Esempio n. 1
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def makeFrustumFromCamera(camera):
    
    # Projection and ModelView matrices
    proj = osg.Matrixd()
    mv = osg.Matrixd()
    if camera :
        proj = camera.getProjectionMatrix()
        mv = camera.getViewMatrix()
    else:
        # Create some kind of reasonable default Projection matrix.
        proj.makePerspective( 30., 1., 1., 10. )
        # leave mv as identity

    # Get near and far from the Projection matrix.
    near = proj(3,2) / (proj(2,2)-1.0)
    far = proj(3,2) / (1.0+proj(2,2))

    # Get the sides of the near plane.
    nLeft = near * (proj(2,0)-1.0) / proj(0,0)
    nRight = near * (1.0+proj(2,0)) / proj(0,0)
    nTop = near * (1.0+proj(2,1)) / proj(1,1)
    nBottom = near * (proj(2,1)-1.0) / proj(1,1)

    # Get the sides of the far plane.
    fLeft = far * (proj(2,0)-1.0) / proj(0,0)
    fRight = far * (1.0+proj(2,0)) / proj(0,0)
    fTop = far * (1.0+proj(2,1)) / proj(1,1)
    fBottom = far * (proj(2,1)-1.0) / proj(1,1)

    # Our vertex array needs only 9 vertices: The origin, and the
    # eight corners of the near and far planes.
    v = osg.Vec3Array()
    v.resize( 9 )
    (*v)[0].set( 0., 0., 0. )
    (*v)[1].set( nLeft, nBottom, -near )
    (*v)[2].set( nRight, nBottom, -near )
    (*v)[3].set( nRight, nTop, -near )
    (*v)[4].set( nLeft, nTop, -near )
    (*v)[5].set( fLeft, fBottom, -far )
    (*v)[6].set( fRight, fBottom, -far )
    (*v)[7].set( fRight, fTop, -far )
    (*v)[8].set( fLeft, fTop, -far )

    geom = osg.Geometry()
    geom.setUseDisplayList( False )
    geom.setVertexArray( v )

    c = osg.Vec4Array()
    c.push_back( osg.Vec4( 1., 1., 1., 1. ) )
    geom.setColorArray( c, osg.Array.BIND_OVERALL )

    GLushort idxLines[8] = 
        0, 5, 0, 6, 0, 7, 0, 8 
Esempio n. 2
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def computeViewMatrix(camera, eye, hpr):
    
    matrix = osg.Matrixd()
    matrix.makeTranslate( eye )
    matrix.preMult( osg.Matrixd.rotate( hpr[0], 0.0, 1.0, 0.0) )
    matrix.preMult( osg.Matrixd.rotate( hpr[1], 1.0, 0.0, 0.0) )
    matrix.preMult( osg.Matrixd.rotate( hpr[2], 0.0, 0.0, 1.0) )
    camera.setViewMatrix( osg.Matrixd.inverse(matrix) )
Esempio n. 3
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def createScalarBar_HUD():

    
    geode = osgSim.ScalarBar()
    tp = osgSim.ScalarBar.TextProperties()
    tp._fontFile = "fonts/times.ttf"
    geode.setTextProperties(tp)
    stateset = geode.getOrCreateStateSet()
    stateset.setMode(GL_LIGHTING, osg.StateAttribute.OFF)

    stateset.setMode(GL_DEPTH_TEST,osg.StateAttribute.OFF)
    stateset.setRenderBinDetails(11, "RenderBin")

    modelview = osg.MatrixTransform()
    modelview.setReferenceFrame(osg.Transform.ABSOLUTE_RF)
    matrix = osg.Matrixd(osg.Matrixd.scale(1000,1000,1000) * osg.Matrixd.translate(120,10,0)) # I've played with these values a lot and it seems to work, but I have no idea why
    modelview.setMatrix(matrix)
    modelview.addChild(geode)

    projection = osg.Projection()
    projection.setMatrix(osg.Matrix.ortho2D(0,1280,0,1024)) # or whatever the OSG window res is
    projection.addChild(modelview)

    return projection #make sure you delete the return sb line
Esempio n. 4
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osg.Matrixd TestManipulator.getMatrix() 
    return osg.Matrixd.rotate(_rotation)*osg.Matrixd.translate(_center)

