Ejemplo n.º 1
0
def test_create3DText(center, radius):



    

    geode = osg.Geode()

    characterSize = radius*0.2
    characterDepth = characterSize*0.2
    
    pos = osg.Vec3(center.x()-radius*.5,center.y()-radius*.5,center.z()-radius*.5)
#define SHOW_INTESECTION_CEASH
#ifdef SHOW_INTESECTION_CEASH
    text3 = osgText.Text3D()
    text3.setFont("fonts/dirtydoz.ttf")
    text3.setCharacterSize(characterSize)
    text3.setCharacterDepth(characterDepth)
    text3.setPosition(pos)
    text3.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text3.setAxisAlignment(osgText.Text3D.XZ_PLANE)
    text3.setText("CRAS H") #intersection crash
    geode.addDrawable(text3)
#else:
    text7 = osgText.Text3D()
    text7.setFont("fonts/times.ttf")
    text7.setCharacterSize(characterSize)
    text7.setCharacterDepth(characterSize*2.2)
    text7.setPosition(center - osg.Vec3(0.0, 0.0, 0.6))
    text7.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text7.setAxisAlignment(osgText.Text3D.SCREEN)
    text7.setCharacterSizeMode(osgText.Text3D.OBJECT_COORDS)
    text7.setText("ABCDE") #wrong intersection
    geode.addDrawable(text7)
#endif

    shape = osg.ShapeDrawable(osg.Sphere(center,characterSize*0.2))
    shape.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.ON)
    geode.addDrawable(shape)

    rootNode = osg.Group()
    rootNode.addChild(geode)

#define SHOW_WRONG_NORMAL
#ifdef SHOW_WRONG_NORMAL
    front = osg.Material() #
    front.setAlpha(osg.Material.FRONT_AND_BACK,1)
    front.setAmbient(osg.Material.FRONT_AND_BACK,osg.Vec4(0.2,0.2,0.2,1.0))
    front.setDiffuse(osg.Material.FRONT_AND_BACK,osg.Vec4(.0,.0,1.0,1.0))
    rootNode.getOrCreateStateSet().setAttributeAndModes(front)
#else:
    stateset = osg.StateSet() #Show wireframe
    polymode = osg.PolygonMode()
    polymode.setMode(osg.PolygonMode.FRONT_AND_BACK,osg.PolygonMode.LINE)
    stateset.setAttributeAndModes(polymode,osg.StateAttribute.OVERRIDE|osg.StateAttribute.ON)
    rootNode.setStateSet(stateset)
#endif
    
    
    return rootNode    
def setupStateSet():

    
    st = osg.StateSet()
    
    st.setAttributeAndModes(osg.Material(), True)
    st.setMode(GL_BLEND, True)
    
    callback = AnimtkStateSetUpdateCallback()
    keys = callback._sampler.getOrCreateKeyframeContainer()
    keys.push_back(osgAnimation.Vec4Keyframe(0, osg.Vec4(1,0,0,1)))
    keys.push_back(osgAnimation.Vec4Keyframe(2, osg.Vec4(0.,1,0,1)))
    keys.push_back(osgAnimation.Vec4Keyframe(4, osg.Vec4(0,0,1,1)))
    keys.push_back(osgAnimation.Vec4Keyframe(6, osg.Vec4(0,0,1,1)))
    keys.push_back(osgAnimation.Vec4Keyframe(8, osg.Vec4(0,1,0,1)))
    keys.push_back(osgAnimation.Vec4Keyframe(10, osg.Vec4(1,0,0,1)))
    callback.start()
    st.setUpdateCallback(callback)
    
    return st
Ejemplo n.º 3
0
    # arrange buildings into right grid
    for (NodeIterator nodeIter = nodes.begin() nodeIter  not = nodes.end() ++nodeIter)
        node = nodeIter
        center = node.getBound().center()

        x = (int)floor((center.x() - xGridStart) / xGridSize)
        z = (int)floor((center.y() - yGridStart) / yGridSize)

        groups[z * GridX + x].addChild(node)

