntry **pageEntryArray) { if (numPages <= 0) { return; } for (int i = 0; i < numPages; i++) { // create floorplan geometry float length = pageEntryArray[i]->mLength; float width = pageEntryArray[i]->mWidth; float altitude = pageEntryArray[i]->mAlti; Geode *floorplanGeode = new Geode; Geometry *floorplanGeometry = new Geometry; Vec3Array* vertices = new Vec3Array; Vec3Array* normals = new Vec3Array; Vec2Array* texcoords = new Vec2Array(4); vertices->push_back(Vec3(-length / 2, width / 2, altitude)); (*texcoords)[0].set(0, 1); vertices->push_back(Vec3(-length / 2, -width / 2, altitude)); (*texcoords)[1].set(0, 0); vertices->push_back(Vec3( length / 2, -width / 2, altitude)); (*texcoords)[2].set(1, 0); vertices->push_back(Vec3( length / 2, width / 2, altitude)); (*texcoords)[3].set(1, 1); for (int k = 0; k < 4; k++) { normals->push_back(Vec3(0, 0, 1)); } DrawElementsUInt* rectangle = new DrawElementsUInt(PrimitiveSet::POLYGON, 0); rectangle->push_back(0); rectangle->push_back(1); rectangle->push_back(2); rectangle->push_back(3); floorplanGeometry->addPrimitiveSet(rectangle); floorplanGeometry->setVertexArray(vertices); floorplanGeometry->setNormalArray(normals); floorplanGeometry->setTexCoordArray(0, texcoords); floorplanGeometry->setNormalBinding(Geometry::BIND_PER_VERTEX); floorplanGeode->addDrawable(floorplanGeometry); mFloorplanSwitch->addChild(floorplanGeode); /* load floorplan images */ Material *transmaterial = new Material; transmaterial->setDiffuse(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1)); transmaterial->setAlpha(Material::FRONT_AND_BACK, 1.0f); Image* imgFloorplan = osgDB::readImageFile(pageEntryArray[i]->mTexFilename); Texture2D* texFloorplan = new Texture2D(imgFloorplan); StateSet *floorplanStateSet = floorplanGeode->getOrCreateStateSet(); floorplanStateSet->setTextureAttributeAndModes(0, texFloorplan, StateAttribute::ON); floorplanStateSet->setMode(GL_BLEND, StateAttribute::OVERRIDE | StateAttribute::ON ); floorplanStateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); floorplanStateSet->setAttributeAndModes(transmaterial, StateAttribute::OVERRIDE | StateAttribute::ON); } }
void BoxShape::generate() { /**************************************************************** * * * Vertices * * * **************************************************************** */ vertices = new Vec3Array(); //assuming box points coming this way: 5-----------6 // /| /| // / | / | // / | / | // 0---4-------3---7 // | / | / // | / | / // |/ |/ // 1-----------2 // check if all 4 points are present, otherwise use default method to calculate vertices if(!genVer) { vertices->push_back(p1); vertices->push_back(p2); vertices->push_back(p3); vertices->push_back(p4); vertices->push_back(p5); vertices->push_back(p6); vertices->push_back(p7); vertices->push_back(p8); //setVertexArray(vertices); } else if (genVer) { // -y = coming out of screen? vertices->push_back(Vec3( center.x()-(width/2) , center.y()-(depth/2) , center.z()+(height/2) )); vertices->push_back(Vec3( center.x()-(width/2) , center.y()-(depth/2) , center.z()-(height/2) )); vertices->push_back(Vec3( center.x()+(width/2) , center.y()-(depth/2) , center.z()-(height/2) )); vertices->push_back(Vec3( center.x()+(width/2) , center.y()-(depth/2) , center.z()+(height/2) )); vertices->push_back(Vec3( center.x()-(width/2) , center.y()+(depth/2) , center.z()-(height/2) )); vertices->push_back(Vec3( center.x()-(width/2) , center.y()+(depth/2) , center.z()+(height/2) )); vertices->push_back(Vec3( center.x()+(width/2) , center.y()+(depth/2) , center.z()+(height/2) )); vertices->push_back(Vec3( center.x()+(width/2) , center.y()+(depth/2) , center.z()-(height/2) )); //setVertexArray(vertices); } setVertexArray(vertices); //front face DrawElementsUInt* frontface = new