osg.Matrixd TestManipulator.getInverseMatrix() 
    return osg.Matrixd.translate(-_center)*osg.Matrixd.rotate(_rotation.inverse())

void TestManipulator.computePosition( osg.Vec3 eye, osg.Vec3 lv, osg.Vec3 up)
    f = osg.Vec3(lv)
    f.normalize()
    s = osg.Vec3(f^up)
    s.normalize()
    u = osg.Vec3(s^f)
    u.normalize()
    
    rotation_matrix = osg.Matrixd(s[0],     u[0],     -f[0],     0.0,
                                s[1],     u[1],     -f[1],     0.0,
                                s[2],     u[2],     -f[2],     0.0,
                                0.0,     0.0,     0.0,      1.0)
                   
    _center = eye+lv
    _distance = lv.length()
    _rotation = rotation_matrix.getRotate().inverse()


bool TestManipulator.calcMovement()

    # return if less then two events have been added.
    if _ga_t0==NULL  or  _ga_t1==NULL : return False

    dx = _ga_t0.getXnormalized()-_ga_t1.getXnormalized()
    dy = _ga_t0.getYnormalized()-_ga_t1.getYnormalized()
Esempio n. 5
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def setDomeCorrection(viewer, arguments):

    

    wsi = osg.GraphicsContext.getWindowingSystemInterface()
    if  not wsi :
        osg.notify(osg.NOTICE), "Error, no WindowSystemInterface available, cannot create windows."
        return

    unsigned int width, height
    wsi.getScreenResolution(osg.GraphicsContext.ScreenIdentifier(0), width, height)

    while arguments.read("--width",width) : 
    while arguments.read("--height",height) : 

    traits = osg.GraphicsContext.Traits()
    traits.x = 0
    traits.y = 0
    traits.width = width
    traits.height = height
    traits.windowDecoration = False
    traits.doubleBuffer = True
    traits.sharedContext = 0



    gc = osg.GraphicsContext.createGraphicsContext(traits)
    if  not gc :
        osg.notify(osg.NOTICE), "GraphicsWindow has not been created successfully."
        return

    tex_width = 512
    tex_height = 512

    camera_width = tex_width
    camera_height = tex_height

    texture = osg.TextureCubeMap()

    texture.setTextureSize(tex_width, tex_height)
    texture.setInternalFormat(GL_RGB)
    texture.setFilter(osg.Texture.MIN_FILTER,osg.Texture.LINEAR)
    texture.setFilter(osg.Texture.MAG_FILTER,osg.Texture.LINEAR)

#if 0
    renderTargetImplementation = osg.Camera.SEPERATE_WINDOW
    buffer = GL_FRONT
#else:
    renderTargetImplementation = osg.Camera.FRAME_BUFFER_OBJECT
    buffer = GL_FRONT
#endif

    # front face
        camera = osg.Camera()
        camera.setName("Front face camera")
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(0,0,camera_width, camera_height))
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setAllowEventFocus(False)
        # tell the camera to use OpenGL frame buffer object where supported.
        camera.setRenderTargetImplementation(renderTargetImplementation)

        # attach the texture and use it as the color buffer.
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, osg.TextureCubeMap.POSITIVE_Y)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd())


    # top face
        camera = osg.Camera()
        camera.setName("Top face camera")
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(0,0,camera_width, camera_height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setAllowEventFocus(False)

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

        # attach the texture and use it as the color buffer.
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, osg.TextureCubeMap.POSITIVE_Z)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(-90.0), 1.0,0.0,0.0))

    # left face
        camera = osg.Camera()
        camera.setName("Left face camera")
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(0,0,camera_width, camera_height))
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setAllowEventFocus(False)

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

        # attach the texture and use it as the color buffer.
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, osg.TextureCubeMap.NEGATIVE_X)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(-90.0), 0.0,1.0,0.0) * osg.Matrixd.rotate(osg.inDegrees(-90.0), 0.0,0.0,1.0))

    # right face
        camera = osg.Camera()
        camera.setName("Right face camera")
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(0,0,camera_width, camera_height))
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setAllowEventFocus(False)

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

        # attach the texture and use it as the color buffer.
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, osg.TextureCubeMap.POSITIVE_X)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(90.0), 0.0,1.0,0.0 ) * osg.Matrixd.rotate(osg.inDegrees(90.0), 0.0,0.0,1.0))