    # add nodes to building root
    for (i = 0 i < GridX * GridY i++)
        stateset = osg.StateSet()

        material = osg.Material()
        color = osg.Vec4(
            0.5 + (static_cast<double> (rand()) / (2.0*static_cast<double> (RAND_MAX))),
            0.5 + (static_cast<double> (rand()) / (2.0*static_cast<double> (RAND_MAX))),
            0.5 + (static_cast<double> (rand()) / ( 2.0*static_cast<double>(RAND_MAX))),
            1.0)

        material.setAmbient(osg.Material.FRONT_AND_BACK, color)
        material.setDiffuse(osg.Material.FRONT_AND_BACK, color)
        stateset.setAttributeAndModes(material, osg.StateAttribute.ON)

        groups[i].setStateSet(stateset)

        if UseImpostor :
            impostor = osgSim.Impostor()
            impostor.setImpostorThreshold(static_cast<float> (Threshold))
Ejemplo n.º 4
0
def createDemoScene(fixedSizeInScreen):

    
 
    root = osg.Group()

    geode_1 = osg.Geode()
    transform_1 = osg.MatrixTransform()

    geode_2 = osg.Geode()
    transform_2 = osg.MatrixTransform()

    geode_3 = osg.Geode()
    transform_3 = osg.MatrixTransform()

    geode_4 = osg.Geode()
    transform_4 = osg.MatrixTransform()

    geode_5 = osg.Geode()
    transform_5 = osg.MatrixTransform()

    geode_6 = osg.Geode()
    transform_6 = osg.MatrixTransform()

    geode_7 = osg.Geode()
    transform_7 = osg.MatrixTransform()

 



    radius = 0.8
    height = 1.0
    hints = osg.TessellationHints()
    hints.setDetailRatio(2.0)
    shape = osg.ShapeDrawable()

    shape = osg.ShapeDrawable(osg.Box(osg.Vec3(0.0, 0.0, -2.0), 10, 10.0, 0.1), hints)
    shape.setColor(osg.Vec4(0.5, 0.5, 0.7, 1.0))
    geode_1.addDrawable(shape)

    shape = osg.ShapeDrawable(osg.Cylinder(osg.Vec3(0.0, 0.0, 0.0), radius * 2,radius), hints)
    shape.setColor(osg.Vec4(0.8, 0.8, 0.8, 1.0))
    geode_2.addDrawable(shape)

    shape = osg.ShapeDrawable(osg.Cylinder(osg.Vec3(-3.0, 0.0, 0.0), radius,radius), hints)
    shape.setColor(osg.Vec4(0.6, 0.8, 0.8, 1.0))
    geode_3.addDrawable(shape)

    shape = osg.ShapeDrawable(osg.Cone(osg.Vec3(3.0, 0.0, 0.0), 2 * radius,radius), hints)
    shape.setColor(osg.Vec4(0.4, 0.9, 0.3, 1.0))
    geode_4.addDrawable(shape)

    shape = osg.ShapeDrawable(osg.Cone(osg.Vec3(0.0, -3.0, 0.0), radius, height), hints)
    shape.setColor(osg.Vec4(0.2, 0.5, 0.7, 1.0))
    geode_5.addDrawable(shape)

    shape = osg.ShapeDrawable(osg.Cylinder(osg.Vec3(0.0, 3.0, 0.0), radius, height), hints)
    shape.setColor(osg.Vec4(1.0, 0.3, 0.3, 1.0))
    geode_6.addDrawable(shape)

    shape = osg.ShapeDrawable(osg.Cone(osg.Vec3(0.0, 0.0, 3.0), 2.0, 2.0), hints)
    shape.setColor(osg.Vec4(0.8, 0.8, 0.4, 1.0))
    geode_7.addDrawable(shape)






