virtual void apply(osg::MatrixTransform& xform) { const trpgHeader* header = _archive->GetHeader(); trpgHeader::trpgTileType tileType; header->GetTileOriginType(tileType); const osg::Referenced* ref = xform.getUserData(); const TileIdentifier* tileID = dynamic_cast<const txp::TileIdentifier*>(ref); if(!tileID) return; // bail early - this isn't a loaded model if(tileType == trpgHeader::TileLocal && tileID->lod == 9999) { trpg2dPoint tileExtents; header->GetTileSize(0, tileExtents); osg::BoundingBox bbox; _archive->getExtents(bbox); osg::Vec3 offset(xform.getMatrix().getTrans()); offset[0] -= bbox._min[0]; offset[1] -= bbox._min[1]; trpg2dPoint offsetXY, tileID(_tileInfo.x,_tileInfo.y); int divider = (0x01 << _tileInfo.lod); // calculate which tile model is located in tileExtents.x /= divider; tileExtents.y /= divider; offset[0] -= tileID.x*tileExtents.x; offset[1] -= tileID.y*tileExtents.y; osg::Matrix mat(xform.getMatrix()); mat.setTrans(offset); xform.setMatrix(mat); } }
void apply( osg::MatrixTransform& mt ) { if ( !mt.getUpdateCallback() ) mt.traverse( *this ); osg::AnimationPathCallback* p_ncb = dynamic_cast< osg::AnimationPathCallback* >( mt.getUpdateCallback() ); if ( !p_ncb ) mt.traverse( *this ); _p_animPath = p_ncb->getAnimationPath(); if ( !_p_animPath ) mt.traverse( *this ); }
//MATRIX void daeWriter::apply( osg::MatrixTransform &node ) { #ifdef _DEBUG debugPrint( node ); #endif updateCurrentDaeNode(); currentNode = daeSafeCast< domNode >(currentNode->add( COLLADA_ELEMENT_NODE ) ); std::string nodeName = getNodeName(node,"matrixTransform"); currentNode->setId(nodeName.c_str()); osg::Callback* ncb = node.getUpdateCallback(); bool handled = false; if (ncb) { osgAnimation::UpdateMatrixTransform* ut = dynamic_cast<osgAnimation::UpdateMatrixTransform*>(ncb); // If targeted by an animation we split up the matrix into multiple place element so they can be targeted individually if (ut) { handled = true; const osg::Matrix &mat = node.getMatrix(); // Note: though this is a generic matrix, based on the fact that it will be animated by and UpdateMatrixTransform, // we assume the initial matrix can be decomposed into translation, rotation and scale elements writeUpdateTransformElements(mat.getTrans(), mat.getRotate(), mat.getScale()); } } // If not targeted by an animation simply write a single matrix place element if (!handled) { domMatrix *mat = daeSafeCast< domMatrix >(currentNode->add( COLLADA_ELEMENT_MATRIX ) ); nodeName += "_matrix"; mat->setSid(nodeName.c_str()); const osg::Matrix::value_type *mat_vals = node.getMatrix().ptr(); for ( int i = 0; i < 4; i++ ) { for ( int j = 0; j < 4; j++ ) { mat->getValue().append( mat_vals[i + j*4] ); } } } lastDepth = _nodePath.size(); writeNodeExtra(node); traverse( node ); }
void WriterNodeVisitor::apply(osg::MatrixTransform &node) { pushStateSet(node.getStateSet()); Lib3dsMeshInstanceNode * parent = _cur3dsNode; #if DISABLE_3DS_ANIMATION osg::Matrix mat( osg::computeLocalToWorld(getNodePath()) ); #else osg::Matrix mat( node.getMatrix() ); #endif apply3DSMatrixNode(node, &mat, "mtx"); if (succeeded()) traverse(node); _cur3dsNode = parent; popStateSet(node.getStateSet()); }
void CountsVisitor::apply(osg::MatrixTransform& node) { pushStateSet(node.getStateSet()); _matrixTransforms++; osg::ref_ptr<osg::Object> rp = (osg::Object*)&node; _uMatrixTransforms.insert(rp); _totalChildren += node.getNumChildren(); apply(node.getStateSet()); if (++_depth > _maxDepth) _maxDepth = _depth; traverse((osg::Node&)node); _depth--; popStateSet(); }
void Normals::MakeNormalsVisitor::apply(osg::MatrixTransform& tx) { _matStack.push( _mat ); _mat = _mat * tx.getMatrix(); traverse( tx ); _mat = _matStack.top(); _matStack.pop(); }
