// This function creates a cylinder similarly to the teapot // and the torus above. This time the cylinder is trimmed with // a circle defined by 9 square-based control points to show // an example of defining a circle without using infinite control // points (see [Piegl and Tiller], pp. 299, Ex7.2 (Figure 7.16)) as // well as to show how to define a rational trimming curve. NodePtr makeTrimmedCylinder() { SimpleMaterialPtr cylmat = SimpleMaterial::create(); beginEditCP(cylmat); { cylmat->setDiffuse( Color3f(0.0, 0.8, 0.7)); cylmat->setAmbient( Color3f(0.2, 0.2, 0.2)); cylmat->setEmission( Color3f(0.02, 0.02, 0.02) ); cylmat->setSpecular( Color3f(0.78, 0.78, 0.78) ); cylmat->setShininess( 128 ); cylmat->addChunk(g_fb_chunk); } endEditCP(cylmat); float knots4[4] = {0, 0, 1, 1}; float knots_circle[8] = {0, 0, 0, 0.5, 0.5, 1, 1, 1}; float knots_outertrim[7] = {0, 0, 1, 2, 3, 4, 4}; float knots_trimcircle[12] = {0, 0, 0, 0.25, 0.25, 0.5, 0.5, 0.75, 0.75, 1, 1, 1 }; float cylcps[10][4] = { { 1.00, 0, -.50, 1}, { 1.00, 0, .50, 1}, { 0, 1.00, 0, 0}, { 0, 1.00, 0, 0}, {-1.00, 0, -.50, 1}, {-1.00, 0, .50, 1}, { 0, -1.00, 0, 0}, { 0, -1.00, 0, 0}, { 1.00, 0, -.50, 1}, { 1.00, 0, .50, 1}, }; float outertrim_cps[5][2] = { {0, 0}, {1, 0}, {1, 1}, {0, 1}, {0, 0}, }; float trimcircle_cps[9][3] = { {0.541667, 0.5, 1}, {0.383016, 0.235702, 0.707107}, {0.5, 0.333333, 1}, {0.324091, 0.235702, 0.707107}, {0.458333, 0.5, 1}, {0.324091, 0.471405, 0.707107}, {0.5, 0.666667, 1}, {0.383016, 0.471405, 0.707107}, {0.541667, 0.5, 1}, }; NodePtr cylnode = makeSurface(10, cylcps, 2, 1, 8, knots_circle, 4, knots4, 0.001, cylmat); SurfacePtr s = SurfacePtr::dcast(cylnode->getCore()); // add outer trimming around the domain addTrimCurve(s, 5, outertrim_cps, 1, 7, knots_outertrim, true); // add inside circle trimming addTrimCurve(s, 9, trimcircle_cps, 2, 12, knots_trimcircle, true); return cylnode; }
// This function creates a torus from a single NURBS surface // using only 25 control points (of which 12 are unique). // Similarly to the teapot, this uses the half-circle // constructed from 3 control points (of which the middle point // is infinite) which is then mirrored to form a full circle. // (See the NURBS book [Piegl and Tiller], pp. 296, Ex7.1 (Figure 7.15) // for details on the half-circle.) NodePtr makeTorus() { SimpleMaterialPtr torusmat = SimpleMaterial::create(); beginEditCP(torusmat); { torusmat->setDiffuse( Color3f(1.0, 0.0, 0.2)); torusmat->setAmbient( Color3f(0.2, 0.2, 0.2)); torusmat->setEmission( Color3f(0.02, 0.02, 0.02) ); torusmat->setSpecular( Color3f(0.78, 0.78, 0.78) ); torusmat->setShininess( 128 ); torusmat->addChunk(g_fb_chunk); } endEditCP(torusmat); float knots_circle[8] = {0, 0, 0, 0.5, 0.5, 1, 1, 1}; float toruscps[25][4] = { { 1.00, 0, .75, 1}, // { .25, 0, 0, 0}, // { 1.00, 0, 1.25, 1}, // { -.25, 0, 0, 0}, // { 1.00, 0, .75, 1}, { 0, 1.00, 0, 0}, // { 0, .25, 0, 0}, // { 0, 1.00, 0, 0}, { 0, -.25, 0, 0}, // { 0, 1.00, 0, 0}, {-1.00, 0, .75, 1}, // { -.25, 0, 0, 0}, // {-1.00, 0, 1.25, 1}, // { .25, 0, 0, 0}, // {-1.00, 0, .75, 1}, { 0, -1.00, 0, 0}, // { 0, -.25, 0, 0}, { 0, -1.00, 0, 0}, { 0, .25, 0, 0}, { 0, -1.00, 0, 0}, { 1.00, 0, .75, 1}, { .25, 0, 0, 0}, { 1.00, 0, 1.25, 1}, { -.25, 0, 0, 0}, { 1.00, 0, .75, 1}, }; NodePtr torus = makeSurface(25, toruscps, 2, 2, 8, knots_circle, 8, knots_circle, 0.005, torusmat); return torus; }