    # material
    matirial = osg.Material()
    matirial.setColorMode(osg.Material.DIFFUSE)
    matirial.setAmbient(osg.Material.FRONT_AND_BACK, osg.Vec4(0, 0, 0, 1))
    matirial.setSpecular(osg.Material.FRONT_AND_BACK, osg.Vec4(1, 1, 1, 1))
    matirial.setShininess(osg.Material.FRONT_AND_BACK, 64.0)
    root.getOrCreateStateSet().setAttributeAndModes(matirial, osg.StateAttribute.ON)

    transform_1.addChild(addDraggerToScene(geode_1,"TabBoxDragger",fixedSizeInScreen))
    transform_2.addChild(addDraggerToScene(geode_2,"TabPlaneDragger",fixedSizeInScreen))
    transform_3.addChild(addDraggerToScene(geode_3,"TabBoxTrackballDragger",fixedSizeInScreen))
    transform_4.addChild(addDraggerToScene(geode_4,"TrackballDragger",fixedSizeInScreen))
    transform_5.addChild(addDraggerToScene(geode_5,"Translate1DDragger",fixedSizeInScreen))
    transform_6.addChild(addDraggerToScene(geode_6,"Translate2DDragger",fixedSizeInScreen))
    transform_7.addChild(addDraggerToScene(geode_7,"TranslateAxisDragger",fixedSizeInScreen))

    root.addChild(transform_1)
    root.addChild(transform_2)
    root.addChild(transform_3)
    root.addChild(transform_4)
    root.addChild(transform_5)
    root.addChild(transform_6)
    root.addChild(transform_7)

 
 
    return root
Ejemplo n.º 5
0
def main(argv):

    # use an ArgumentParser object to manage the program arguments.
    arguments = osg.ArgumentParser(argv)

    # construct the viewer.
    viewer = osgViewer.Viewer()

    # load the nodes from the commandline arguments.
    loadedModel = osgDB.readNodeFiles(arguments)

    # if not loaded assume no arguments passed in, try use default mode instead.
    if not loadedModel: loadedModel = osgDB.readNodeFile("cow.osgt")

    if not loadedModel:
        osg.notify(osg.NOTICE
                   ), "Please specifiy a model filename on the command line."
        return 1

    # to do scribe mode we create a top most group to contain the
    # original model, and then a second group contains the same model
    # but overrides various state attributes, so that the second instance
    # is rendered as wireframe.

    rootnode = osg.Group()

    decorator = osg.Group()

    rootnode.addChild(loadedModel)

    rootnode.addChild(decorator)

    decorator.addChild(loadedModel)

    # set up the state so that the underlying color is not seen through
    # and that the drawing mode is changed to wireframe, and a polygon offset
    # is added to ensure that we see the wireframe itself, and turn off
    # so texturing too.
    stateset = osg.StateSet()
    polyoffset = osg.PolygonOffset()
    polyoffset.setFactor(-1.0)
    polyoffset.setUnits(-1.0)
    polymode = osg.PolygonMode()
    polymode.setMode(osg.PolygonMode.FRONT_AND_BACK, osg.PolygonMode.LINE)
    stateset.setAttributeAndModes(
        polyoffset, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)
    stateset.setAttributeAndModes(
        polymode, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)

    #if 1
    material = osg.Material()
    stateset.setAttributeAndModes(
        material, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)
    stateset.setMode(GL_LIGHTING,
                     osg.StateAttribute.OVERRIDE | osg.StateAttribute.OFF)
    #else:
    # version which sets the color of the wireframe.
    material = osg.Material()
    material.setColorMode(osg.Material.OFF)  # switch glColor usage off
    # turn all lighting off
    material.setAmbient(osg.Material.FRONT_AND_BACK,
                        osg.Vec4(0.0, 0.0, 0.0, 1.0))
    material.setDiffuse(osg.Material.FRONT_AND_BACK,
                        osg.Vec4(0.0, 0.0, 0.0, 1.0))
    material.setSpecular(osg.Material.FRONT_AND_BACK,
                         osg.Vec4(0.0, 0.0, 0.0, 1.0))
    # except emission... in which we set the color we desire
    material.setEmission(osg.Material.FRONT_AND_BACK,
                         osg.Vec4(0.0, 1.0, 0.0, 1.0))
    stateset.setAttributeAndModes(
        material, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)
    stateset.setMode(GL_LIGHTING,
                     osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)
    #endif

    stateset.setTextureMode(
        0, GL_TEXTURE_2D, osg.StateAttribute.OVERRIDE | osg.StateAttribute.OFF)

