//---------------------------- // Function name: read //---------------------------- // //Parameters: //p: Scene &image, const char *fileName //GlobalVars: //g: //Returns: //r:bool // Caution //c: //Assumations: //a: //Describtions: //d: read the image from the given file //SeeAlso: //s: // //------------------------------ NodeTransitPtr OBJSceneFileType::read( std::istream &is, const Char8 *, Resolver ) const { NodeUnrecPtr rootPtr, nodePtr; std::string elem; std::map<std::string, DataElem>::const_iterator elemI; Vec3f vec3r; Pnt3f pnt3r; Vec2f vec2r; Real32 x,y,z; GeoPnt3fPropertyUnrecPtr coordPtr = GeoPnt3fProperty::create(); GeoVec2fPropertyUnrecPtr texCoordPtr = GeoVec2fProperty::create(); GeoVec3fPropertyUnrecPtr normalPtr = GeoVec3fProperty::create(); GeometryUnrecPtr geoPtr; GeoIntegralPropertyUnrecPtr posIndexPtr, texIndexPtr, normalIndexPtr; GeoIntegralPropertyUnrecPtr lensPtr; GeoIntegralPropertyUnrecPtr typePtr; DataElem dataElem; DataElem lastDataElem; Char8 strBuf[8192], *token, *nextToken; Int32 strBufSize = sizeof(strBuf)/sizeof(Char8); Int32 index, posIndex = 0, indexType; Int32 i,j,n,primCount[3]; std::list<Mesh> meshList; std::map<std::string, SimpleTexturedMaterialUnrecPtr> mtlMap; std::map<std::string, SimpleTexturedMaterialUnrecPtr>::iterator mtlI; Mesh emptyMesh; Face emptyFace; TiePoint emptyTie; Int32 indexMask, meshIndexMask; std::list<Face>::iterator faceI; std::list<Mesh>::iterator meshI; bool isSingleIndex; // create the first mesh entry meshList.push_back(emptyMesh); meshI = meshList.begin(); if(is) { primCount[0] = 0; primCount[1] = 0; primCount[2] = 0; for(is >> elem; is.eof() == false; is >> elem) { if(elem[0] == '#' || elem[0] == '$') { is.ignore(INT_MAX, '\n'); } else { SceneFileHandler::the()->updateReadProgress(); elemI = _dataElemMap.find(elem); dataElem = ((elemI == _dataElemMap.end()) ? UNKNOWN_DE : elemI->second ); switch (dataElem) { case OBJECT_DE: case GROUP_DE: case SMOOTHING_GROUP_DE: is.ignore(INT_MAX, '\n'); break; case VERTEX_DE: primCount[0]++; is >> x >> y >> z; pnt3r.setValues(x,y,z); coordPtr->addValue(pnt3r); break; case VERTEX_TEXTURECOORD_DE: primCount[1]++; is >> x >> y; vec2r.setValues(x,y); texCoordPtr->addValue(vec2r); break; case VERTEX_NORMAL_DE: primCount[2]++; is >> x >> y >> z; vec3r.setValues(x,y,z); normalPtr->addValue(vec3r); break; case LIB_MTL_DE: is >> elem; readMTL ( elem.c_str(), mtlMap ); is.ignore(INT_MAX, '\n'); break; case USE_MTL_DE: is >> elem; if (meshI->faceList.empty() == false) { meshList.push_front(emptyMesh); meshI = meshList.begin(); } mtlI = mtlMap.find(elem); if (mtlI == mtlMap.end()) { FFATAL (("Unkown mtl %s\n", elem.c_str())); } else { meshI->mtlPtr = mtlI->second; } break; case FACE_DE: meshI->faceList.push_front(emptyFace); faceI = meshI->faceList.begin(); is.get(strBuf,strBufSize); token = strBuf; indexType = 0; while(token && *token) { // some tools use line continuation for long // face definitions - these use a \ at the line // end if(*token == '\\') { is.ignore(1, '\n'); is.get(strBuf,strBufSize); token = strBuf; indexType = 0; continue; } for (; *token == '/'; token++) indexType++; for (; isspace(*token); token++) indexType = 0; index = strtol(token, &nextToken, 10); if (token == nextToken) break; if (indexType == 0) faceI->tieVec.push_back(emptyTie); if (index >= 0) index--; else index = primCount[indexType] + index; faceI->tieVec.back().index[indexType] = index; token = nextToken; } break; case UNKNOWN_DE: default: // don't warn about 3rd tex coord if(lastDataElem != VERTEX_TEXTURECOORD_DE) { FWARNING (( "Unkown obj data elem: %s\n", elem.c_str())); } is.ignore(INT_MAX, '\n'); break; } lastDataElem = dataElem; } } #if 0 std::cerr << "------------------------------------------------" << std::endl; i = 