DrawElementsUInt(PrimitiveSet::QUADS, 0); frontface->push_back(0); frontface->push_back(1); frontface->push_back(2); frontface->push_back(3); addPrimitiveSet(frontface); //back face DrawElementsUInt* backface = new DrawElementsUInt(PrimitiveSet::QUADS, 0); backface->push_back(4); backface->push_back(5); backface->push_back(6); backface->push_back(7); addPrimitiveSet(backface); //top face DrawElementsUInt* topface = new DrawElementsUInt(PrimitiveSet::QUADS, 0); topface->push_back(5); topface->push_back(0); topface->push_back(3); topface->push_back(6); addPrimitiveSet(topface); //bottom face DrawElementsUInt* bottomface = new DrawElementsUInt(PrimitiveSet::QUADS, 0); bottomface->push_back(1); bottomface->push_back(4); bottomface->push_back(7); bottomface->push_back(2); addPrimitiveSet(bottomface); //left face DrawElementsUInt* leftface = new DrawElementsUInt(PrimitiveSet::QUADS, 0); leftface->push_back(0); leftface->push_back(5); leftface->push_back(4); leftface->push_back(1); addPrimitiveSet(leftface); //right face DrawElementsUInt* rightface = new DrawElementsUInt(PrimitiveSet::QUADS, 0); rightface->push_back(3); rightface->push_back(2); rightface->push_back(7); rightface->push_back(6); addPrimitiveSet(rightface); /**************************************************************** * * * normals * * * **************************************************************** */ Vec3Array* normals = new Vec3Array(1); (*normals)[0].set(1.0f, 1.0f, 1.0f); setNormalArray(normals); setNormalBinding(Geometry::BIND_OVERALL); /**************************************************************** * * * colors * * * **************************************************************** */ /*if (!genVer) { colors = new Vec4Array(8); (*colors)[0].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[1].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[2].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[3].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[4].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[5].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[6].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[7].set(color2.x(), color2.y(), color2.z(), color2.w()); } else {*/ colors = new Vec4Array(8); (*colors)[0].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[1].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[2].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[3].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[4].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[5].set(color2.x(), color2.y(), color2.z(), color2.w()); (*colors)[6].set(color1.x(), color1.y(), color1.z(), color1.w()); (*colors)[7].set(color2.x(), color2.y(), color2.z(), color2.w()); //(*colors)[8].set(color1.x(), color1.y(), color1.z(), color1.w()); //(*colors)[9].set(color2.x(), color2.y(), color2.z(), color2.w()); //} setColorArray(colors); setColorBinding(Geometry::BIND_PER_VERTEX); /**************************************************************** * * * stateset and material * * * **************************************************************** */ StateSet* state = getOrCreateStateSet(); state->setMode(GL_BLEND,StateAttribute::ON|StateAttribute::OVERRIDE); Material* mat = new Material(); mat->setAlpha(Material::FRONT_AND_BACK, 0.1); mat->setColorMode(Material::AMBIENT_AND_DIFFUSE); state->setAttributeAndModes(mat,StateAttribute::ON | StateAttribute::OVERRIDE); /**************************************************************** * * * blending * * * **************************************************************** */ BlendFunc* bf = new BlendFunc(BlendFunc::SRC_ALPHA, BlendFunc::ONE_MINUS_SRC_ALPHA ); state->setAttributeAndModes(bf); state->setRenderingHint(StateSet::TRANSPARENT_BIN); state->setMode(GL_LIGHTING, StateAttribute::ON); setStateSet(state); }