void FltExportVisitor::apply( osg::MatrixTransform& node ) { // Importer reads a Matrix record and inserts a MatrixTransform above // the current node. We need to do the opposite: Write a Matrix record // as an ancillary record for each child. We do that by storing the // MatrixTransform in each child's UserData. Each child then checks // UserData and writes a Matrix record if UserData is a MatrixTransform. _firstNode = false; ScopedStatePushPop guard( this, node.getStateSet() ); osg::ref_ptr< osg::RefMatrix > m = new osg::RefMatrix; m->set( node.getMatrix() ); if (node.getUserData()) { const osg::RefMatrix* rm = dynamic_cast<const osg::RefMatrix*>( node.getUserData() ); if (rm) (*m) *= *rm; } typedef std::vector< osg::ref_ptr< osg::Referenced > > UserDataList; UserDataList saveUserDataList( node.getNumChildren() ); unsigned int idx; for( idx=0; idx<node.getNumChildren(); ++idx ) { saveUserDataList[ idx ] = node.getChild( idx )->getUserData(); node.getChild( idx )->setUserData( m.get() ); } traverse( (osg::Node&)node ); // Restore saved UserData. for( idx=0; idx< node.getNumChildren(); ++idx ) { node.getChild( idx )->setUserData( saveUserDataList[ idx ].get() ); } }
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { // Matrix that rotates from the marker grid to paddle coordinate system osg::Matrix rotationMatrix = osg::Matrix(arTransformB->getMatrix().getRotate()); osg::Vec3 globalUp = osg::Z_AXIS; // z-axis on the marker grid osg::Vec3 localUp = globalUp * rotationMatrix; // z-axis on the paddle osg::Vec3 projection = globalUp ^ (localUp ^ globalUp); // projection of paddle up vector onto reference plane float magnitude = projection.length(); // length of projection std::cout << projection << ", " << magnitude << std::endl; osg::Vec3 paddlePos = arTransformB->getMatrix().getTrans(); osg::Vec3 offsetA = paddlePos - hotSpotAPos; osg::Vec3 offsetB = paddlePos - hotSpotBPos; float scale = 1 + projection.x(); if (offsetA.length() < 80) { hotSpotA->setColor(osg::Vec4(0, 0, 1, 1)); contentA->setScale(osg::Vec3(scale, scale, scale)); } else { hotSpotA->setColor(osg::Vec4(0.4, 0.4, 0.4, 1)); } if (offsetB.length() < 80) { hotSpotB->setColor(osg::Vec4(0, 0, 1, 1)); contentB->setScale(osg::Vec3(scale, scale, scale)); } else { hotSpotB->setColor(osg::Vec4(0.4, 0.4, 0.4, 1)); } traverse(node,nv); }
//MATRIX void daeWriter::apply( osg::MatrixTransform &node ) { #ifdef _DEBUG debugPrint( node ); #endif while ( lastDepth >= _nodePath.size() ) { //We are not a child of previous node currentNode = daeSafeCast< domNode >( currentNode->getParentElement() ); lastDepth--; } currentNode = daeSafeCast< domNode >(currentNode->createAndPlace( COLLADA_ELEMENT_NODE ) ); currentNode->setId(getNodeName(node,"matrixTransform").c_str()); domMatrix *mat = daeSafeCast< domMatrix >(currentNode->createAndPlace( COLLADA_ELEMENT_MATRIX ) ); const osg::Matrix::value_type *mat_vals = node.getMatrix().ptr(); //for ( int i = 0; i < 16; i++ ) //{ // mat->getValue().append( mat_vals[i] ); //} mat->getValue().append( mat_vals[0] ); mat->getValue().append( mat_vals[4] ); mat->getValue().append( mat_vals[8] ); mat->getValue().append( mat_vals[12] ); mat->getValue().append( mat_vals[1] ); mat->getValue().append( mat_vals[5] ); mat->getValue().append( mat_vals[9] ); mat->getValue().append( mat_vals[13] ); mat->getValue().append( mat_vals[2] ); mat->getValue().append( mat_vals[6] ); mat->getValue().append( mat_vals[10] ); mat->getValue().append( mat_vals[14] ); mat->getValue().append( mat_vals[3] ); mat->getValue().append( mat_vals[7] ); mat->getValue().append( mat_vals[11] ); mat->getValue().append( mat_vals[15] ); lastVisited = MATRIX; lastDepth = _nodePath.size(); traverse( node ); }
void AnimationCleanerVisitor::apply(osg::MatrixTransform& transform) { HasGeometryVisitor hasData; transform.traverse(hasData); if(!hasData.geometry) { // if animation transforms have no child geometry they are cleanable osgAnimation::Skeleton* skeleton = dynamic_cast<osgAnimation::Skeleton*>(&transform); osgAnimation::Bone* bone = dynamic_cast<osgAnimation::Bone*>(&transform); if(skeleton) { _transforms.push_back(osg::ref_ptr<osgAnimation::Skeleton>(skeleton)); } if(bone) { _transforms.push_back(osg::ref_ptr<osgAnimation::Bone>(bone)); } } osgAnimation::UpdateMatrixTransform* update = getCallbackType<osgAnimation::UpdateMatrixTransform>(transform.getUpdateCallback()); if(update) { _updates[update] = osg::ref_ptr<osg::Node>(&transform); } traverse(transform); }
void apply( osg::MatrixTransform& node ) { ++_numVisited; compileResource( node.getStateSet() ); traverse( node ); }