//! Copy Constructor DVRVolume::DVRVolume(const DVRVolume &source) : Inherited (source), drawStyleListValid(false ), textureManager (this ), shadingInitialized(false ) { SINFO << "DVRVolume::DVRVolume(const DVRVolume &source) this: " << this << std::endl; //!! FIXME: //!! This is only performed during instantiation of real objects //!! Which is only done with the copy constructor //!! //!! Otherwise my code cores - (maybe the copy constructor of FCPtr is //!! broken?!) DVRVolumePtr ptr(*this); // Fake material for render action SimpleMaterialPtr m = SimpleMaterial::create(); beginEditCP(m); { m->setTransparency(0.001f ); m->setLit (false ); m->setDiffuse (Color3f(1.0, 1.0, 1.0)); m->setAmbient (Color3f(1.0, 1.0, 1.0)); } endEditCP(m); // Chunk material as storage fieldcontainer for textures ChunkMaterialPtr cm = SimpleMaterial::create(); // Add all beginEditCP(ptr, RenderMaterialFieldMask | TextureStorageFieldMask); { setRenderMaterial(m ); setTextureStorage(cm); } endEditCP (ptr, RenderMaterialFieldMask | TextureStorageFieldMask); commonConstructor(); }
NodePtr createScenegraph(){ SimpleMaterialPtr simpleMaterial = SimpleMaterial::create(); beginEditCP (simpleMaterial, SimpleMaterial::DiffuseFieldMask | SimpleMaterial::AmbientFieldMask | SimpleMaterial::TransparencyFieldMask); simpleMaterial->setDiffuse(Color3f(1,0,0)); simpleMaterial->setAmbient(Color3f(0.2, 0.2, 0.2)); simpleMaterial->setTransparency(0.5); endEditCP (simpleMaterial, SimpleMaterial::DiffuseFieldMask | SimpleMaterial::AmbientFieldMask | SimpleMaterial::TransparencyFieldMask); NodePtr simpleMaterialNode = Node::create(); NodePtr sphere = makeSphere(2,6); MaterialGroupPtr mg = MaterialGroup::create(); beginEditCP(mg); mg->setMaterial(simpleMaterial); endEditCP(mg); beginEditCP(simpleMaterialNode); simpleMaterialNode->setCore(mg); simpleMaterialNode->addChild(sphere); endEditCP(simpleMaterialNode); NodePtr root = Node::create(); beginEditCP(root); root->setCore(Group::create()); root->addChild(simpleMaterialNode); endEditCP(root); return root; }
void CharacterModel::convertMaterials(std::string configfile) { getMaterials().clear(); UInt32 mcnt = 0; PathHandler ph; ph.setBaseFile(configfile.c_str()); for(int mid = 0; mid < _coreModel->getCoreMaterialCount(); mid++) { CalCoreMaterial *coremat = _coreModel->getCoreMaterial(mid); SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); CalCoreMaterial::Color &calamb = coremat->getAmbientColor(); CalCoreMaterial::Color &caldif = coremat->getDiffuseColor(); CalCoreMaterial::Color &calspec = coremat->getSpecularColor(); mat->setAmbient(Color3f(calamb.red / 255.0f, calamb.green / 255.0f, calamb.blue / 255.0f)); mat->setDiffuse(Color3f(caldif.red / 255.0f, caldif.green / 255.0f, caldif.blue / 255.0f)); mat->setSpecular(Color3f(calspec.red / 255.0f, calspec.green / 255.0f, calspec.blue / 255.0f)); mat->setShininess(coremat->getShininess() * 100.f); mat->setLit(true); mat->setColorMaterial(GL_NONE); for(int mapId = 0; mapId < coremat->getMapCount(); mapId++) { std::string file = coremat->getMapFilename(mapId); std::string pfile = ph.findFile(file.c_str()); SINFO << "Loading texture '" << pfile << "'..." << endLog; ImagePtr img = Image::create(); if(!img->read(pfile.c_str())) { SWARNING << "CharacterModel::convertMaterials: error " << "loading image " << file << endLog; } else { // amz with my test scene paladin.cfg all textures were // upside down so I disabled the vertical flipping perhaps // they fixed the bug in Cal3D? #if 0 beginEditCP(img); { // For some