    #     osg.LineStipple* linestipple = osg.LineStipple()
    #     linestipple.setFactor(1)
    #     linestipple.setPattern(0xf0f0)
    #     stateset.setAttributeAndModes(linestipple,osg.StateAttribute.OVERRIDE_ON)

    decorator.setStateSet(stateset)

    # run optimization over the scene graph
    optimzer = osgUtil.Optimizer()
    optimzer.optimize(rootnode)

    # add a viewport to the viewer and attach the scene graph.
    viewer.setSceneData(rootnode)

    return viewer.run()
Ejemplo n.º 6
0
def main(argv):


    
    arguments = osg.ArgumentParser(argv)

    viewer = osgViewer.Viewer(arguments)

    fontFile = str("arial.ttf")
    while arguments.read("-f",fontFile) : 

    font = osgText.readFontFile(fontFile)
    if  not font : return 1
    OSG_NOTICE, "Read font ", fontFile, " font=", font

    word = str("This is a test.")()
    while arguments.read("-w",word) : 

    style = osgText.Style()

    thickness = 0.1
    while arguments.read("--thickness",thickness) : 
    style.setThicknessRatio(thickness)

    # set up any bevel if required
    r = float()
    bevel = osgText.Bevel()
    while arguments.read("--rounded",r) :  bevel = osgText.Bevel() bevel.roundedBevel2(r) 
    while arguments.read("--rounded") :  bevel = osgText.Bevel() bevel.roundedBevel2(0.25) 
    while arguments.read("--flat",r) :  bevel = osgText.Bevel() bevel.flatBevel(r) 
    while arguments.read("--flat") :  bevel = osgText.Bevel() bevel.flatBevel(0.25) 
    while arguments.read("--bevel-thickness",r) :  if bevel.valid() : bevel.setBevelThickness(r) 

    style.setBevel(bevel)

    # set up outline.
    while arguments.read("--outline",r) :  style.setOutlineRatio(r) 


    viewer.addEventHandler( osgGA.StateSetManipulator(viewer.getCamera().getOrCreateStateSet()) )
    viewer.addEventHandler(osgViewer.StatsHandler)()

#if 1
    group = osg.Group()

    characterSize = 1.0
    while arguments.read("--size",characterSize) : 

    if arguments.read("--2d") :
        text2D = osgText.Text()
        text2D.setFont(font)
        text2D.setCharacterSize(characterSize)
        text2D.setFontResolution(256,256)
        text2D.setDrawMode(osgText.Text.TEXT | osgText.Text.BOUNDINGBOX)
        text2D.setAxisAlignment(osgText.Text.XZ_PLANE)
        text2D.setText(word)
        geode = osg.Geode()
        geode.addDrawable(text2D)
        group.addChild(geode)

    if arguments.read("--TextNode") :
        # experimental text node
        text = osgText.TextNode()
        text.setFont(font)
        text.setStyle(style)
        text.setTextTechnique(osgText.TextTechnique)()
        text.setText(word)
        text.update()

        group.addChild(text)
    elif  not arguments.read("--no-3d") :
        text3D = osgText.Text3D()
        text3D.setFont(font)
        text3D.setStyle(style)
        text3D.setCharacterSize(characterSize)
        text3D.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
        text3D.setAxisAlignment(osgText.Text3D.XZ_PLANE)
        text3D.setText(word)

        geode = osg.Geode()
        geode.addDrawable(text3D)
        group.addChild(geode)

