示例#1
0
static void setShape(Link* link, SgGroup* shape, bool isVisual)
{
    SgNodePtr node;
    if(shape->empty()){
        node = new SgNode;
    } else {
        SgInvariantGroup* invariant = new SgInvariantGroup;
        if(link->Rs().isApprox(Matrix3::Identity())){
            shape->copyChildrenTo(invariant);
        } else {
            SgPosTransform* transformRs = new SgPosTransform;
            transformRs->setRotation(link->Rs());
            shape->copyChildrenTo(transformRs);
            invariant->addChild(transformRs);
        }
        node = invariant;
    }
    if(node){
        if(isVisual){
            link->setVisualShape(node);
        } else {
            link->setCollisionShape(node);
        }
    }
}
示例#2
0
void TranslationDragger::addCustomAxis(int axis, SgNode* node)
{
    SgInvariantGroup* invariant = new SgInvariantGroup;
    invariant->setName(axisNames[axis]);
    invariant->addChild(node);
    customAxes->addChild(invariant);
    addChildOnce(customAxes);
}
示例#3
0
TranslationDragger::TranslationDragger(bool setDefaultAxes)
{
    draggableAxes_ = TX | TY | TZ;
    
    axisCylinderNormalizedRadius = 0.04;

    defaultAxesScale = new SgScaleTransform;
    customAxes = new SgGroup;

    for(int i=0; i < 3; ++i){
        SgMaterial* material = new SgMaterial;
        Vector3f color(0.2f, 0.2f, 0.2f);
        color[i] = 1.0f;
        material->setDiffuseColor(Vector3f::Zero());
        material->setEmissiveColor(color);
        material->setAmbientIntensity(0.0f);
        material->setTransparency(0.6f);
        axisMaterials[i] = material;
    }

    if(setDefaultAxes){
        MeshGenerator meshGenerator;
        SgMeshPtr mesh = meshGenerator.generateArrow(1.8, 0.08, 0.1, 2.5);
        for(int i=0; i < 3; ++i){
            SgShape* shape = new SgShape;
            shape->setMesh(mesh);
            shape->setMaterial(axisMaterials[i]);
            
            SgPosTransform* arrow = new SgPosTransform;
            arrow->addChild(shape);
            if(i == 0){
                arrow->setRotation(AngleAxis(-PI / 2.0, Vector3::UnitZ()));
            } else if(i == 2){
                arrow->setRotation(AngleAxis( PI / 2.0, Vector3::UnitX()));
            }
            SgInvariantGroup* invariant = new SgInvariantGroup;
            invariant->setName(axisNames[i]);
            invariant->addChild(arrow);
            SgSwitch* axis = new SgSwitch;
            axis->addChild(invariant);
            defaultAxesScale->addChild(axis);
        }
        addChild(defaultAxesScale);
    }

    isContainerMode_ = false;
}