reason Cal3D expects textures upside down ??? UInt32 bpl = img->getBpp() * img->getWidth(); UChar8 *t = img->getData(), *b = t + (img->getHeight() - 1) * bpl, dum; for(UInt32 y = img->getHeight() / 2; y > 0; --y) { for(UInt32 x = bpl; x > 0; --x, ++t, ++b) { dum = *t; *t = *b; *b = dum; } b -= bpl * 2; } } endEditCP(img); #endif TextureChunkPtr tex = TextureChunk::create(); beginEditCP(tex); tex->setImage(img); tex->setEnvMode(GL_MODULATE); endEditCP(tex); mat->addChunk(tex); } } endEditCP(mat); coremat->setUserData((Cal::UserData)mcnt); getMaterials().push_back(mat); mcnt ++; } }
int main(int argc, char** argv) { std::cout << "osgInit()..." << std::endl; osgInit( argc, argv ); std::cout << "glutInit()..." << std::endl; glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); int winID = glutCreateWindow("OpenSG"); glutKeyboardFunc(key); glutVisibilityFunc(vis); glutReshapeFunc(resize); glutDisplayFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutIdleFunc(display); glEnable( GL_DEPTH_TEST ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glClearColor( .3, .3, .8, 1 ); std::cout << "Creating objects..." << std::endl; //BEACON NodePtr beaconNode = Node::create(); GroupPtr beaconCore = Group::create(); beginEditCP( beaconNode ); beaconNode->setCore( beaconCore ); endEditCP( beaconNode ); /* //LIGHT NodePtr dlightNode = Node::create(); DirectionalLightPtr dlightCore = DirectionalLight::create(); beginEditCP(dlightNode); dlightNode->setCore(dlightCore); endEditCP(dlightNode); beginEditCP(dlightCore); dlightCore->setAmbient( .3, .3, .3, 1 ); dlightCore->setDiffuse( .5, .5, .5, 1 ); dlightCore->setDirection( 0, 0 , 1 ); dlightCore->setBeacon( beaconNode ); endEditCP(dlightCore); */ //TRANSFORM NodePtr transNode = Node::create(); TransformPtr transCore = Transform::create(); beginEditCP( transNode ); transNode->setCore( transCore ); transNode->addChild( beaconNode ); endEditCP( transNode ); cam_trans = transCore; //LOD NodePtr lowDetailNode = makeBox( 1,1,1, 1,1,1 ); GeometryPtr boxCore = GeometryPtr::dcast(lowDetailNode->getCore()); SimpleMaterialPtr lowDetailMat = SimpleMaterial::create(); lowDetailMat->setDiffuse( Color3f( 1,0,0 ) ); lowDetailMat->setAmbient( Color3f( 1,0,0 ) ); boxCore->setMaterial( lowDetailMat ); NodePtr medDetailNode = makeSphere( 1, 1 ); GeometryPtr medSphereCore = GeometryPtr::dcast(medDetailNode->getCore()); SimpleMaterialPtr medDetailMat = SimpleMaterial::create(); medDetailMat->setDiffuse( Color3f( 0,1,0 ) ); medDetailMat->setAmbient( Color3f( 0,1,0 ) ); medSphereCore->setMaterial( medDetailMat ); NodePtr highDetailNode = makeSphere( 2, 1 ); GeometryPtr highSphereCore = GeometryPtr::dcast(highDetailNode->getCore()); SimpleMaterialPtr highDetailMat = SimpleMaterial::create(); highDetailMat->setDiffuse( Color3f( 0,0,1 ) ); highDetailMat->setAmbient( Color3f( 0,0,1 ) ); highDetailMat->setSpecular( Color3f(1, 1, 1) ); highDetailMat->setShininess( 10 ); highSphereCore->setMaterial( highDetailMat ); NodePtr lodNode = Node::create(); DistanceLODPtr lodNodeCore = DistanceLOD::create(); beginEditCP(lodNode); lodNode->setCore(lodNodeCore); lodNode->addChild( highDetailNode ); lodNode->addChild( medDetailNode ); lodNode->addChild( lowDetailNode ); endEditCP(lodNode); beginEditCP(lodNodeCore); lodNodeCore->editSFCenter()->setValue( Pnt3f(0, 0, 2) ); lodNodeCore->editMFRange()->push_back( 4.0 ); lodNodeCore->editMFRange()->push_back( 8.0 ); lodNodeCore->editMFRange()->push_back( 