        color = osg.Vec4(1.0, 1.0, 1.0, 1.0)
        while arguments.read("--color",color.r(),color.g(),color.b(),color.a()) :
            OSG_NOTICE, "--color ", color
            text3D.setColor(color)

        imageFilename = str()
        while arguments.read("--image",imageFilename) :
            OSG_NOTICE, "--image ", imageFilename
            image = osgDB.readImageFile(imageFilename)
            if image.valid() :
                OSG_NOTICE, "  loaded image ", imageFilename
                stateset = text3D.getOrCreateStateSet()
                stateset.setTextureAttributeAndModes(0, osg.Texture2D(image), osg.StateAttribute.ON)

        while arguments.read("--wall-color",color.r(),color.g(),color.b(),color.a()) :
            stateset = text3D.getOrCreateWallStateSet()
            material = osg.Material()
            material.setDiffuse(osg.Material.FRONT_AND_BACK, color)
            stateset.setAttribute(material)

        while arguments.read("--wall-image",imageFilename) :
            image = osgDB.readImageFile(imageFilename)
            if image.valid() :
                stateset = text3D.getOrCreateWallStateSet()
                stateset.setTextureAttributeAndModes(0, osg.Texture2D(image), osg.StateAttribute.ON)

        while arguments.read("--back-color",color.r(),color.g(),color.b(),color.a()) :
            stateset = text3D.getOrCreateBackStateSet()
            material = osg.Material()
            material.setDiffuse(osg.Material.FRONT_AND_BACK, color)
            stateset.setAttribute(material)

        while arguments.read("--back-image",imageFilename) :
            image = osgDB.readImageFile(imageFilename)
            if image.valid() :
                stateset = text3D.getOrCreateBackStateSet()
                stateset.setTextureAttributeAndModes(0, osg.Texture2D(image), osg.StateAttribute.ON)

        if arguments.read("--size-quad") :
            geode.addDrawable( osg.createTexturedQuadGeometry(osg.Vec3(0.0,characterSize*thickness,0.0),osg.Vec3(characterSize,0.0,0.0),osg.Vec3(0.0,0.0,characterSize), 0.0, 0.0, 1.0, 1.0) )

    
    viewer.setSceneData(group)

#endif

    return viewer.run()

# Translated from file 'osgtext3D_orig.cpp'

# OpenSceneGraph example, osgtext.
#*
#*  Permission is hereby granted, free of charge, to any person obtaining a copy
#*  of this software and associated documentation files (the "Software"), to deal
#*  in the Software without restriction, including without limitation the rights
#*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
#*  copies of the Software, and to permit persons to whom the Software is
#*  furnished to do so, subject to the following conditions:
#*
#*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
#*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
#*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
#*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
#*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
#*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
#*  THE SOFTWARE.
#


#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgDB/ReadFile>

#include <osgGA/TrackballManipulator>
#include <osgGA/StateSetManipulator>

#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osgText/Text3D>

#include <iostream>
#include <sstream>



# create text which sits in 3D space such as would be inserted into a normal model
def create3DText(center, radius):
    

    geode = osg.Geode()

####################################################
#    
# Examples of how to set up axis/orientation alignments
#

    characterSize = radius*0.2
    characterDepth = characterSize*0.2
    
    pos = osg.Vec3(center.x()-radius*.5,center.y()-radius*.5,center.z()-radius*.5)

    text1 = osgText.Text3D()
    text1.setFont("fonts/arial.ttf")
    text1.setCharacterSize(characterSize)
    text1.setCharacterDepth(characterDepth)
    text1.setPosition(pos)
    text1.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text1.setAxisAlignment(osgText.Text3D.XY_PLANE)
    text1.setText("XY_PLANE")
    geode.addDrawable(text1)

    text2 = osgText.Text3D()
    text2.setFont("fonts/times.ttf")
    text2.setCharacterSize(characterSize)
    text2.setCharacterDepth(characterDepth)
    text2.setPosition(pos)
    text2.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text2.setAxisAlignment(osgText.Text3D.YZ_PLANE)
    text2.setText("YZ_PLANE")
    geode.addDrawable(text2)

