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
#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_())
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
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()
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;
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