11.0 ); endEditCP(lodNodeCore); //TRANSFORM LOD NodePtr transLODNode = Node::create(); TransformPtr transLODCore = Transform::create(); transMat.setTranslate( 1, -1, -1 ); beginEditCP(transLODCore); transLODCore->editSFMatrix()->setValue( transMat ); endEditCP(transLODCore); beginEditCP( transLODNode ); transLODNode->setCore( transLODCore ); transLODNode->addChild( lodNode ); endEditCP( transLODNode ); //ROOT root = Node::create(); GroupPtr rootCore = Group::create(); beginEditCP(root); root->setCore(rootCore); root->addChild(transNode); root->addChild(transLODNode); endEditCP(root); camera = PerspectiveCamera::create(); beginEditCP(camera); camera->setBeacon( beaconNode ); camera->setFov( deg2rad(90) ); camera->setNear( 0.1 ); camera->setFar( 10000 ); endEditCP(camera); SolidBackgroundPtr background = SolidBackground::create(); viewp = Viewport::create(); beginEditCP(viewp); viewp->setCamera( camera ); viewp->setBackground( background ); viewp->setRoot( root ); viewp->setSize( 0,0, 1,1 ); endEditCP(viewp); GLint glVP[4]; glGetIntegerv( GL_VIEWPORT, glVP ); GLUTWindowPtr gwin = GLUTWindow::create(); gwin->setId(winID); gwin->setSize(glVP[2], glVP[3]); window = gwin; beginEditCP(window); window->addPort( viewp ); window->init(); endEditCP(window); drAct = DrawAction::create(); Vec3f pos( 0, 0, 3 ); tball.setMode( Trackball::OSGObject ); tball.setStartPosition( pos, true ); tball.setSum( true ); tball.setTranslationMode( Trackball::OSGFree ); glutMainLoop(); return 0; }
NodePtr createScenegraph(){ //At first we load all needed models from file NodePtr w_high = SceneFileHandler::the().read("data/woman_high.wrl"); NodePtr w_medium = SceneFileHandler::the().read("data/woman_medium.wrl"); NodePtr w_low = SceneFileHandler::the().read("data/woman_low.wrl"); //we check the result if ((w_high == NullFC)&&(w_medium == NullFC)&&(w_low == NullFC)){ std::cout << "It was not possible to load all needed models from file" << std::endl; return NullFC; } //now the LOD core DistanceLODPtr lod = DistanceLOD::create(); beginEditCP(lod, DistanceLOD::CenterFieldMask | DistanceLOD::RangeFieldMask); lod->getSFCenter()->setValue(Pnt3f(0,0,0)); lod->getMFRange()->push_back(200); lod->getMFRange()->push_back(500); endEditCP(lod, DistanceLOD::CenterFieldMask | DistanceLOD::RangeFieldMask); //the node containing the LOD core. The three models will be //added as its children NodePtr lodNode = Node::create(); beginEditCP(lodNode); lodNode->setCore(lod); lodNode->addChild(w_high); lodNode->addChild(w_medium); lodNode->addChild(w_low); endEditCP(lodNode); //create the node with switch core ******************** SwitchPtr sw = Switch::create(); beginEditCP(sw, Switch::ChoiceFieldMask); //Notice: the first choice is 0 sw->setChoice(0); endEditCP(sw, Switch::ChoiceFieldMask); NodePtr switchNode = Node::create(); beginEditCP(switchNode); switchNode->setCore(sw); switchNode->addChild(lodNode); endEditCP(switchNode); //end witch creation ********************************** NodePtr root = Node::create(); beginEditCP(root); root->setCore(Group::create()); root->addChild(switchNode); endEditCP(root); // we know want to extract the mesh geometry out of the graph // it is sufficent to pass the model only as root for searching NodePtr womanGeometry = checkName(w_high); GeometryPtr geo; if (womanGeometry != NullFC){ geo = GeometryPtr::dcast(womanGeometry->getCore()); if (geo == NullFC) std::cout << "Casting failed!" << std::endl; }else{ std::cout << "No correct geometry node found!" << std::endl; //create a dummy object geo = makeBoxGeo(0.5,0.5,0.5,1,1,1); } // generating a material ********************************* SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); mat->setAmbient(Color3f(0.2,0.2,0.2)); mat->setDiffuse(Color3f(0.6,0.3,0.1)); mat->setSpecular(Color3f(1,1,1)); mat->setShininess(0.8); endEditCP(mat); beginEditCP(geo, Geometry::MaterialFieldMask); geo->setMaterial(mat); endEditCP(geo, Geometry::MaterialFieldMask); // end material generation ******************************* //new node with "old" geometry core referenced NodePtr woman = Node::create(); beginEditCP(woman); woman->setCore(geo); endEditCP(woman); //translate it a bit to see both women NodePtr womanTrans = Node::create(); TransformPtr t = Transform::create(); beginEditCP(t); Matrix m; m.setIdentity(); m.setTranslate(Vec3f(0,0,200)); t->setMatrix(m); endEditCP(t); beginEditCP(womanTrans); womanTrans->setCore(t); womanTrans->addChild(woman); endEditCP(womanTrans); //add it to the root beginEditCP(root); root->addChild(womanTrans); endEditCP(root); return root; }
int main (int argc, char **argv) { osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); int winid = glutCreateWindow("OpenSG"); glutKeyboardFunc(key); glutVisibilityFunc(vis); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutIdleFunc(display); // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); glEnable( GL_DEPTH_TEST ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); // OSG SceneFileHandler::the().print(); // create the graph // beacon for camera and light NodePtr b1n = Node::create(); GroupPtr b1 = Group::create(); beginEditCP(b1n); b1n->setCore( b1 ); endEditCP(b1n); // transformation NodePtr t1n = Node::create(); TransformPtr t1 = Transform::create(); beginEditCP(t1n); t1n->setCore( t1 ); t1n->addChild( b1n ); endEditCP(t1n); cam_trans = t1; // light NodePtr dlight = Node::create(); DirectionalLightPtr dl = DirectionalLight::create(); beginEditCP(dlight); dlight->setCore( dl ); endEditCP(dlight); beginEditCP(dl); dl->setAmbient( .3, .3, .3, 1 ); dl->setDiffuse( 1, 1, 1, 1 ); dl->setDirection(0,0,1); dl->setBeacon( b1n); endEditCP(dl); // root root = Node::create(); GroupPtr gr1 = Group::create(); beginEditCP(root); root->setCore( gr1 ); root->addChild( t1n ); root->addChild( dlight ); endEditCP(root); // Load the file NodePtr file = NullFC; NodePtr file1 = NullFC; if ( argc > 1 ) file1 = SceneFileHandler::the().read(argv[1]); if ( file1 == NullFC ) { std::cerr << "Couldn't load file, ignoring" << std::endl; file1 = makeTorus( .5, 2, 16, 16 ); } file1->updateVolume(); // file->dump(); // subRefCP(file); // return 0; Vec3f min,max; file1->getVolume().getBounds( min, max ); std::cout << "Volume: from " << min << " to " << max << std::endl; file = Node::create(); MaterialGroupPtr testMat = MaterialGroup::create(); SimpleMaterialPtr defaultMaterial = SimpleMaterial::create(); beginEditCP(defaultMaterial); defaultMaterial->setDiffuse(Color3f(1,.0,.0)); defaultMaterial->setAmbient(Color3f(0.1,0.1,0.1)); defaultMaterial->setSpecular(Color3f(1,1,1)); defaultMaterial->setShininess(20); endEditCP (defaultMaterial); testMat->setMaterial(defaultMaterial); beginEditCP(file); { // file->setCore(testMat); file->setCore(Group::create()); file->addChild(file1); } endEditCP (file); scene_trans = Transform::create(); NodePtr sceneTrN = Node::create(); beginEditCP(sceneTrN); { sceneTrN->setCore(scene_trans); sceneTrN->addChild(file); sceneTrN->addChild(makeTorus( .5, 2, 16, 16 )); } endEditCP(sceneTrN); beginEditCP(dlight); dlight->addChild(sceneTrN); endEditCP(dlight); std::cerr << "Tree: " << std::endl; // root->dump(); // Camera cam = PerspectiveCamera::create(); cam->setBeacon( b1n ); cam->setFov( deg2rad( 90 ) ); cam->setNear( 0.1 ); cam->setFar( 100000 ); // Background SolidBackgroundPtr bkgnd = SolidBackground::create(); beginEditCP(bkgnd, SolidBackground::ColorFieldMask); bkgnd->setColor(Color3f(1,1,1)); endEditCP(bkgnd, SolidBackground::ColorFieldMask); // Viewport vp = Viewport::create(); vp->setCamera( cam ); vp->setBackground( bkgnd ); vp->setRoot( root ); vp->setSize( 0,0, 1,1 ); // Window std::cout << "GLUT winid: " << winid << std::endl; GLUTWindowPtr gwin; GLint glvp[4]; glGetIntegerv( GL_VIEWPORT, glvp ); gwin = GLUTWindow::create(); gwin->setId(winid); gwin->setSize( glvp[2], glvp[3] ); win = gwin; win->addPort( vp ); win->init(); // Action ract = DrawAction::create(); renact = RenderAction::create(); // tball Vec3f pos; pos.setValues(min[0] + ((max[0] - min[0]) * 0.5), min[1] + ((max[1] - min[1]) * 0.5), max[2] + ( max[2] - min[2] ) * 1.5 ); float scale = (max[2] - min[2] + max[1] - min[1] + max[0] - min[0]) / 6; Pnt3f tCenter(min[0] + (max[0] - min[0]) / 2, min[1] + (max[1] - min[1]) / 2, min[2] + (max[2] - min[2]) / 2); tball.setMode( Trackball::OSGObject ); tball.setStartPosition( pos, true ); tball.setSum( true ); tball.setTranslationMode( Trackball::OSGFree ); tball.setTranslationScale(scale); tball.setRotationCenter(tCenter); // run... glutMainLoop(); return 0; }
// This function creates the classic Utah teapot from 4 NURBS // surfaces: one surface each for the lid, body, handle and spout. // The "classic" representation is using 18 rational Bezier patches, // but in order to show the construction of more complex surfaces // these have been combined into as few NURBS surfaces as possible. NodePtr makeTeapot() { SimpleMaterialPtr teapotmat = SimpleMaterial::create(); beginEditCP(teapotmat); { teapotmat->setDiffuse( Color3f(0.8, 0.8, 0.8)); teapotmat->setAmbient( Color3f(0.2, 0.2, 0.2)); teapotmat->setEmission( Color3f(0.02, 0.02, 0.02) ); teapotmat->setSpecular( Color3f(0.78, 0.78, 0.78) ); teapotmat->setShininess( 128 ); teapotmat->addChunk(g_fb_chunk); } endEditCP(teapotmat); NodePtr teapotroot = makeCoredNode<Group>(); float knots11[11] = {0, 0, 0, 0, 0.5, 0.5, 0.5, 1, 1, 1, 1}; float knots14[14] = {0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 3}; float knots_circle[8] = {0, 0, 0, 0.5, 0.5, 1, 1, 1}; float lidcps[35][4] = { { 0.0000, 4.0000, 0.0000, 1.0000}, { 0.0000, 4.0000, 0.8000, 1.0000}, { 0.0000, 3.6000, 0.0000, 1.0000}, { 0.0000, 3.4000, 0.2000, 1.0000}, { 0.0000, 3.2000, 0.4000, 1.0000}, { 0.0000, 3.2000, 1.3000, 1.0000}, { 0.0000, 3.0000, 1.3000, 1.0000}, {-0.0000, 0.0000, 0.0000, 0.0000}, {-0.8000, 0.0000, 0.0000, 0.0000}, {-0.0000, 0.0000, 0.0000, 0.0000}, {-0.2000, 0.0000, 0.0000, 0.0000}, {-0.4000, 0.0000, 0.0000, 0.0000}, {-1.3000, 0.0000, 0.0000, 0.0000}, {-1.3000, 0.0000, 0.0000, 0.0000}, { 0.0000, 4.0000,-0.0000, 1.0000}, { 0.0000, 4.0000,-0.8000, 1.0000}, { 0.0000, 3.6000,-0.0000, 1.0000}, { 0.0000, 3.4000,-0.2000, 1.0000}, { 0.0000, 3.2000,-0.4000, 1.0000}, { 0.0000, 3.2000,-1.3000, 1.0000}, { 0.0000, 3.0000,-1.3000, 1.0000}, { 0.0000, 0.0000, 0.0000, 0.0000}, { 0.8000, 0.0000, 0.0000, 0.0000}, { 0.0000, 0.0000, 0.0000, 0.0000}, { 0.2000, 