Пример #1
0
 Action::ResultE check(NodePtr& node)
 {
     AttachmentPtr a = node->findAttachment(Name::getClassType());
     
     if(a != NullFC)
     {
         NamePtr n = NamePtr::dcast(a);
         
         if(n->getField().getValue() == *_name)
         {
             _found = node;
             return Action::Quit;
         }
     }
     
     return Action::Continue;        
 }
Пример #2
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // GLUT init
    int winid = setupGLUT(&argc, argv);

    // the connection between GLUT and OpenSG
    GLUTWindowPtr gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->init();

    // load the scene

    NodePtr scene;
    
    if(argc < 2)
    {
        FWARNING(("No file given!\n"));
 
        scene = makeTorus(.5, 2, 16, 16);
    }
    else
    {
        /*
            All scene file loading is handled via the SceneFileHandler.
        */
        scene = SceneFileHandler::the().read(argv[1]);
    }

    /* 
       An Attachment is a special field container that can be attached to many
       of the internal classes like Nodes and NodeCores. There can be multiple
       Attachments attached to an object.
       
       Attachments can be attached to all FieldContainers that are derived from
       AttachmentContainer. This includes most higher-level classes in the
       system, like Nodes, NodeCores, Windows, Viewports etc.

       The only predefined kind of Attachment is the Name, which can
       keep the name of an object. Some of loaders (e.g. the WRL loader)
       create these kinds of Attachments for named nodes.
    */
    
    /*
        An Attachment is a FieldContainer and as such needs to be created using
        ::create().
    */
    NamePtr name = Name::create();
    
    /* 
        The NameAttachment only has a single field, there's no need to use the
        mask here.
    */
    beginEditCP(name);
    {
        name->getField().setValue("Scene");
    }
    endEditCP  (name);
    
    /*
        Attach the name to the scene node.
     */
    beginEditCP(scene, Node::AttachmentsFieldMask);
    {
        scene->addAttachment(name);
    }
    endEditCP  (scene, Node::AttachmentsFieldMask);
    
    /*
        Check if the scene has a Name attachment
        
        Attachments are categorized by the GroupID of their class. Every
        AttachmentContainer generally keeps only one attachment of a specific
        kind. 
     */
    AttachmentPtr a;
    
    a = scene->findAttachment(Name::getClassType());
    
    if(a!=NullFC)
    {
        NamePtr n = NamePtr::dcast(a);
        
        SLOG << "Node name: " << n->getField().getValue() << endl;
    }
    else
    {
        SLOG << "Node has no name!" << endl;
    }
    
    // use the finder helper to find a named object
    
    finder f;
    NodePtr found;
    
    found = f.find(scene, "Scene");  
    SLOG << "Found object " << found << " named Scene." << endl;
    
    found = f.find(scene, "TF_DETAIL"); 
    if(found == NullFC)
    {
        SLOG << "Found no object named TF_DETAIL (did you load the tie?)." 
             << endl;
    }
    else
    {
        SLOG << "Found object " << found << " named TF_DETAIL." << endl;
    }
    
    // Use the simple attachment defined above
    
    MyAttachmentPtr mya = MyAttachment::create();
    
    beginEditCP(mya);
    {
        mya->getField().setValue(42);
    }
    endEditCP  (mya);
    
    // attach it to the scene
    beginEditCP(scene, Node::AttachmentsFieldMask);
    {
        scene->addAttachment(mya);
    }
    endEditCP  (scene, Node::AttachmentsFieldMask);

    // and check if it's still there       
    a = scene->findAttachment(MyAttachment::getClassType());
    
    if(a!=NullFC)
    {
        MyAttachmentPtr m = MyAttachmentPtr::dcast(a);
        
        SLOG << "Node my value: " << m->getField().getValue() << endl;
    }
    else
    {
        SLOG << "Node has no myAttachment!" << endl;
    }
    
    // create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // tell the manager what to manage
    mgr->setWindow(gwin );
    mgr->setRoot  (scene);

    // show the whole scene
    mgr->showAll();

    // GLUT main loop
    glutMainLoop();

    return 0;
}