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
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
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)
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