0.0000, 0.0000, 0.0000}, { 0.4000, 0.0000, 0.0000, 0.0000}, { 1.3000, 0.0000, 0.0000, 0.0000}, { 1.3000, 0.0000, 0.0000, 0.0000}, { 0.0000, 4.0000, 0.0000, 1.0000}, { 0.0000, 4.0000, 0.8000, 1.0000}, { 0.0000, 3.6000, 0.0000, 1.0000}, { 0.0000, 3.4000, 0.2000, 1.0000}, { 0.0000, 3.2000, 0.4000, 1.0000}, { 0.0000, 3.2000, 1.3000, 1.0000}, { 0.0000, 3.0000, 1.3000, 1.0000}, }; NodePtr lid = makeSurface(35, lidcps, 2, 3, 8, knots_circle, 11, knots11, 0.005, teapotmat); float bodycps[50][4] = { { 0.0000, 3.0000, 1.4000, 1.0000}, { 0.0000, 3.1750, 1.3375, 1.0000}, { 0.0000, 3.1750, 1.4375, 1.0000}, { 0.0000, 3.0000, 1.5000, 1.0000}, { 0.0000, 2.3000, 1.7500, 1.0000}, { 0.0000, 1.6000, 2.0000, 1.0000}, { 0.0000, 1.0000, 2.0000, 1.0000}, { 0.0000, 0.4000, 2.0000, 1.0000}, { 0.0000, 0.2000, 1.5000, 1.0000}, { 0.0000, 0.0000, 1.5000, 1.0000}, {-1.4000, 0.0000, 0.0000, 0.0000}, {-1.3375, 0.0000, 0.0000, 0.0000}, {-1.4375, 0.0000, 0.0000, 0.0000}, {-1.5000, 0.0000, 0.0000, 0.0000}, {-1.7500, 0.0000, 0.0000, 0.0000}, {-2.0000, 0.0000, 0.0000, 0.0000}, {-2.0000, 0.0000, 0.0000, 0.0000}, {-2.0000, 0.0000, 0.0000, 0.0000}, {-1.5000, 0.0000, 0.0000, 0.0000}, {-1.5000, 0.0000, 0.0000, 0.0000}, { 0.0000, 3.0000,-1.4000, 1.0000}, { 0.0000, 3.1750,-1.3375, 1.0000}, { 0.0000, 3.1750,-1.4375, 1.0000}, { 0.0000, 3.0000,-1.5000, 1.0000}, { 0.0000, 2.3000,-1.7500, 1.0000}, { 0.0000, 1.6000,-2.0000, 1.0000}, { 0.0000, 1.0000,-2.0000, 1.0000}, { 0.0000, 0.4000,-2.0500, 1.0000}, { 0.0000, 0.2000,-1.5000, 1.0000}, { 0.0000, 0.0000,-1.5000, 1.0000}, { 1.4000, 0.0000, 0.0000, 0.0000}, { 1.3375, 0.0000, 0.0000, 0.0000}, { 1.4375, 0.0000, 0.0000, 0.0000}, { 1.5000, 0.0000, 0.0000, 0.0000}, { 1.7500, 0.0000, 0.0000, 0.0000}, { 2.0000, 0.0000, 0.0000, 0.0000}, { 2.0000, 0.0000, 0.0000, 0.0000}, { 2.0000, 0.0000, 0.0000, 0.0000}, { 1.5000, 0.0000, 0.0000, 0.0000}, { 1.5000, 0.0000, 0.0000, 0.0000}, { 0.0000, 3.0000, 1.4000, 1.0000}, { 0.0000, 3.1750, 1.3375, 1.0000}, { 0.0000, 3.1750, 1.4375, 1.0000}, { 0.0000, 3.0000, 1.5000, 1.0000}, { 0.0000, 2.3000, 1.7500, 1.0000}, { 0.0000, 1.6000, 2.0000, 1.0000}, { 0.0000, 1.0000, 2.0000, 1.0000}, { 0.0000, 0.4000, 2.0000, 1.0000}, { 0.0000, 0.2000, 1.5000, 1.0000}, { 0.0000, 0.0000, 1.5000, 1.0000}, }; NodePtr body = makeSurface(50, bodycps, 2, 3, 8, knots_circle, 14, knots14, 0.005, teapotmat); float handlecps[35][4] = { { 1.5000, 2.8000, 0.0000, 1.0000}, { 2.5000, 2.8000, 0.0000, 1.0000}, { 3.0000, 2.8000, 0.0000, 1.0000}, { 3.0000, 2.2000, 0.0000, 1.0000}, { 3.0000, 1.6000, 0.0000, 1.0000}, { 2.6500, 1.0500, 0.0000, 1.0000}, { 1.9000, 0.6000, 0.0000, 1.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 0.0000, 0.0000, 0.3000, 0.0000}, { 1.6000, 2.5000, 0.0000, 1.0000}, { 2.3000, 2.5000, 0.0000, 1.0000}, { 2.7000, 2.5000, 0.0000, 1.0000}, { 2.7000, 2.2000, 0.0000, 1.0000}, { 2.7000, 1.9000, 0.0000, 1.0000}, { 2.5000, 1.5000, 0.0000, 1.0000}, { 2.0000, 1.0000, 0.0000, 1.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 0.0000, 0.0000,-0.3000, 0.0000}, { 1.5000, 2.8000, 0.0000, 1.0000}, { 2.5000, 2.8000, 0.0000, 1.0000}, { 3.0000, 2.8000, 0.0000, 1.0000}, { 3.0000, 2.2000, 0.0000, 1.0000}, { 3.0000, 1.6000, 0.0000, 1.0000}, { 2.6500, 1.0500, 0.0000, 1.0000}, { 1.9000, 0.6000, 0.0000, 1.0000}, }; NodePtr handle = makeSurface(35, handlecps, 2, 3, 8, knots_circle, 11, knots11, 0.005, teapotmat); float spoutcps[35][4] = { {-1.7000, 0.6000, 0.0000, 1.0000}, {-3.1000, 0.9000, 0.0000, 