Exemple #1
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    def build_wrapping_node(self, data):
        grp = osg.Group()
        camera, texture = self.camera_build()

        grp.addChild(camera)
        camera.addChild(data)

        quad = self.quad_create(texture)
        grp.addChild(quad)

        grp.getOrCreateStateSet().setMode(GL.GL_LIGHTING, False)
        # ALPHA_TEST should be disabled by default by OpenGL but it's not.
        # That's why it is required to explicitly disable it.
        grp.getOrCreateStateSet().setMode(GL.GL_ALPHA_TEST,
                                          osg.StateAttribute.OFF)
        return grp
def create_test_graph():
    """Create a simple test graph, with no geode.
    """
    root = osg.Group()
    root.setName('root')
    child0 = osg.Group()
    child0.setName('child0')
    root.addChild(child0)
    grandchild00 = osg.Group()
    grandchild00.setName('grandchild00')
    child0.addChild(grandchild00)
    grandchild01 = osg.Group()
    grandchild01.setName('grandchild01')
    child0.addChild(grandchild01)
    child1 = osg.Group()
    child1.setName('child1')
    root.addChild(child1)
    grandchild10 = osg.Group()
    grandchild10.setName('grandchild10')
    child1.addChild(grandchild10)
    return root
Exemple #3
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                            #create a wirebox and safe it, the wire box
                            #will be attached to the parental transform node
                            self.wb = createWireBox(geode)
                            self._selectedNode.addChild(self.wb)
                            self.wb.thisown = False
                            return True
            return False
        else:
            print "No Intersection Found"
        return False


#load the model
loadedModel = osgDB.readNodeFile("cow.osg")

root = osg.Group()

#create some dynamic transformation nodes
dynamicTransform1 = osg.PositionAttitudeTransform()
dynamicTransform2 = osg.PositionAttitudeTransform()
dynamicTransform3 = osg.PositionAttitudeTransform()
dynamicTransform4 = osg.PositionAttitudeTransform()

#add the loaded model to the transform nodes
dynamicTransform1.addChild(loadedModel)
dynamicTransform1.setPosition(osg.Vec3d(-10, 0, -10))
dynamicTransform2.addChild(loadedModel)
dynamicTransform2.setPosition(osg.Vec3d(-10, 0, 10))
dynamicTransform3.addChild(loadedModel)
dynamicTransform3.setPosition(osg.Vec3d(10, 0, -10))
dynamicTransform4.addChild(loadedModel)
        #create menubar
        menubar = self.menuBar()
        file = menubar.addMenu('&File')
        file.addAction(exit)

        #optional toolbar
        #toolbar = self.addToolBar('Exit')
        #toolbar.addAction(exit)

    def setSceneData(self, node):
        """set the scenedata in the osgViewer of the widget"""
        self.viewerWidget.viewer.setSceneData(node)


if __name__ == "__main__":
    app = QtGui.QApplication(sys.argv)
    mainwindow = MainWindow()

    #show the mainwindow
    mainwindow.show()

    # create a root node
    node = osg.Group()
    # open a file
    loadedmodel = osgDB.readNodeFile("cow.osg")
    node.addChild(loadedmodel)
    mainwindow.setSceneData(node)

    #execute the application
    sys.exit(app.exec_())
Exemple #5
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def createPreRenderSubGraph(subgraph, tex_width, tex_height, renderImplementation, \
                                                useImage, useTextureRectangle, useHDR, \
                                                samples, colorSamples):
    if not subgraph:
        return 0

    # create a group to contain the flag and the pre rendering camera.
    parent = osg.Group()

    #texture to render to and to use for rendering of flag.
    texture = 0
    if (useTextureRectangle):
        textureRect = osg.TextureRectangle()
        textureRect.setTextureSize(tex_width, tex_height)
        textureRect.setInternalFormat(osg.GL_RGBA)
        textureRect.setFilter(osg.Texture2D.MIN_FILTER, osg.Texture2D.LINEAR)
        textureRect.setFilter(osg.Texture2D.MAG_FILTER, osg.Texture2D.LINEAR)
        texture = textureRect
    else:
        texture2D = osg.Texture2D()
        texture2D.setTextureSize(tex_width, tex_height)
        texture2D.setInternalFormat(osg.GL_RGBA)
        texture2D.setFilter(osg.Texture2D.MIN_FILTER, osg.Texture2D.LINEAR)
        texture2D.setFilter(osg.Texture2D.MAG_FILTER, osg.Texture2D.LINEAR)
        texture = texture2D

    if useHDR:
        texture.setInternalFormat(osg.GL_RGBA16F_ARB)
        texture.setSourceFormat(osg.GL_RGBA)
        texture.setSourceType(osg.GL_FLOAT)