0; for (meshI = meshList.begin(); meshI != meshList.end(); meshI++) { std::cerr << "Mesh " << i << " faceCount :" << meshI->faceList.size() << std::endl; j = 0 ; for ( faceI = meshI->faceList.begin(); faceI != meshI->faceList.end(); faceI++) std::cerr << "MESH " << i << "face: " << j++ << "tie num: " << faceI->tieVec.size() << std::endl; i++; } std::cerr << "------------------------------------------------" << std::endl; #endif // create Geometry objects for (meshI = meshList.begin(); meshI != meshList.end(); meshI++) { geoPtr = Geometry::create(); posIndexPtr = NULL; texIndexPtr = NULL; normalIndexPtr = NULL; lensPtr = GeoUInt32Property::create(); typePtr = GeoUInt8Property ::create(); // create and check mesh index mask meshIndexMask = 0; isSingleIndex = true; if ( meshI->faceList.empty() == false) { for ( faceI = meshI->faceList.begin(); faceI != meshI->faceList.end(); faceI++) { indexMask = 0; n = UInt32(faceI->tieVec.size()); for (i = 0; i < n; i++) { for (j = 0; j < 3; j++) { if ((index = (faceI->tieVec[i].index[j])) >= 0) { indexMask |= (1 << j); if (j) isSingleIndex &= (posIndex == index); else posIndex = index; } } } if (meshIndexMask == 0) { meshIndexMask = indexMask; } else if (meshIndexMask != indexMask) { // consider this real-world example: // [...] // f 1603//1747 1679//1744 1678//1743 // s 1 // f 9/1/10 5/2/9 1680/3/1748 1681/4/174 // [...] // Some faces contain texture coords and others do not. // The old version did just skip this geometry. // This version should continue if there's at least // the vertex index // I've seen the change in the maskIndex only after a smooth group, // so it's perhaps smarter to not ignore the smooth group further up in this code if( !(indexMask & 1) ) { // if there are vertex indices there's no reason to get in here FFATAL (( "IndexMask unmatch, can not create geo\n")); meshIndexMask = 0; break; } else { // consider the minimum similarities of mesh masks meshIndexMask &= indexMask; } } } } else { FWARNING (("Mesh with empty faceList\n")); } // fill the geo properties if (meshIndexMask) { geoPtr->setPositions ( coordPtr ); posIndexPtr = GeoUInt32Property::create(); if(!isSingleIndex) geoPtr->setIndex(posIndexPtr, Geometry::PositionsIndex); geoPtr->setLengths ( lensPtr ); geoPtr->setTypes ( typePtr ); if ( (meshIndexMask & 2) && texCoordPtr->size() > 0 ) { geoPtr->setTexCoords ( texCoordPtr ); texIndexPtr = GeoUInt32Property::create(); if(!isSingleIndex) geoPtr->setIndex(texIndexPtr, Geometry::TexCoordsIndex); } else { geoPtr->setTexCoords ( NULL ); } if ( (meshIndexMask & 4) && normalPtr->size() > 0 ) { geoPtr->setNormals ( normalPtr ); normalIndexPtr = GeoUInt32Property::create(); if(!isSingleIndex) geoPtr->setIndex(normalIndexPtr, Geometry::NormalsIndex); } else { geoPtr->setNormals ( NULL ); } if (meshI->mtlPtr == NULL) { meshI->mtlPtr = SimpleTexturedMaterial::create(); meshI->mtlPtr->setDiffuse( Color3f( .8f, .8f, .8f ) ); meshI->mtlPtr->setSpecular( Color3f( 1.f, 1.f, 1.f ) ); meshI->mtlPtr->setShininess( 20.f ); } geoPtr->setMaterial ( meshI->mtlPtr ); for ( faceI = meshI->faceList.begin(); faceI != meshI->faceList.end(); faceI++) { n = UInt32(faceI->tieVec.size()); // add the lens entry lensPtr->push_back(n); // add the type entry typePtr->push_back(GL_POLYGON); // create the index values for (i = 0; i < n; i++) { if (isSingleIndex) { posIndexPtr->push_back(faceI->tieVec[i].index[0]); } else { posIndexPtr->push_back(faceI->tieVec[i].index[0]); if(texIndexPtr != NULL) texIndexPtr->push_back(faceI->tieVec[i].index[1]); if(normalIndexPtr != NULL) normalIndexPtr->push_back(faceI->tieVec[i].index[2]); } } } if(isSingleIndex) { geoPtr->setIndex(posIndexPtr, Geometry::PositionsIndex); geoPtr->setIndex(posIndexPtr, Geometry::NormalsIndex ); geoPtr->setIndex(posIndexPtr, Geometry::TexCoordsIndex); } // need to port the geometry functions ... createSharedIndex( geoPtr ); // check if we have normals // need to port the geometry functions ... if(geoPtr->getNormals() == NULL) calcVertexNormals(geoPtr); // create and link the node nodePtr = Node::create(); nodePtr->setCore( geoPtr ); if (meshList.size() > 1) { if (rootPtr == NULL) { rootPtr = Node::create(); GroupUnrecPtr tmpPtr = Group::create(); rootPtr->setCore ( tmpPtr ); rootPtr->addChild(nodePtr); } else { rootPtr->addChild(nodePtr); } } else { rootPtr = nodePtr; } } } } SceneFileHandler::the()->updateReadProgress(100); commitChanges(); return NodeTransitPtr(rootPtr); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Skeleton ExampleSkeleton = SkeletonBlendedGeometry::create(); //===========================================Joints================================================================== Matrix TempMat; Matrix InvBind; /*================================================================================================*/ /* Pelvis */ Pelvis = Joint::create(); //create a joint called Pelvis TempMat.setTranslate(0.0,7.0,0.0); Pelvis->setJointTransformation(TempMat); NodeRecPtr PelvisNode = makeNodeFor(Pelvis); InvBind = PelvisNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Pelvis, InvBind); setName(Pelvis, "Pelvis Joint"); setName(PelvisNode, "Pelvis Node"); /*================================================================================================*/ /* Clavicle */ Clavicle = Joint::create(); //create a joint called Clavicle TempMat.setTranslate(0.0,5.0,0.0); Clavicle->setJointTransformation(TempMat); NodeRecPtr ClavicleNode = makeNodeFor(Clavicle); PelvisNode->addChild(ClavicleNode); InvBind = ClavicleNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Clavicle, InvBind); setName(Clavicle, "Clavicle Joint"); setName(ClavicleNode, "Clavicle Node"); /*================================================================================================*/ /* Left Shoulder */ LeftShoulder = Joint::create(); //create a joint called LeftShoulder TempMat.setTranslate(1.0,-0.5,0.0); LeftShoulder->setJointTransformation(TempMat); NodeRecPtr LeftShoulderNode = makeNodeFor(LeftShoulder); ClavicleNode->addChild(LeftShoulderNode); InvBind = LeftShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftShoulder, InvBind); setName(LeftShoulder, "Left Shoulder Joint"); setName(LeftShoulderNode, "Left Shoulder Node"); /*================================================================================================*/ /* Left Elbow */ LeftElbow = Joint::create(); //create a joint called LeftElbow TempMat.setTranslate(2.0,0.0,0.0); LeftElbow->setJointTransformation(TempMat); NodeRecPtr LeftElbowNode = makeNodeFor(LeftElbow); LeftShoulderNode->addChild(LeftElbowNode); InvBind = LeftElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftElbow, InvBind); setName(LeftElbow, "Left Elbow Joint"); setName(LeftElbowNode, "Left Elbow Node"); /*================================================================================================*/ /* Left Hand */ LeftHand = Joint::create(); //create a joint called LeftHand TempMat.setTranslate(2.0,0.0,0.0); LeftHand->setJointTransformation(TempMat); NodeRecPtr LeftHandNode = makeNodeFor(LeftHand); LeftElbowNode->addChild(LeftHandNode); InvBind = LeftHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHand, InvBind); setName(LeftHand, "Left Hand Joint"); setName(LeftHandNode, "Left Hand Node"); /*================================================================================================*/ /* Left Fingers */ LeftFingers = Joint::create(); //create a joint called LeftFingers TempMat.setTranslate(1.0,0.0,0.0); LeftFingers->setJointTransformation(TempMat); NodeRecPtr