1.0000}, {-2.4000, 2.6000, 0.0000, 1.0000}, {-3.3000, 3.0000, 0.0000, 1.0000}, {-3.5250, 3.1250, 0.0000, 1.0000}, {-3.4500, 3.1500, 0.0000, 1.0000}, {-3.2000, 3.0000, 0.0000, 1.0000}, { 0.0000, 0.0000, 0.6600, 0.0000}, { 0.0000, 0.0000, 0.6600, 0.0000}, { 0.0000, 0.0000, 0.2500, 0.0000}, { 0.0000, 0.0000, 0.2500, 0.0000}, { 0.0000, 0.0000, 0.2500, 0.0000}, { 0.0000, 0.0000, 0.1500, 0.0000}, { 0.0000, 0.0000, 0.1500, 0.0000}, {-1.7000, 1.7000, 0.0000, 1.0000}, {-2.6000, 1.7000, 0.0000, 1.0000}, {-2.3000, 2.6000, 0.0000, 1.0000}, {-2.7000, 3.0000, 0.0000, 1.0000}, {-2.8000, 3.1000, 0.0000, 1.0000}, {-2.9000, 3.1000, 0.0000, 1.0000}, {-2.8000, 3.0000, 0.0000, 1.0000}, { 0.0000, 0.0000,-0.6600, 0.0000}, { 0.0000, 0.0000,-0.6600, 0.0000}, { 0.0000, 0.0000,-0.2500, 0.0000}, { 0.0000, 0.0000,-0.2500, 0.0000}, { 0.0000, 0.0000,-0.2500, 0.0000}, { 0.0000, 0.0000,-0.1500, 0.0000}, { 0.0000, 0.0000,-0.1500, 0.0000}, {-1.7000, 0.6000, 0.0000, 1.0000}, {-3.1000, 0.9000, 0.0000, 1.0000}, {-2.4000, 2.6000, 0.0000, 1.0000}, {-3.3000, 3.0000, 0.0000, 1.0000}, {-3.5250, 3.1250, 0.0000, 1.0000}, {-3.4500, 3.1500, 0.0000, 1.0000}, {-3.2000, 3.0000, 0.0000, 1.0000}, }; NodePtr spout = makeSurface(35, spoutcps, 2, 3, 8, knots_circle, 11, knots11, 0.005, teapotmat); beginEditCP(teapotroot); teapotroot->addChild(lid); teapotroot->addChild(body); teapotroot->addChild(handle); teapotroot->addChild(spout); endEditCP(teapotroot); return teapotroot; }
NodePtr createScoreBoards() { GeometryPtr geo; NodePtr bg; SimpleMaterialPtr m; ScoreBoard1 = new TextStuff() ; ScoreBoard2 = new TextStuff() ; // First get the global group node OSG::NodePtr scoreBoardsNodePtr = OSG::Node::create(); scoreBoardsNodePtr->setCore(OSG::Group::create()); // Setup text 1 ScoreBoard1->initialize(); ScoreBoard1->updateFace(); ScoreBoard1->updateScore(0,0); // Setup text 2 ScoreBoard2->initialize(); ScoreBoard2->updateFace(); ScoreBoard2->updateScore(0,0); ////////// 1 ///////// // make its transform TransformPtr trans1; NodePtr trans_node1 = makeCoredNode<Transform>(&trans1); beginEditCP(trans1); trans1->getMatrix().setTransform(Vec3f(0,4,-10.5),Quaternion( Vec3f(0,1,0),deg2rad(0))); endEditCP(trans1); // make geometry bg = makePlane(9.3, 1, 8,2); m= SimpleMaterial::create(); beginEditCP(m); { m->setAmbient (Color3f(0,0,0)); m->setDiffuse (Color3f(0.0,0.0,0.0)); } endEditCP (m); geo = GeometryPtr::dcast(bg->getCore()); beginEditCP(geo); geo->setMaterial(m); beginEditCP(geo); beginEditCP(bg); bg->addChild(ScoreBoard1->mRootNode); endEditCP(bg); beginEditCP(trans_node1); trans_node1->addChild(bg); endEditCP(trans_node1); ////////// 2 ///////// // make its transform TransformPtr trans2; NodePtr trans_node2 = makeCoredNode<Transform>(&trans2); beginEditCP(trans2); trans2->getMatrix().setTransform(Vec3f(0,4,10.5),Quaternion( Vec3f(0,1,0),deg2rad(180))); endEditCP(trans2); // make geometry bg = makePlane(9.3, 1, 8,2); m = SimpleMaterial::create(); beginEditCP(m); { m->setAmbient (Color3f(0,0,0)); m->setDiffuse (Color3f(0.0,0.0,0.0)); } endEditCP (m); geo = GeometryPtr::dcast(bg->getCore()); beginEditCP(geo); geo->setMaterial(m); beginEditCP(geo); beginEditCP(bg); bg->addChild(ScoreBoard2->mRootNode); endEditCP(bg); beginEditCP(trans_node2); trans_node2->addChild(bg); endEditCP(trans_node2); beginEditCP(scoreBoardsNodePtr); scoreBoardsNodePtr->addChild(trans_node1); scoreBoardsNodePtr->addChild(trans_node2); endEditCP(scoreBoardsNodePtr); return scoreBoardsNodePtr; }