    # bottom face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setName("Bottom face camera")
        camera.setViewport(osg.Viewport(0,0,camera_width, camera_height))
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setAllowEventFocus(False)

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

        # attach the texture and use it as the color buffer.
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, osg.TextureCubeMap.NEGATIVE_Z)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(90.0), 1.0,0.0,0.0) * osg.Matrixd.rotate(osg.inDegrees(180.0), 0.0,0.0,1.0))

    # back face
        camera = osg.Camera()
        camera.setName("Back face camera")
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(0,0,camera_width, camera_height))
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setAllowEventFocus(False)

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

        # attach the texture and use it as the color buffer.
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, osg.TextureCubeMap.NEGATIVE_Y)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(180.0), 1.0,0.0,0.0))

    viewer.getCamera().setProjectionMatrixAsPerspective(90.0, 1.0, 1, 1000.0)



    # distortion correction set up.
        geode = osg.Geode()
        geode.addDrawable(createDomeDistortionMesh(osg.Vec3(0.0,0.0,0.0), osg.Vec3(width,0.0,0.0), osg.Vec3(0.0,height,0.0), arguments))

        # we need to add the texture to the mesh, we do so by creating a
        # StateSet to contain the Texture StateAttribute.
        stateset = geode.getOrCreateStateSet()
        stateset.setTextureAttributeAndModes(0, texture,osg.StateAttribute.ON)
        stateset.setMode(GL_LIGHTING,osg.StateAttribute.OFF)

        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
        camera.setClearColor( osg.Vec4(0.1,0.1,1.0,1.0) )
        camera.setViewport(osg.Viewport(0, 0, width, height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setReferenceFrame(osg.Camera.ABSOLUTE_RF)
        camera.setAllowEventFocus(False)
        #camera.setInheritanceMask(camera.getInheritanceMask()  ~osg.CullSettings.CLEAR_COLOR  ~osg.CullSettings.COMPUTE_NEAR_FAR_MODE)
        #camera.setComputeNearFarMode(osg.CullSettings.DO_NOT_COMPUTE_NEAR_FAR)

        camera.setProjectionMatrixAsOrtho2D(0,width,0,height)
        camera.setViewMatrix(osg.Matrix.identity())

        # add subgraph to render
        camera.addChild(geode)

        camera.setName("DistortionCorrectionCamera")

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd(), False)

    viewer.getCamera().setNearFarRatio(0.0001)
Esempio n. 6
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def setDomeFaces(viewer, arguments):

    

    wsi = osg.GraphicsContext.getWindowingSystemInterface()
    if  not wsi :
        osg.notify(osg.NOTICE), "Error, no WindowSystemInterface available, cannot create windows."
        return

    unsigned int width, height
    wsi.getScreenResolution(osg.GraphicsContext.ScreenIdentifier(0), width, height)

    while arguments.read("--width",width) : 
    while arguments.read("--height",height) : 

    traits = osg.GraphicsContext.Traits()
    traits.x = 0
    traits.y = 0
    traits.width = width
    traits.height = height
    traits.windowDecoration = True
    traits.doubleBuffer = True
    traits.sharedContext = 0

    gc = osg.GraphicsContext.createGraphicsContext(traits)
    if  not gc :
        osg.notify(osg.NOTICE), "GraphicsWindow has not been created successfully."
        return


    center_x = width/2
    center_y = height/2
    camera_width = 256
    camera_height = 256

    # front face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(center_x-camera_width/2, center_y, camera_width, camera_height))

        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd())

    # top face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(center_x-camera_width/2, center_y+camera_height, camera_width, camera_height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(-90.0), 1.0,0.0,0.0))

    # left face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(center_x-camera_width*3/2, center_y, camera_width, camera_height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(-90.0), 0.0,1.0,0.0))

    # right face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(center_x+camera_width/2, center_y, camera_width, camera_height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(90.0), 0.0,1.0,0.0))

    # bottom face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(center_x-camera_width/2, center_y-camera_height, camera_width, camera_height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(90.0), 1.0,0.0,0.0))