LeftFingersNode = makeNodeFor(LeftFingers); LeftHandNode->addChild(LeftFingersNode); InvBind = LeftFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFingers, InvBind); setName(LeftFingers, "Left Fingers Joint"); setName(LeftFingersNode, "Left Fingers Node"); /*================================================================================================*/ /* Right Shoulder */ RightShoulder = Joint::create(); //create a joint called RightShoulder TempMat.setTranslate(-1.0,-0.5,0.0); RightShoulder->setJointTransformation(TempMat); NodeRecPtr RightShoulderNode = makeNodeFor(RightShoulder); ClavicleNode->addChild(RightShoulderNode); InvBind = RightShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightShoulder, InvBind); setName(RightShoulder, "Right Shoulder Joint"); setName(RightShoulderNode, "Right Shoulder Node"); /*================================================================================================*/ /* Right Elbow */ RightElbow = Joint::create(); //create a joint called RightElbow TempMat.setTranslate(-2.0,0.0,0.0); RightElbow->setJointTransformation(TempMat); NodeRecPtr RightElbowNode = makeNodeFor(RightElbow); RightShoulderNode->addChild(RightElbowNode); InvBind = RightElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightElbow, InvBind); setName(RightElbow, "Right Elbow Joint"); setName(RightElbowNode, "Right Elbow Node"); /*================================================================================================*/ /* Right Hand */ RightHand = Joint::create(); //create a joint called RightHand TempMat.setTranslate(-2.0,0.0,0.0); RightHand->setJointTransformation(TempMat); NodeRecPtr RightHandNode = makeNodeFor(RightHand); RightElbowNode->addChild(RightHandNode); InvBind = RightHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHand, InvBind); setName(RightHand, "Right Hand Joint"); setName(RightHandNode, "Right Hand Node"); /*================================================================================================*/ /* Right Fingers */ RightFingers = Joint::create(); //create a joint called RightFingers TempMat.setTranslate(-1.0,0.0,0.0); RightFingers->setJointTransformation(TempMat); NodeRecPtr RightFingersNode = makeNodeFor(RightFingers); RightHandNode->addChild(RightFingersNode); InvBind = RightFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFingers, InvBind); setName(RightFingers, "Right Fingers Joint"); setName(RightFingersNode, "Right Fingers Node"); /*================================================================================================*/ /* Head */ Head = Joint::create(); //create a joint called Head TempMat.setTranslate(0.0,1.0,0.0); Head->setJointTransformation(TempMat); NodeRecPtr HeadNode = makeNodeFor(Head); ClavicleNode->addChild(HeadNode); InvBind = HeadNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Head, InvBind); setName(Head, "Head Joint"); setName(HeadNode, "Head Node"); /*================================================================================================*/ /* Left Hip */ LeftHip = Joint::create(); //create a joint called LeftHip TempMat.setTranslate(1.0,-1.0,0.0); LeftHip->setJointTransformation(TempMat); NodeRecPtr LeftHipNode = makeNodeFor(LeftHip); PelvisNode->addChild(LeftHipNode); InvBind = LeftHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHip, InvBind); setName(LeftHip, "Left Hip Joint"); setName(LeftHipNode, "Left Hip Node"); /*================================================================================================*/ /* Left Knee */ LeftKnee = Joint::create(); //create a joint called LeftKnee TempMat.setTranslate(0.0,-3.0,0.0); LeftKnee->setJointTransformation(TempMat); NodeRecPtr LeftKneeNode = makeNodeFor(LeftKnee); LeftHipNode->addChild(LeftKneeNode); InvBind = LeftKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftKnee, InvBind); setName(LeftKnee, "Left Knee Joint"); setName(LeftKneeNode, "Left Knee Node"); /*================================================================================================*/ /* Left Foot */ LeftFoot = Joint::create(); //create a joint called LeftFoot TempMat.setTranslate(0.0,-3.0,0.0); LeftFoot->setJointTransformation(TempMat); NodeRecPtr LeftFootNode = makeNodeFor(LeftFoot); LeftKneeNode->addChild(LeftFootNode); InvBind = LeftFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFoot, InvBind); setName(LeftFoot, "Left Foot Joint"); setName(LeftFootNode, "Left Foot Node"); /*================================================================================================*/ /* Left Toes */ LeftToes = Joint::create(); //create a bone called ExampleChildbone TempMat.setTranslate(0.0,0.0,1.0); LeftToes->setJointTransformation(TempMat); NodeRecPtr LeftToesNode = makeNodeFor(LeftToes); LeftFootNode->addChild(LeftToesNode); InvBind = LeftToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftToes, InvBind); setName(LeftToes, "Left Toes Joint"); setName(LeftToesNode, "Left Toes Node"); /*================================================================================================*/ /* Right Hip */ RightHip = Joint::create(); //create a joint called RightHip TempMat.setTranslate(-1.0,-1.0,0.0); RightHip->setJointTransformation(TempMat); NodeRecPtr RightHipNode = makeNodeFor(RightHip); PelvisNode->addChild(RightHipNode); InvBind = RightHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHip, InvBind); setName(RightHip, "Right Hip Joint"); setName(RightHipNode, "Right Hip Node"); /*================================================================================================*/ /* Right Knee */ RightKnee = Joint::create(); //create a joint called RightKnee TempMat.setTranslate(0.0,-3.0,0.0); RightKnee->setJointTransformation(TempMat); NodeRecPtr RightKneeNode = makeNodeFor(RightKnee); RightHipNode->addChild(RightKneeNode); InvBind = RightKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightKnee, InvBind); setName(RightKnee, "Right Knee Joint"); setName(RightKneeNode, "Right Knee Node"); /*================================================================================================*/ /* Right Foot */ RightFoot = Joint::create(); //create a joint called RightFoot TempMat.setTranslate(0.0,-3.0,0.0); RightFoot->setJointTransformation(TempMat); NodeRecPtr RightFootNode = makeNodeFor(RightFoot); RightKneeNode->addChild(RightFootNode); InvBind = RightFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFoot, InvBind); setName(RightFoot, "Right Foot Joint"); setName(RightFootNode, "Right Foot Node"); /*================================================================================================*/ /* Right Toes */ RightToes = Joint::create(); //create a joint called RightToes TempMat.setTranslate(0.0,0.0,1.0); RightToes->setJointTransformation(TempMat); NodeRecPtr RightToesNode = makeNodeFor(RightToes); RightFootNode->addChild(RightToesNode); InvBind = RightToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightToes, InvBind); setName(RightToes, "Right Toes Joint"); setName(RightToesNode, "Right Toes Node"); //Create a geometry to attach to the skeleton (i.e-> skin) GeoUInt8PropertyUnrecPtr type = GeoUInt8Property::create(); type->push_back(GL_QUADS); GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create(); lens->push_back(72); GeoPnt3fPropertyUnrecPtr pnts = GeoPnt3fProperty ::create(); // the points of the Quads //Back pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 12.0, 0)); pnts->push_back(Pnt3f(-0.5, 12.0, 0)); //Head pnts->push_back(Pnt3f(-0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 13, 0)); pnts->push_back(Pnt3f(-0.5, 13, 0)); //Left Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(1.0, 11.0, 0)); //Left Humerus pnts->push_back(Pnt3f(1.0, 11.0, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 11.0, 0)); //Left Radius pnts->push_back(Pnt3f(3.0, 11.