def createWireBox(node):
    """create a bounding box for the node """

    #create an empty bounding box
    bb = osg.BoundingBox()

    #if we have a geode, expand by the drawables bounding box, else use the bounding sphere
    geode = osg.NodeToGeode(node)
    if geode:
        print "geode found"
        for i in range(geode.getNumDrawables()):
            dwb = geode.getDrawable(0)
            bb.expandBy(dwb.getBound())
    else:
        bb.expandBy(node.getBound())

    center = node.getBound().center()

    #create a geode for the wirebox
    wbgeode = osg.Geode()
    wbgeode.setName("ExtentsGeode")

    #create a stateset for the wirebox
    stateset = osg.StateSet()
    wbgeode.setStateSet(stateset)
    #    stateset.thisown = 0

    #create a polygonmode state attribute
    polyModeObj = osg.PolygonMode()
    polyModeObj.setMode(osg.PolygonMode.FRONT_AND_BACK, osg.PolygonMode.LINE)
    stateset.setAttribute(polyModeObj)

    #create a linewidth state attribute
    lw = osg.LineWidth()
    lw.setWidth(2.0)
    stateset.setAttribute(lw)

    stateset.setAttribute(selmat)

    #create a drawablw box with the right position and size
    lx = bb._max.x() - bb._min.x()
    ly = bb._max.y() - bb._min.y()
    lz = bb._max.z() - bb._min.z()
    box = osg.Box(center, lx, ly, lz)
    shape = osg.ShapeDrawable(box)
    #shape.setColor(osg.Vec4(1.0, 0.0, 0.0, 1.0))

    #add the drawable to the wirebox geode
    wbgeode.addDrawable(shape)

    for pointer in [stateset, box, polyModeObj, lw, shape]:
        pointer.thisown = False

    #return the wirebox geode
    print "returning geode"
    return wbgeode
Exemple #2
0
 def quad_create(self, texture):
     stateset = osg.StateSet()
     stateset.setTextureAttributeAndModes(0, texture)
     corner = osg.Vec3(-self.aspect_ratio, -1.0, 0)
     width = osg.Vec3(2 * self.aspect_ratio, 0, 0)
     height = osg.Vec3(0, 2 * 1.0, 0)
     geom = osg.createTexturedQuadGeometry(corner, width, height, 0.0, 0.0,
                                           1.0, 1.0)
     geom.setStateSet(stateset)
     geode = osg.Geode()
     geode.addDrawable(geom)
     return geode
Exemple #3
0
def createObjectFromImageList(pNode, pImageList, pBaseUrl=""):
    """
    uses the image list to create a set of objects
    """

    box_geometry = osg.Box()
    box_drawable = osg.ShapeDrawable(box_geometry)
    # create a random function for floating points
    frandom = lambda x, y: random.randrange(x, y, int=types.FloatType)

    print "Opening %d from %d images" % (maxphotos, len(pImageList))

    for imgfile in [str(x) for x in pImageList[:maxphotos]]:
        print "osgDB.readImageFile loading:", imgfile
        image = osgDB.readImageFile(imgfile)

        #check if the image is there, and not too small (icons and such)
        if image and image.s() > 100.0 and image.t() > 100.0:
            t = osg.TextureRectangle()
            texmat = osg.TexMat()
            texmat.setScaleByTextureRectangleSize(True)
            t.setImage(image)
            stateset = osg.StateSet()
            stateset.setTextureAttributeAndModes(0, t, 1)
            stateset.setTextureAttributeAndModes(0, texmat,
                                                 osg.StateAttribute.ON)

            lbox_geode = osg.Geode()
            lbox_geode.addDrawable(box_drawable)
            lbox_geode.setStateSet(stateset)
            lbox_node = osg.PositionAttitudeTransform()
            lbox_node.addChild(lbox_geode)

            rscale = frandom(5, 10)
            lbox_node.setScale(
                osg.Vec3d(image.s() / rscale, 0.5,
                          image.t() / rscale))
            #set vertical
            q = osg.Quat()
            q.makeRotate(frandom(0, 2 * math.pi), 0, 0, 1)
            lbox_node.setAttitude(q)
            lbox_node.setPosition(
                osg.Vec3d(frandom(-50, 50), frandom(-50, 50),
                          frandom(-100, 100)))
            pNode.addChild(lbox_node)
Exemple #4
0
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