    # back face
        camera = osg.Camera()
        camera.setGraphicsContext(gc)
        camera.setViewport(osg.Viewport(center_x-camera_width/2, center_y-2*camera_height, camera_width, camera_height))
        buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)

        viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd.rotate(osg.inDegrees(-180.0), 1.0,0.0,0.0))

    viewer.getCamera().setProjectionMatrixAsPerspective(90.0, 1.0, 1, 1000.0)

    viewer.assignSceneDataToCameras()

def createDomeDistortionMesh(origin, widthVector, heightVector, arguments):

    
    sphere_radius = 1.0
    if arguments.read("--radius", sphere_radius) : 

    collar_radius = 0.45
    if arguments.read("--collar", collar_radius) : 

    center = osg.Vec3d(0.0,0.0,0.0)
    eye = osg.Vec3d(0.0,0.0,0.0)

    distance = sqrt(sphere_radius*sphere_radius - collar_radius*collar_radius)
    if arguments.read("--distance", distance) : 

    centerProjection = False

    projector = eye - osg.Vec3d(0.0,0.0, distance)


    osg.notify(osg.NOTICE), "Projector position = ", projector
    osg.notify(osg.NOTICE), "distance = ", distance


    # create the quad to visualize.
    geometry = osg.Geometry()

    geometry.setSupportsDisplayList(False)

    xAxis = osg.Vec3(widthVector)
    width = widthVector.length()
    xAxis /= width

    yAxis = osg.Vec3(heightVector)
    height = heightVector.length()
    yAxis /= height

    noSteps = 50

    vertices = osg.Vec3Array()
    texcoords = osg.Vec3Array()
    colors = osg.Vec4Array()

    bottom = origin
    dx = xAxis*(width/((float)(noSteps-1)))
    dy = yAxis*(height/((float)(noSteps-1)))

    screenCenter = origin + widthVector*0.5 + heightVector*0.5
    screenRadius = heightVector.length() * 0.5

    int i,j
    if centerProjection :
        for(i=0i<noSteps++i)
            cursor = bottom+dy*(float)i
            for(j=0j<noSteps++j)
                delta = osg.Vec2(cursor.x() - screenCenter.x(), cursor.y() - screenCenter.y())
                theta = atan2(-delta.y(), delta.x())
                phi = osg.PI_2 * delta.length() / screenRadius
                if phi > osg.PI_2 : phi = osg.PI_2

                phi *= 2.0

                # osg.notify(osg.NOTICE), "theta = ", theta, "phi=", phi

                texcoord = osg.Vec3(sin(phi) * cos(theta),
                                   sin(phi) * sin(theta),
                                   cos(phi))

                vertices.push_back(cursor)
                colors.push_back(osg.Vec4(1.0,1.0,1.0,1.0))
                texcoords.push_back(texcoord)

                cursor += dx
            # osg.notify(osg.NOTICE)
    else:
Esempio n. 7
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def testGetQuatFromMatrix(scale):
    # Options

    # acceptable error range
    eps = 1e-6

    # scale matrix
    # To not test with scale, use 1,1,1
    # Not sure if 0's or negative values are acceptable
    scalemat = osg.Matrixd()
    scalemat.makeScale(scale)

    # range of rotations
    if True:
        # wide range
        rol1start = 0.0
        rol1stop = 360.0
        rol1step = 20.0

        pit1start = 0.0
        pit1stop = 90.0
        pit1step = 20.0

        yaw1start = 0.0
        yaw1stop = 360.0
        yaw1step = 20.0

        rol2start = 0.0
        rol2stop = 360.0
        rol2step = 20.0

        pit2start = 0.0
        pit2stop = 90.0
        pit2step = 20.0

        yaw2start = 0.0
        yaw2stop = 360.0
        yaw2step = 20.0
    else:
        # focussed range
        rol1start = 0.0
        rol1stop = 0.0
        rol1step = 0.1

        pit1start = 0.0
        pit1stop = 5.0
        pit1step = 5.0

        yaw1start = 89.0
        yaw1stop = 91.0
        yaw1step = 0.0

        rol2start = 0.0
        rol2stop = 0.0
        rol2step = 0.0

        pit2start = 0.0
        pit2stop = 0.0
        pit2step = 0.1

        yaw2start = 89.0
        yaw2stop = 91.0
        yaw2step = 0.1
    #endif

    print "Starting testGetQuatFromMatrix, it can take a while ..."