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 11.0, 0)); //Left Hand pnts->push_back(Pnt3f(5.0, 11.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 11.0, 0)); //Right Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-1.0, 11.0, 0)); //Right Humerus pnts->push_back(Pnt3f(-1.0, 11.0, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 11.0, 0)); //Right Radius pnts->push_back(Pnt3f(-3.0, 11.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 11.0, 0)); //Right Hand pnts->push_back(Pnt3f(-5.0, 11.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 11.0, 0)); //Left Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(0.5, 7.5, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f(0.5, 6.0, 0)); //Left Femur pnts->push_back(Pnt3f(0.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f(0.5, 3.0, 0)); //Left Tibia pnts->push_back(Pnt3f(0.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f(0.5, 0.0, 0)); //Left Foot pnts->push_back(Pnt3f(0.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(0.5, 0.0, 1.0)); //Right Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(-0.5, 7.5, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f(-0.5, 6.0, 0)); //Right Femur pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f(-0.5, 3.0, 0)); //Right Tibia pnts->push_back(Pnt3f(-0.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f(-0.5, 0.0, 0)); //Right Foot pnts->push_back(Pnt3f(-0.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(-0.5, 0.0, 1.0)); //Normals GeoVec3fPropertyUnrecPtr norms = GeoVec3fProperty ::create(); geo=Geometry::create(); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Right Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Tell the geometry (geo) to use the points and normals we just defined geo->setTypes (type); geo->setLengths (lens); geo->setPositions(pnts); geo->setNormals(norms); // assign a material to the geometry to make it visible. The details // of materials are defined later. geo->setMaterial(getDefaultMaterial()); //Create unbound geometry node (for displaying mesh in its bind pose) UnboundGeometry = Node::create(); UnboundGeometry->setCore(geo); UnboundGeometry->setTravMask(0); //By default, we won't show the mesh's bind pose //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we don't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When drawn, the skeleton's bind pose renders green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose renders blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Skeleton Blended Geometry // Here we are attaching the "skin" to the skeleton so that when the skeleton is animated, the skin moves with it ExampleSkeleton->setBaseGeometry(geo); //Back ExampleSkeleton->addJointBlending(0,Pelvis,1.0f); ExampleSkeleton->addJointBlending(1,Pelvis,1.0f); ExampleSkeleton->addJointBlending(2,Clavicle,1.0f); ExampleSkeleton->addJointBlending(3,Clavicle,1.0f); //Head ExampleSkeleton->addJointBlending(4,Clavicle,1.0f); ExampleSkeleton->addJointBlending(5,Clavicle,1.0f); ExampleSkeleton->addJointBlending(6,Head,1.0f); ExampleSkeleton->addJointBlending(7,Head,1.0f); //Left Shoulder ExampleSkeleton->addJointBlending(8,Clavicle,1.0f); ExampleSkeleton->addJointBlending(9,Clavicle,1.0f); ExampleSkeleton->addJointBlending(10,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(11,LeftShoulder,1.0f); //Left Humerus