    #first create the geometry of the flag of which to view.

    if True:
        # create the to visualize.
        polyGeom = osg.Geometry()

        polyGeom.setName("PolyGeom")

        polyGeom.setDataVariance(osg.Object.DYNAMIC)
        polyGeom.setSupportsDisplayList(False)

        origin = osg.Vec3(0.0, 0.0, 0.0)
        xAxis = osg.Vec3(1.0, 0.0, 0.0)
        yAxis = osg.Vec3(0.0, 0.0, 1.0)
        zAxis = osg.Vec3(0.0, -1.0, 0.0)
        height = 100.0
        width = 200.0
        noSteps = 20

        vertices = osg.Vec3Array()
        bottom = osg.Vec3(origin[0], origin[1], origin[2])
        top = osg.Vec3(origin[0], origin[1], origin[2])
        top[2] += height
        dv = xAxis * (width / (float(noSteps - 1)))

        texcoords = osg.Vec2Array()

        # note, when we use TextureRectangle we have to scale the tex coords up to compensate.
        bottom_texcoord = osg.Vec2(0.0, 0.0)

        if useTextureRectangle:
            ltex_height = tex_height
            ltex_width = tex_width
        else:
            ltex_height = 1.0
            ltex_width = 1.0

        top_texcoord = osg.Vec2(0.0, ltex_height)
        dv_texcoord = osg.Vec2(ltex_width / float((noSteps - 1)), 0.0)

        for i in range(noSteps):
            vertices.push_back(top)
            vertices.push_back(bottom)
            top += dv
            bottom += dv

            texcoords.push_back(top_texcoord)
            texcoords.push_back(bottom_texcoord)
            top_texcoord += dv_texcoord
            bottom_texcoord += dv_texcoord

        # pass the created vertex array to the points geometry object.
        polyGeom.setVertexArray(vertices)

        polyGeom.setTexCoordArray(0, texcoords)

        colors = osg.Vec4Array()
        colors.push_back(osg.Vec4(1.0, 1.0, 1.0, 1.0))
        polyGeom.setColorArray(colors)
        polyGeom.setColorBinding(osg.Geometry.BIND_OVERALL)

        polyGeom.addPrimitiveSet(
            osg.DrawArrays(osg.PrimitiveSet.QUAD_STRIP, 0, vertices.size()))

        # new we need to add the texture to the Drawable, we do so by creating a
        # StateSet to contain the Texture StateAttribute.
        stateset = osg.StateSet()

        stateset.setTextureAttributeAndModes(0, texture, osg.StateAttribute.ON)

        polyGeom.setStateSet(stateset)

        #changes to the geometry
        polyGeom.setUpdateCallback(
            MyGeometryCallback(origin, xAxis, yAxis, zAxis, 1.0, 1.0 / width,
                               0.2).__disown__())

        geode = osg.Geode()
        geode.addDrawable(polyGeom)

        parent.addChild(geode)

    # then create the camera node to do the render to texture
    if True:
        camera = osg.Camera()

        # set up the background color and clear mask.
        camera.setClearColor(osg.Vec4(0.1, 0.1, 0.3, 1.0))
        camera.setClearMask(osg.GL_COLOR_BUFFER_BIT | osg.GL_DEPTH_BUFFER_BIT)

        bs = subgraph.getBound()
        if not bs.valid():
            return subgraph

        znear = 1.0 * bs.radius()
        zfar = 3.0 * bs.radius()

        # 2:1 aspect ratio as per flag geometry below.
        proj_top = 0.25 * znear
        proj_right = 0.5 * znear

        znear *= 0.9
        zfar *= 1.1

        # set up projection.
        camera.setProjectionMatrixAsFrustum(-proj_right, proj_right, -proj_top,
                                            proj_top, znear, zfar)

        # set view
        camera.setReferenceFrame(osg.Transform.ABSOLUTE_RF)
        camera.setViewMatrixAsLookAt(osg.Vec3d(bs.center())-osg.Vec3d(0.0,2.0,0.0)*bs.radius(), \
                                                          osg.Vec3d(bs.center()),\
                                                        osg.Vec3d(0.0,0.0,1.0))