    tstart = osg.Timer.instance().tick()
    count = 0
    for rol1 in arange(rol1start, rol1stop + 1, rol1step):
        # for (double pit1 = pit1start pit1 <= pit1stop pit1 += pit1step)
        for pit1 in arange(pit1start, pit1stop + 1, pit1step):
            # for (double yaw1 = yaw1start yaw1 <= yaw1stop yaw1 += yaw1step)
            for yaw1 in arange(yaw1start, yaw1stop + 1, yaw1step):
                # for (double rol2 = rol2start rol2 <= rol2stop rol2 += rol2step)
                for rol2 in arange(rol2start, rol2stop + 1, rol2step):
                    # for (double pit2 = pit2start pit2 <= pit2stop pit2 += pit2step)
                    for pit2 in arange(pit2start, pit2stop, pit2step):
                        # for (double yaw2 = yaw2start yaw2 <= yaw2stop yaw2 += yaw2step)
                        for yaw2 in arange(yaw2start, yaw2stop + 1, yaw2step):

                            count += 1
                            # create two quats based on the roll, pitch and yaw values
                            rot_quat1 = osg.Quat(osg.DegreesToRadians(rol1),
                                                 osg.Vec3d(1, 0, 0),
                                                 osg.DegreesToRadians(pit1),
                                                 osg.Vec3d(0, 1, 0),
                                                 osg.DegreesToRadians(yaw1),
                                                 osg.Vec3d(0, 0, 1))

                            rot_quat2 = osg.Quat(osg.DegreesToRadians(rol2),
                                                 osg.Vec3d(1, 0, 0),
                                                 osg.DegreesToRadians(pit2),
                                                 osg.Vec3d(0, 1, 0),
                                                 osg.DegreesToRadians(yaw2),
                                                 osg.Vec3d(0, 0, 1))

                            # create an output quat using quaternion math
                            out_quat1 = rot_quat2 * rot_quat1

                            # create two matrices based on the input quats
                            # osg.Matrixd mat1,mat2
                            mat1 = osg.Matrixd()
                            mat2 = osg.Matrixd()
                            mat1.makeRotate(rot_quat1)
                            mat2.makeRotate(rot_quat2)

                            # create an output quat by matrix multiplication and getRotate
                            out_mat = mat2 * mat1
                            # add matrix scale for even more nastiness
                            out_mat = out_mat * scalemat
                            out_quat2 = out_mat.getRotate()

                            # If the quaternion W is <0, then we should reflect
                            # to get it into the positive W.
                            # Unfortunately, when W is very small (close to 0), the sign
                            # does not really make sense because of precision problems
                            # and the reflection might not work.
                            if out_quat1.w() < 0:
                                out_quat1 = out_quat1 * -1.0
                            if out_quat2.w() < 0:
                                out_quat2 = out_quat2 * -1.0

                            # if the output quat length is not one
                            # or if the components do not match,
                            # something is amiss

                            componentsOK = False
                            if (((abs(out_quat1.x() - out_quat2.x())) < eps)
                                    and
                                ((abs(out_quat1.y() - out_quat2.y())) < eps)
                                    and
                                ((abs(out_quat1.z() - out_quat2.z())) < eps)
                                    and
                                ((abs(out_quat1.w() - out_quat2.w())) < eps)):

                                componentsOK = True

                            # We should also test for q = -q which is valid, so reflect
                            # one quat.
                            out_quat2 = out_quat2 * -1.0
                            if (((abs(out_quat1.x() - out_quat2.x())) < eps)
                                    and
                                ((abs(out_quat1.y() - out_quat2.y())) < eps)
                                    and
                                ((abs(out_quat1.z() - out_quat2.z())) < eps)
                                    and
                                ((abs(out_quat1.w() - out_quat2.w())) < eps)):
                                componentsOK = True

                            lengthOK = False
                            if (abs(1.0 - out_quat2.length()) < eps):
                                lengthOK = True