ExampleSkeleton->addJointBlending(12,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(13,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(14,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(15,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(14,LeftHand,0.2f); ExampleSkeleton->addJointBlending(15,LeftHand,0.2f); //Left Radius ExampleSkeleton->addJointBlending(16,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(17,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(18,LeftHand,1.0f); ExampleSkeleton->addJointBlending(19,LeftHand,1.0f); //Left Hand ExampleSkeleton->addJointBlending(20,LeftHand,1.0f); ExampleSkeleton->addJointBlending(21,LeftHand,1.0f); ExampleSkeleton->addJointBlending(22,LeftFingers,1.0f); ExampleSkeleton->addJointBlending(23,LeftFingers,1.0f); //Right Shoulder ExampleSkeleton->addJointBlending(24,Clavicle,1.0f); ExampleSkeleton->addJointBlending(25,Clavicle,1.0f); ExampleSkeleton->addJointBlending(26,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(27,RightShoulder,1.0f); //Right Humerus ExampleSkeleton->addJointBlending(28,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(29,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(30,RightElbow,1.0f); ExampleSkeleton->addJointBlending(31,RightElbow,1.0f); //Right Radius ExampleSkeleton->addJointBlending(32,RightElbow,1.0f); ExampleSkeleton->addJointBlending(33,RightElbow,1.0f); ExampleSkeleton->addJointBlending(34,RightHand,1.0f); ExampleSkeleton->addJointBlending(35,RightHand,1.0f); //Right Hand ExampleSkeleton->addJointBlending(36,RightHand,1.0f); ExampleSkeleton->addJointBlending(37,RightHand,1.0f); ExampleSkeleton->addJointBlending(38,RightFingers,1.0f); ExampleSkeleton->addJointBlending(39,RightFingers,1.0f); //Left Hip ExampleSkeleton->addJointBlending(40,Pelvis,1.0f); ExampleSkeleton->addJointBlending(41,Pelvis,1.0f); ExampleSkeleton->addJointBlending(42,LeftHip,1.0f); ExampleSkeleton->addJointBlending(43,LeftHip,1.0f); //Left Femur ExampleSkeleton->addJointBlending(44,LeftHip,1.0f); ExampleSkeleton->addJointBlending(45,LeftHip,1.0f); ExampleSkeleton->addJointBlending(46,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(47,LeftKnee,1.0f); //Left Tibia ExampleSkeleton->addJointBlending(48,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(49,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(50,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(51,LeftFoot,1.0f); //Left Foot ExampleSkeleton->addJointBlending(52,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(53,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(54,LeftToes,1.0f); ExampleSkeleton->addJointBlending(55,LeftToes,1.0f); //Right Hip ExampleSkeleton->addJointBlending(56,Pelvis,1.0f); ExampleSkeleton->addJointBlending(57,Pelvis,1.0f); ExampleSkeleton->addJointBlending(58,RightHip,1.0f); ExampleSkeleton->addJointBlending(59,RightHip,1.0f); //Right Femur ExampleSkeleton->addJointBlending(60,RightHip,1.0f); ExampleSkeleton->addJointBlending(61,RightHip,1.0f); ExampleSkeleton->addJointBlending(62,RightKnee,1.0f); ExampleSkeleton->addJointBlending(63,RightKnee,1.0f); //Right Tibia ExampleSkeleton->addJointBlending(64,RightKnee,1.0f); ExampleSkeleton->addJointBlending(65,RightKnee,1.0f); ExampleSkeleton->addJointBlending(66,RightFoot,1.0f); ExampleSkeleton->addJointBlending(67,RightFoot,1.0f); //Right Foot ExampleSkeleton->addJointBlending(68,RightFoot,1.0f); ExampleSkeleton->addJointBlending(69,RightFoot,1.0f); ExampleSkeleton->addJointBlending(70,RightToes,1.0f); ExampleSkeleton->addJointBlending(71,RightToes,1.0f); MeshNode = Node::create(); MeshNode->setCore(ExampleSkeleton); //Create scene node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(UnboundGeometry); scene->addChild(SkeletonNode); scene->addChild(MeshNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(); //Save to an xml file FCFileType::FCPtrStore Containers; Containers.insert(ExampleSkeleton); Containers.insert(PelvisNode); Containers.insert(TheSkeletonAnimation); //Use an empty Ignore types vector FCFileType::FCTypeVector IgnoreTypes; //IgnoreTypes.push_back(Node::getClassType().getId()); //Write the Field Containers to a xml file FCFileHandler::the()->write(Containers,BoostPath("./13Output.xml"),IgnoreTypes); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "13MeshBlending"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
