コード例 #1
0
void OBJWriterNodeVisitor::apply(osg::Geometry& geometry)
{
    osg::Matrix m = osg::computeLocalToWorld(getNodePath());

    pushStateSet(geometry.getStateSet());

    processGeometry(&geometry,m);

    popStateSet(geometry.getStateSet());
}
コード例 #2
0
ファイル: RigGeometry.cpp プロジェクト: yueying/osg
void RigGeometry::copyFrom(osg::Geometry& from)
{
    bool copyToSelf = (this==&from);

    osg::Geometry& target = *this;

    if (!copyToSelf) target.setStateSet(from.getStateSet());

    // copy over primitive sets.
    if (!copyToSelf) target.getPrimitiveSetList() = from.getPrimitiveSetList();

    if (from.getVertexArray())
    {
        if (!copyToSelf) target.setVertexArray(from.getVertexArray());
    }

    if (from.getNormalArray())
    {
        if (!copyToSelf) target.setNormalArray(from.getNormalArray());
    }

    if (from.getColorArray())
    {
        if (!copyToSelf) target.setColorArray(from.getColorArray());
    }

    if (from.getSecondaryColorArray())
    {
        if (!copyToSelf) target.setSecondaryColorArray(from.getSecondaryColorArray());
    }

    if (from.getFogCoordArray())
    {
        if (!copyToSelf) target.setFogCoordArray(from.getFogCoordArray());
    }

    for(unsigned int ti=0;ti<from.getNumTexCoordArrays();++ti)
    {
        if (from.getTexCoordArray(ti))
        {
            if (!copyToSelf) target.setTexCoordArray(ti,from.getTexCoordArray(ti));
        }
    }

    osg::Geometry::ArrayList& arrayList = from.getVertexAttribArrayList();
    for(unsigned int vi=0;vi< arrayList.size();++vi)
    {
        osg::Array* array = arrayList[vi].get();
        if (array)
        {
            if (!copyToSelf) target.setVertexAttribArray(vi,array);
        }
    }
}
コード例 #3
0
    void ShaderVisitor::apply(osg::Geometry& geometry)
    {
        bool needPop = (geometry.getStateSet() != NULL);
        if (geometry.getStateSet())
        {
            pushRequirements();
            applyStateSet(geometry.getStateSet(), geometry);
        }

        if (!mRequirements.empty())
        {
            const ShaderRequirements& reqs = mRequirements.back();

            if (mAllowedToModifyStateSets)
            {
                // make sure that all UV sets are there
                for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
                {
                    if (geometry.getTexCoordArray(it->first) == NULL)
                        geometry.setTexCoordArray(it->first, geometry.getTexCoordArray(0));
                }
            }

            if (reqs.mTexStageRequiringTangents != -1 && mAllowedToModifyStateSets)
            {
                osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
                generator->generate(&geometry, reqs.mTexStageRequiringTangents);

                geometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
            }

            // TODO: find a better place for the stateset
            if (reqs.mShaderRequired || mForceShaders)
                createProgram(reqs, geometry);
        }

        if (needPop)
            popRequirements();
    }