    text3 = osgText.Text3D()
    text3.setFont("fonts/dirtydoz.ttf")
    text3.setCharacterSize(characterSize)
    text3.setCharacterDepth(characterDepth)
    text3.setPosition(pos)
    text3.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text3.setAxisAlignment(osgText.Text3D.XZ_PLANE)
    text3.setText("XZ_PLANE")
    geode.addDrawable(text3)

    style = osgText.Style()
    bevel = osgText.Bevel()
    bevel.roundedBevel2(0.25)
    style.setBevel(bevel)
    style.setWidthRatio(0.4)

    text7 = osgText.Text3D()
    text7.setFont("fonts/times.ttf")
    text7.setStyle(style)
    text7.setCharacterSize(characterSize)
    text7.setCharacterDepth(characterSize*0.2)
    text7.setPosition(center - osg.Vec3(0.0, 0.0, 0.6))
    text7.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text7.setAxisAlignment(osgText.Text3D.SCREEN)
    text7.setCharacterSizeMode(osgText.Text3D.OBJECT_COORDS)
    text7.setText("CharacterSizeMode OBJECT_COORDS (default)")
    geode.addDrawable(text7)

    shape = osg.ShapeDrawable(osg.Sphere(center,characterSize*0.2))
    shape.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.ON)
    geode.addDrawable(shape)

    rootNode = osg.Group()
    rootNode.addChild(geode)

    front = osg.Material()
    front.setAlpha(osg.Material.FRONT_AND_BACK,1)
    front.setAmbient(osg.Material.FRONT_AND_BACK,osg.Vec4(0.2,0.2,0.2,1.0))
    front.setDiffuse(osg.Material.FRONT_AND_BACK,osg.Vec4(.0,.0,1.0,1.0))
    rootNode.getOrCreateStateSet().setAttributeAndModes(front)
    
    
    return rootNode    

int main_orig(int, char**)
    viewer = osgViewer.Viewer()

    center = osg.Vec3(0.0,0.0,0.0)
    radius = 1.0
    
    root = osg.Group()
    root.addChild(create3DText(center, radius))

    viewer.setSceneData(root)
    viewer.setCameraManipulator(osgGA.TrackballManipulator())
    viewer.addEventHandler( osgGA.StateSetManipulator(viewer.getCamera().getOrCreateStateSet()) )

    viewer.addEventHandler(osgViewer.ThreadingHandler)()
    viewer.addEventHandler(osgViewer.WindowSizeHandler)()
    viewer.addEventHandler(osgViewer.StatsHandler)()


    viewer.run()
    
    return 0



# Translated from file 'osgtext3D_test.cpp'


#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgDB/ReadFile>

#include <osgGA/TrackballManipulator>
#include <osgGA/StateSetManipulator>

#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osgText/Text3D>

#include <iostream>
#include <sstream>



def test_create3DText(center, radius):



    

    geode = osg.Geode()

    characterSize = radius*0.2
    characterDepth = characterSize*0.2
    
    pos = osg.Vec3(center.x()-radius*.5,center.y()-radius*.5,center.z()-radius*.5)
#define SHOW_INTESECTION_CEASH
#ifdef SHOW_INTESECTION_CEASH
    text3 = osgText.Text3D()
    text3.setFont("fonts/dirtydoz.ttf")
    text3.setCharacterSize(characterSize)
    text3.setCharacterDepth(characterDepth)
    text3.setPosition(pos)
    text3.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text3.setAxisAlignment(osgText.Text3D.XZ_PLANE)
    text3.setText("CRAS H") #intersection crash
    geode.addDrawable(text3)
#else:
    text7 = osgText.Text3D()
    text7.setFont("fonts/times.ttf")
    text7.setCharacterSize(characterSize)
    text7.setCharacterDepth(characterSize*2.2)
    text7.setPosition(center - osg.Vec3(0.0, 0.0, 0.6))
    text7.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text7.setAxisAlignment(osgText.Text3D.SCREEN)
    text7.setCharacterSizeMode(osgText.Text3D.OBJECT_COORDS)
    text7.setText("ABCDE") #wrong intersection
    geode.addDrawable(text7)
#endif

    shape = osg.ShapeDrawable(osg.Sphere(center,characterSize*0.2))
    shape.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.ON)
    geode.addDrawable(shape)

    rootNode = osg.Group()
    rootNode.addChild(geode)