void VTKPolyDataMapper::initGeometries(void) { NodeUnrecPtr pRoot = Node::create(); pRoot->setCore(Group::create()); setRoot(pRoot); for(UInt32 i = 0; i < 4; ++i) { GeometryUnrecPtr pGeo = Geometry::create(); ChunkMaterialUnrecPtr pMat = ChunkMaterial::create(); MaterialChunkUnrecPtr pMatChunk = MaterialChunk::create(); GeoPnt3fPropertyUnrecPtr pPoints = GeoPnt3fProperty ::create(); GeoUInt32PropertyUnrecPtr pLengths = GeoUInt32Property ::create(); GeoUInt8PropertyUnrecPtr pTypes = GeoUInt8Property ::create(); GeoColor4fPropertyUnrecPtr pColors = GeoColor4fProperty::create(); GeoVec3fPropertyUnrecPtr pNormals = GeoVec3fProperty ::create(); if(i < 2) { pMatChunk->setLit(false); } pMatChunk->setDiffuse (OSG::Color4f(1.0, 1.0, 1.0, 1.0)); pMatChunk->setSpecular (OSG::Color4f(0.0, 0.0, 0.0, 1.0)); pMatChunk->setShininess(10.0f); pMat->addChunk(pMatChunk); TwoSidedLightingChunkUnrecPtr pTSLChunk = TwoSidedLightingChunk::create(); pMat->addChunk(pTSLChunk); pGeo->setDlistCache(false ); pGeo->setMaterial (pMat ); pGeo->setPositions (pPoints ); pGeo->setLengths (pLengths); pGeo->setTypes (pTypes ); pGeo->setColors (pColors ); if(i > 1) { pGeo->setNormals(pNormals); } OSG::NodeUnrecPtr pGeoRoot = OSG::Node::create(); pGeoRoot->setCore (pGeo); pGeoRoot->setTravMask(0 ); pRoot->addChild(pGeoRoot); this->pushToGeometries (pGeo ); this->pushToMaterials (pMat ); this->pushToMaterialChunks(pMatChunk); this->pushToPositions (pPoints ); this->pushToLength (pLengths ); this->pushToTypes (pTypes ); this->pushToColors (pColors ); this->pushToNormals (pNormals ); this->pushToGeoRoots (pGeoRoot ); } }
NodeTransitPtr RAWSceneFileType::read( std::istream &is, const Char8 *, Resolver ) const { NodeTransitPtr root; GeometryUnrecPtr geo; GeoPnt3fPropertyUnrecPtr points; GeoVec3fPropertyUnrecPtr normals; GeoIntegralPropertyUnrecPtr index; GeoIntegralPropertyUnrecPtr lens; GeoIntegralPropertyUnrecPtr type; Vec3f vec[3]; UInt32 i = 0, n, triCount = 0; Real32 x,y,z; if(is) { root = Node ::create(); geo = Geometry::create(); root->setCore( geo ); points = GeoPnt3fProperty::create(); geo->setPositions(points); normals = GeoVec3fProperty::create(); geo->setNormals(normals); triCount = i = 0; while(1) { is >> x >> y >> z; if(is.eof()) { break; } else { points->editFieldPtr()->push_back(Pnt3f(x, y, z)); vec[i].setValues(x,y,z); std::cerr << x << " " << y << " " << z << std::endl; if(i == 2) { vec[0] -= vec[1]; vec[1] -= vec[2]; vec[0].crossThis(vec[1]); vec[0].normalize(); normals->editFieldPtr()->push_back(vec[0]); normals->editFieldPtr()->push_back(vec[0]); normals->editFieldPtr()->push_back(vec[0]); i = 0; triCount++; } else { i++; } } } if(triCount != 0) { index = GeoUInt32Property::create(); geo->setIndex(index, Geometry::PositionsIndex); geo->setIndex(index, Geometry::NormalsIndex ); n = triCount * 3; for(i = 0; i < n; i++) index->push_back(i); lens = GeoUInt32Property::create(); geo->setLengths(lens); lens->push_back(n); type = GeoUInt8Property::create(); geo->setTypes(type); type->push_back(GL_TRIANGLES); } SimpleMaterialUnrecPtr mat = SimpleMaterial::create(); mat->setDiffuse (Color3f( .8f, .8f, .8f)); mat->setSpecular (Color3f( 1.f, 1.f, 1.f )); mat->setShininess(20.f ); geo->setMaterial(mat); } if(triCount) { SNOTICE << triCount << " triangle read " << std::endl; } commitChanges(); return root; }