                            if (not lengthOK) or (not componentsOK):
                                print[
                                    "testGetQuatFromMatrix problem at: \n",
                                    " r1=", rol1, " p1=", pit1, " y1=", yaw1,
                                    " r2=", rol2, " p2=", pit2, " y2=", yaw2
                                ]
                                print "quats:        ", out_quat1, " length: ", out_quat1.length(
                                ), "\n"
                                print "mats and get: ", out_quat2, " length: ", out_quat2.length(
                                ), "\n\n"

    tstop = osg.Timer.instance().tick()
    duration = osg.Timer.instance().delta_s(tstart, tstop)
    print "Time for testGetQuatFromMatrix with ", count, " iterations: ", duration
Esempio n. 8
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  _restore = bool()



DepthPeeling.CullCallback.CullCallback(unsigned int texUnit, unsigned int texWidth, unsigned int texHeight, unsigned int offsetValue) :
    _texUnit(texUnit),
    _texWidth(texWidth),
    _texHeight(texHeight),
    _offsetValue(offsetValue)

void DepthPeeling.CullCallback.operator()(osg.Node* node, osg.NodeVisitor* nv)
    cullVisitor = static_cast<osgUtil.CullVisitor*>(nv)
    renderStage = cullVisitor.getCurrentRenderStage()
    viewport = renderStage.getViewport()

    m = osg.Matrixd(*cullVisitor.getProjectionMatrix())
    m.postMultTranslate(osg.Vec3d(1, 1, 1))
    m.postMultScale(osg.Vec3d(0.5, 0.5, 0.5))

    # scale the texture coordinates to the viewport
#ifdef USE_TEXTURE_RECTANGLE
    m.postMultScale(osg.Vec3d(viewport.width(), viewport.height(), 1))
#else:
#ifndef USE_NON_POWER_OF_TWO_TEXTURE
    m.postMultScale(osg.Vec3d(viewport.width()/double(_texWidth), viewport.height()/double(_texHeight), 1))
#endif
#endif

    if _texUnit  not = 0  and  _offsetValue :
        # Kind of polygon offset: note this way, we can also offset lines and points.
        # Whereas with the polygon offset we could only handle surface primitives.
Esempio n. 9
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class PosterPrinter (osg.Referenced) :
    typedef std.pair<unsigned int, unsigned int> TilePosition
    typedef std.map< TilePosition, osg.Image > TileImages
    
    PosterPrinter()
    
    #* Set to output each sub-image-tile to disk 
    def setOutputTiles(b):
         _outputTiles = b 
    def getOutputTiles():
         return _outputTiles 
    
    #* Set the output sub-image-tile extension, e.g. bmp 
    def setOutputTileExtension(ext):
         _outputTileExt = ext 
    def getOutputTileExtension():
         return _outputTileExt 
    
    #* Set the output poster name, e.g. output.bmp 
    def setOutputPosterName(name):
         _outputPosterName = name 
    def getOutputPosterName():
         return _outputPosterName 
    
    #* Set the size of each sub-image-tile, e.g. 640x480 
    def setTileSize(w, h):
         _tileSize.set(w, h) 
    def getTileSize():
         return _tileSize 
    
    #* Set the final size of the high-res poster, e.g. 6400x4800 
    def setPosterSize(w, h):
         _posterSize.set(w, h) 
    def getPosterSize():
         return _posterSize 
    
    #* Set the capturing camera 
    def setCamera(camera):
         _camera = camera 
    def getCamera():
         return _camera 
    
    #* Set the final poster image, should be already allocated 
    def setFinalPoster(image):
         _finalPoster = image 
    def getFinalPoster():
         return _finalPoster 
    
    def getPosterVisitor():
    
         return _visitor 
    def getPosterVisitor():
         return _visitor 
    
    def done():
    
         return  not _isRunning  and   not _isFinishing 
    
    init = void(  osg.Camera* camera )
    init = void(  osg.Matrixd view,  osg.Matrixd proj )
    frame = void(  osg.FrameStamp* fs, osg.Node* node )
    virtual ~PosterPrinter() 
    
    addCullCallbacks = bool(  osg.FrameStamp* fs, osg.Node* node )
    removeCullCallbacks = void( osg.Node* node )
    bindCameraToImage = void( osg.Camera* camera, int row, int col )
    recordImages = void()
    
    _outputTiles = bool()
    _outputTileExt = str()
    _outputPosterName = str()
    _tileSize = osg.Vec2()
    _posterSize = osg.Vec2()
    