#define SHOW_WRONG_NORMAL
#ifdef SHOW_WRONG_NORMAL
    front = osg.Material() #
    front.setAlpha(osg.Material.FRONT_AND_BACK,1)
    front.setAmbient(osg.Material.FRONT_AND_BACK,osg.Vec4(0.2,0.2,0.2,1.0))
    front.setDiffuse(osg.Material.FRONT_AND_BACK,osg.Vec4(.0,.0,1.0,1.0))
    rootNode.getOrCreateStateSet().setAttributeAndModes(front)
#else:
    stateset = osg.StateSet() #Show wireframe
    polymode = osg.PolygonMode()
    polymode.setMode(osg.PolygonMode.FRONT_AND_BACK,osg.PolygonMode.LINE)
    stateset.setAttributeAndModes(polymode,osg.StateAttribute.OVERRIDE|osg.StateAttribute.ON)
    rootNode.setStateSet(stateset)
#endif
    
    
    return rootNode    

#####################################
#include <osg/PositionAttitudeTransform>
#include <osg/ShapeDrawable>
class CInputHandler (osgGA.GUIEventHandler) :
  CInputHandler( osg.PositionAttitudeTransform* pPatSphere )
    m_rPatSphere = pPatSphere
  def handle(ea, aa, pObject, pNodeVisitor):
      
    pViewer = dynamic_cast<osgViewer.Viewer*>(aa)
    if   not pViewer  :
      return False

    if  ea.getEventType()==osgGA.GUIEventAdapter.PUSH  :
      cams = osgViewer.ViewerBase.Cameras()
      pViewer.getCameras( cams )

      x = ea.getXnormalized()
      y = ea.getYnormalized()

      picker = osgUtil.LineSegmentIntersector( osgUtil.Intersector.PROJECTION, x, y )
      iv = osgUtil.IntersectionVisitor( picker )
      cams[0].accept( iv )

      if  picker.containsIntersections()  :
        intersection = picker.getFirstIntersection()
        v = intersection.getWorldIntersectPoint()
        m_rPatSphere.setPosition( v )

      return True # return True, event handled

    return False
  m_rPatSphere = osg.PositionAttitudeTransform()

#####################################
int main_test(int, char**)
    viewer = osgViewer.Viewer()
    viewer.setUpViewInWindow(99,99,666,666, 0)
    rPat = osg.PositionAttitudeTransform()
    # add the handler to the viewer
    viewer.addEventHandler( CInputHandler(rPat) )
    # create a group to contain our scene and sphere
    pGroup = osg.Group()
    # create sphere
    pGeodeSphere = osg.Geode()
    pGeodeSphere.addDrawable( osg.ShapeDrawable( osg.Sphere(osg.Vec3(0.0,0.0,0.0),0.01) ) )
    rPat.addChild( pGeodeSphere )
    pGroup.addChild( rPat )

    center = osg.Vec3(0.0,0.0,0.0)
    radius = 1.0

    root = osg.Group()
    root.addChild(test_create3DText(center, radius))

    #viewer.setSceneData(root)
    pGroup.addChild(root)
    viewer.setSceneData(pGroup)
    viewer.setCameraManipulator(osgGA.TrackballManipulator())
    viewer.addEventHandler( osgGA.StateSetManipulator(viewer.getCamera().getOrCreateStateSet()) )

    viewer.addEventHandler(osgViewer.ThreadingHandler)()
    viewer.addEventHandler(osgViewer.WindowSizeHandler)()
    viewer.addEventHandler(osgViewer.StatsHandler)()

    return viewer.run()