        # set viewport
        camera.setViewport(0, 0, tex_width, tex_height)

        # set the camera to render before the main camera.
        camera.setRenderOrder(osg.Camera.PRE_RENDER)

        # tell the camera to use OpenGL frame buffer object where supported.
        camera.setRenderTargetImplementation(renderImplementation)

        if useImage:
            image = osg.Image()
            #image.allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
            image.allocateImage(tex_width, tex_height, 1, osg.GL_RGBA,
                                osg.GL_FLOAT)

            # attach the image so its copied on each frame.
            camera.attach(osg.Camera.COLOR_BUFFER, image, samples,
                          colorSamples)

            camera.setPostDrawCallback(MyCameraPostDrawCallback(image))

            # Rather than attach the texture directly to illustrate the texture's ability to
            # detect an image update and to subload the image onto the texture.  You needn't
            # do this when using an Image for copying to, as a separate camera.attach(..)
            # would suffice as well, but we'll do it the long way round here just for demonstration
            # purposes (long way round meaning we'll need to copy image to main memory, then
            # copy it back to the graphics card to the texture in one frame).
            # The long way round allows us to manually modify the copied image via the callback
            # and then let this modified image by reloaded back.
            texture.setImage(0, image)

        else:
            # attach the texture and use it as the color buffer.
            camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, 0, False,
                          samples, colorSamples)

        # add subgraph to render
        camera.addChild(subgraph)

        parent.addChild(camera)

    return parent
Exemple #6
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def main():

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

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

    #need to use singlethreaded mode
    viewer.setThreadingModel(viewer.SingleThreaded)

    # add the stats
    viewer.addEventHandler(osgViewer.StatsHandler())

    # add the record camera path handler
    viewer.addEventHandler(osgViewer.RecordCameraPathHandler())

    #add the threading handler
    viewer.addEventHandler(osgViewer.ThreadingHandler())

    #if user request help write it out to cout.
    #if (arguments.read("-h") or arguments.read("--help")):
    #   arguments.getApplicationUsage().write(sys.stdout)
    #   return 1

    tex_width = 1024
    tex_height = 512
    samples = 0
    colorSamples = 0

    renderImplementation = osg.Camera.FRAME_BUFFER_OBJECT

    useImage = False
    useTextureRectangle = False
    useHDR = False

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

    # create a transform to spin the model.
    loadedModelTransform = osg.MatrixTransform()
    loadedModelTransform.addChild(loadedModel)

    nc = osg.AnimationPathCallback(
        osg.Vec3d(loadedModelTransform.getBound().center()),
        osg.Vec3d(0.0, 0.0, 1.0), osg.inDegrees(45.0))
    loadedModelTransform.setUpdateCallback(nc)

    rootNode = osg.Group()
    rootNode.addChild(createPreRenderSubGraph(loadedModelTransform,\
                                                                            tex_width,tex_height, \
                                                                            renderImplementation, \
                                                                            useImage, useTextureRectangle, \
                                                                            useHDR, samples, colorSamples))

    osgDB.writeNodeFile(rootNode, "test.ive")

    # add model to the viewer.
    viewer.setSceneData(rootNode)

    viewer.run()
Exemple #7
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import ctypes
import osgDB, osgViewer, osg
group = osg.Group()
image = osgDB.readImageFile(
    "/home/trigrou/Pictures/backgrounds/games/Another_World_by_Orioto.jpg")
loadedModel = osg.Group()

corner = osg.Vec3(0, 0, 0)
width = osg.Vec3(1, 0, 0)
height = osg.Vec3(0, 1, 0)
geom = osg.createTexturedQuadGeometry(corner, width, height, 0.0, 0.0, 1.0,
                                      1.0)
geom.getOrCreateStateSet().setTextureAttributeAndModes(0, osg.Texture2D(image))
geom.getOrCreateStateSet().setTextureAttributeAndModes(
    1,
    osg.Texture2D(
        osgDB.readImageFile(
            "/home/trigrou/Pictures/backgrounds/games/Big_Blue_by_Orioto.jpg"))
)

vertProg = """
void main()
	{	
		gl_Position = ftransform();
                gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
	}
"""
fragProg = """
uniform float test;
uniform int index;
uniform sampler2D tex0;
Exemple #8
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def main():

