Пример #1
0
void  TXPArchive::getExtents(osg::BoundingBox& extents)
{
    TileInfo sw, ne;
    trpg2iPoint tileExtents;

    this->GetHeader()->GetLodSize(0, tileExtents);
    this->getTileInfo(0, 0, 0, sw);
    this->getTileInfo(tileExtents.x-1, tileExtents.y-1, 0, ne);
    extents.set(sw.bbox._min, sw.bbox._max);
    extents.expandBy(ne.bbox);
}
Пример #2
0
    void apply(osg::Node &node)
    {
        osg::Transform *mt;
        osg::Geode *geo;

        osg::ref_ptr<osg::RefMatrix> M = matStack.back();
        if ((geo = dynamic_cast<osg::Geode *>(&node)))
        {
            unsigned int i;
            osg::BoundingBox bb;
            for (i = 0; i < geo->getNumDrawables(); i++)
            {
                bb.expandBy(geo->getDrawable(i)->getBound());
            }
            if (M.get())
            {
                bbox.expandBy(osg::Vec3(bb.xMin(), bb.yMin(), bb.zMin()) * *M);
                bbox.expandBy(osg::Vec3(bb.xMax(), bb.yMax(), bb.zMax()) * *M);
            }
            else
            {
                bbox.expandBy(osg::Vec3(bb.xMin(), bb.yMin(), bb.zMin()));
                bbox.expandBy(osg::Vec3(bb.xMax(), bb.yMax(), bb.zMax()));
            }
        }
        if ((mt = dynamic_cast<osg::Transform *>(&node)))
        {
            osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix;
            mt->computeLocalToWorldMatrix(*matrix, this);
            matStack.push_back(matrix);
        }
        traverse(node);
        if ((mt = dynamic_cast<osg::Transform *>(&node)))
        {
            matStack.pop_back();
        }
    }
Пример #3
0
osg::ref_ptr<osg::Geometry> HUDView::createRandNumBackground(osg::BoundingBox bb)
{
	osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
	osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;

	osg::Vec3 sizeUpY(0, bb.yMax() + bb.yMax() / 2, 0.0);
	osg::Vec3 sizeUpYN(0, -bb.yMax() / 2, 0.0);
	bb.expandBy(sizeUpY);
	bb.expandBy(sizeUpYN);


	osg::Vec3 halfExtent((bb.xMax() - bb.xMin()) / 2.0, (bb.yMax() - bb.yMin()) / 2.0f, 0);
	float x_length = bb.xMax() - bb.xMin();
	float y_length = bb.yMax() - bb.yMin();

	vertices->push_back(osg::Vec3(0, y_length, 0) - halfExtent);
	vertices->push_back(osg::Vec3(0, 0, 0) - halfExtent);
	vertices->push_back(osg::Vec3(x_length, 0, 0) - halfExtent);
	vertices->push_back(osg::Vec3(x_length, y_length, 0) - halfExtent);
	geom->setVertexArray(vertices);
	osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
	normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
	geom->setNormalArray(normals, osg::Array::BIND_OVERALL);
	osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
	colors->push_back(osg::Vec4(0.0f, 0.2f, 1.0f, 0.7f));
	geom->setColorArray(colors, osg::Array::BIND_OVERALL);
	geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
	osg::ref_ptr<osg::StateSet> stateset = geom->getOrCreateStateSet();
	stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
	stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
	//stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON);
	stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

	return geom;

}