# Translated from file 'TextNode.cpp'

# -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
# *
# * This library is open source and may be redistributed and/or modified under
# * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
# * (at your option) any later version.  The full license is in LICENSE file
# * included with this distribution, and on the openscenegraph.org website.
# *
# * This library is distributed in the hope that it will be useful,
# * but WITHOUT ANY WARRANTY without even the implied warranty of
# * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# * OpenSceneGraph Public License for more details.
#

#include "TextNode.h"
#include "../../src/osgText/GlyphGeometry.h"

#include <osg/PositionAttitudeTransform>
#include <osg/Geode>
#include <osgUtil/SmoothingVisitor>

#include <osg/io_utils>

using namespace osgText

############################################/
#
# Layout
#
Layout.Layout()

Layout.Layout( Layout layout,  osg.CopyOp copyop):
    osg.Object(layout,copyop)
Ejemplo n.º 7
0
def create3DText(center, radius):
    

    geode = osg.Geode()

####################################################
#    
# Examples of how to set up axis/orientation alignments
#

    characterSize = radius*0.2
    characterDepth = characterSize*0.2
    
    pos = osg.Vec3(center.x()-radius*.5,center.y()-radius*.5,center.z()-radius*.5)

    text1 = osgText.Text3D()
    text1.setFont("fonts/arial.ttf")
    text1.setCharacterSize(characterSize)
    text1.setCharacterDepth(characterDepth)
    text1.setPosition(pos)
    text1.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text1.setAxisAlignment(osgText.Text3D.XY_PLANE)
    text1.setText("XY_PLANE")
    geode.addDrawable(text1)

    text2 = osgText.Text3D()
    text2.setFont("fonts/times.ttf")
    text2.setCharacterSize(characterSize)
    text2.setCharacterDepth(characterDepth)
    text2.setPosition(pos)
    text2.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text2.setAxisAlignment(osgText.Text3D.YZ_PLANE)
    text2.setText("YZ_PLANE")
    geode.addDrawable(text2)

    text3 = osgText.Text3D()
    text3.setFont("fonts/dirtydoz.ttf")
    text3.setCharacterSize(characterSize)
    text3.setCharacterDepth(characterDepth)
    text3.setPosition(pos)
    text3.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text3.setAxisAlignment(osgText.Text3D.XZ_PLANE)
    text3.setText("XZ_PLANE")
    geode.addDrawable(text3)

    style = osgText.Style()
    bevel = osgText.Bevel()
    bevel.roundedBevel2(0.25)
    style.setBevel(bevel)
    style.setWidthRatio(0.4)

    text7 = osgText.Text3D()
    text7.setFont("fonts/times.ttf")
    text7.setStyle(style)
    text7.setCharacterSize(characterSize)
    text7.setCharacterDepth(characterSize*0.2)
    text7.setPosition(center - osg.Vec3(0.0, 0.0, 0.6))
    text7.setDrawMode(osgText.Text3D.TEXT | osgText.Text3D.BOUNDINGBOX)
    text7.setAxisAlignment(osgText.Text3D.SCREEN)
    text7.setCharacterSizeMode(osgText.Text3D.OBJECT_COORDS)
    text7.setText("CharacterSizeMode OBJECT_COORDS (default)")
    geode.addDrawable(text7)

    shape = osg.ShapeDrawable(osg.Sphere(center,characterSize*0.2))
    shape.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.ON)
    geode.addDrawable(shape)

    rootNode = osg.Group()
    rootNode.addChild(geode)

    front = osg.Material()
    front.setAlpha(osg.Material.FRONT_AND_BACK,1)
    front.setAmbient(osg.Material.FRONT_AND_BACK,osg.Vec4(0.2,0.2,0.2,1.0))
    front.setDiffuse(osg.Material.FRONT_AND_BACK,osg.Vec4(.0,.0,1.0,1.0))
    rootNode.getOrCreateStateSet().setAttributeAndModes(front)
    
    
    return rootNode