    #arguments = osg.ArgumentParses(len(sys.argv),sys.argv)
    viewer = osgViewer.Viewer()  #arguments)

    viewer.setCameraManipulator(osgGA.TrackballManipulator())

    skelroot = osgAnimation.Skeleton()
    skelroot.setDefaultUpdateCallback()
    root = osgAnimation.Bone()
    root.setBindMatrixInBoneSpace(osg.Matrixd_identity())
    root.setBindMatrixInBoneSpace(osg.Matrixd_translate(-1, 0, 0))
    root.setName("root")
    root.setDefaultUpdateCallback()

    right0 = osgAnimation.Bone()
    right0.setBindMatrixInBoneSpace(osg.Matrixd_translate(1, 0, 0))
    right0.setName("right0")
    right0.setDefaultUpdateCallback("right0")

    right1 = osgAnimation.Bone()
    right1.setBindMatrixInBoneSpace(osg.Matrixd_translate(1, 0, 0))
    right1.setName("right1")
    right1.setDefaultUpdateCallback("right1")

    root.addChild(right0)
    right0.addChild(right1)
    skelroot.addChild(root)

    scene = osg.Group()
    manager = osgAnimation.BasicAnimationManager()
    scene.setUpdateCallback(manager)

    anim = osgAnimation.Animation()
    keys0 = osgAnimation.QuatKeyframeContainer()
    keys1 = osgAnimation.QuatKeyframeContainer()
    pKeys0 = int(keys0.this)
    pKeys1 = int(keys1.this)
    rotate = osg.Quat()
    rotate.makeRotate(PI_2, osg.Vec3(0, 0, 1))
    keys0.push_back(osgAnimation.QuatKeyframe(0, osg.Quat(0, 0, 0, 1)))
    keys0.push_back(osgAnimation.QuatKeyframe(3, rotate))
    keys0.push_back(osgAnimation.QuatKeyframe(6, rotate))
    keys1.push_back(osgAnimation.QuatKeyframe(0, osg.Quat(0, 0, 0, 1)))
    keys1.push_back(osgAnimation.QuatKeyframe(3, osg.Quat(0, 0, 0, 1)))
    keys1.push_back(osgAnimation.QuatKeyframe(6, rotate))

    sampler0 = osgAnimation.QuatSphericalLinearSampler()
    sampler0.setKeyframeContainer(keys0)
    channel0 = osgAnimation.QuatSphericalLinearChannel(sampler0)
    channel0.setName("quaternion")
    channel0.setTargetName("right0")
    anim.addChannel(channel0)
    sampler1 = osgAnimation.QuatSphericalLinearSampler()
    sampler1.setKeyframeContainer(keys1)
    channel1 = osgAnimation.QuatSphericalLinearChannel(sampler1)
    channel1.setName("quaternion")
    channel1.setTargetName("right1")
    anim.addChannel(channel1)
    manager.registerAnimation(anim)
    manager.buildTargetReference()

    # let's start !
    manager.playAnimation(anim)

    # we will use local data from the skeleton
    rootTransform = osg.MatrixTransform()
    rootTransform.setMatrix(osg.Matrixd_rotate(PI_2, osg.Vec3(1, 0, 0)))
    right0.addChild(createAxis())
    right0.setDataVariance(osg.Object.DYNAMIC)
    right1.addChild(createAxis())
    right1.setDataVariance(osg.Object.DYNAMIC)
    trueroot = osg.MatrixTransform()
    trueroot.setMatrix(osg.Matrixd(root.getMatrixInBoneSpace()))
    trueroot.addChild(createAxis())
    trueroot.addChild(skelroot)
    trueroot.setDataVariance(osg.Object.DYNAMIC)
    rootTransform.addChild(trueroot)
    scene.addChild(rootTransform)

    geom = createTesselatedBox(4, 4.0)
    geode = osg.Geode()
    geode.addDrawable(geom)
    skelroot.addChild(geode)
    src = geom.getVertexArray().asVec3Array()
    geom.getOrCreateStateSet().setMode(osg.GL_LIGHTING, False)
    geom.setDataVariance(osg.Object.DYNAMIC)

    initVertexMap(root, right0, right1, geom, src)

    #let's run !
    viewer.setSceneData(scene)
    viewer.realize()

    while not viewer.done():
        viewer.frame()
osg.setNotifyLevel(osg.INFO)

# create a viewer
viewer = osgViewer.Viewer()

# needed for Python
osgDB.setLibraryFilePathList(sys.path)

# create a viewer
viewer = osgViewer.Viewer()

# configure
viewer.setThreadingModel(osgViewer.Viewer.SingleThreaded)

# scene
scene = osg.Group()

# open a file
cow = osgDB.readNodeFile('cow.osg')

# add to the scene
viewer.setSceneData(scene)

# create a tracker - in HITLabNZ we use this one
tracker = osgVRPN.Tracker("DTrack@HITLVSTRACKER")

# create a ref ptr for the tracker
tracker_ref = osgVRPN.TrackerRef()

# add the tracker
tracker_ref = tracker