    _isRunning = bool()
    _isFinishing = bool()
    _lastBindingFrame = unsigned int()
    _tileRows = int()
    _tileColumns = int()
    _currentRow = int()
    _currentColumn = int()
    _intersector = PosterIntersector()
    _visitor = PosterVisitor()
    
    _currentViewMatrix = osg.Matrixd()
    _currentProjectionMatrix = osg.Matrixd()
    _camera = osg.Camera()
    _finalPoster = osg.Image()
    _images = TileImages()
Esempio n. 10
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            # find coordinate system node from our parental chain
            i = unsigned int()
            for(i=0 i<nodePath.size()  and  csn==0 ++i)
                csn = dynamic_cast<osg.CoordinateSystemNode*>(nodePath[i])
            
            if csn :


                ellipsoid = csn.getEllipsoidModel()
                if ellipsoid :
                    inheritedMatrix = osg.Matrix()
                    for(i+=1 i<nodePath.size()-1 ++i)
                        transform = nodePath[i].asTransform()
                        if transform : transform.computeLocalToWorldMatrix(inheritedMatrix, nv)
                    
                    matrix = osg.Matrixd(inheritedMatrix)

                    #osg.Matrixd matrix
                    ellipsoid.computeLocalToWorldTransformFromLatLongHeight(_latitude,_longitude,_height,matrix)
                    matrix.preMultRotate(_rotation)
                    
                    mt.setMatrix(matrix)

            
        traverse(node,nv)
    
    _latitude = double()
    _longitude = double()
    _height = double()
    _rotation = osg.Quat()
    _speed = double()
Esempio n. 11
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class IntersectionUpdateCallback (osg.NodeCallback) :
virtual void operator()(osg.Node* #node, osg.NodeVisitor* nv)
            if  not root_  or   not terrain_  or   not ss_  or   not intersectionGroup_ :
                osg.notify(osg.NOTICE), "IntersectionUpdateCallback not set up correctly."
                return

            #traverse(node,nv)
            frameCount_++
            if frameCount_ > 200 :
                # first we need find the transformation matrix that takes
                # the terrain into the coordinate frame of the sphere segment.
                terrainLocalToWorld = osg.Matrixd()
                terrain_worldMatrices = terrain_.getWorldMatrices(root_)
                if terrain_worldMatrices.empty() : terrainLocalToWorld.makeIdentity()
                elif terrain_worldMatrices.size()==1 : terrainLocalToWorld = terrain_worldMatrices.front()
                else:
                    osg.notify(osg.NOTICE), "IntersectionUpdateCallback: warning cannot interestect with multiple terrain instances, just uses first one."
                    terrainLocalToWorld = terrain_worldMatrices.front()

                # sphere segment is easier as this callback is attached to the node, so the node visitor has the unique path to it already.
                ssWorldToLocal = osg.computeWorldToLocal(nv.getNodePath())

                # now we can compute the terrain to ss transform
                possie = terrainLocalToWorld*ssWorldToLocal

                lines = ss_.computeIntersection(possie, terrain_)
                if  not lines.empty() :
                    if intersectionGroup_.valid() :
                        # now we need to place the intersections which are in the SphereSegmenet's coordinate frame into
                        # to the final position.
                        mt = osg.MatrixTransform()
                        mt.setMatrix(osg.computeLocalToWorld(nv.getNodePath()))
                        intersectionGroup_.addChild(mt)

                        # print "matrix = ", mt.getMatrix()

                        geode = osg.Geode()
                        mt.addChild(geode)

                        geode.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.OFF)

                        for(osgSim.SphereSegment.LineList.iterator itr=lines.begin()
                           not = lines.end()
                           ++itr)
                            geom = osg.Geometry()
                            geode.addDrawable(geom)

                            vertices = itr
                            geom.setVertexArray(vertices)
                            geom.addPrimitiveSet(osg.DrawArrays(GL_LINE_STRIP, 0, vertices.getNumElements()))
                else:
                       osg.notify(osg.NOTICE), "No intersections found"


                frameCount_ = 0
    root_ = osg.observer_ptr<osg.Group>()
    terrain_ = osg.observer_ptr<osg.Geode>()
    ss_ = osg.observer_ptr<osgSim.SphereSegment>()
    intersectionGroup_ = osg.observer_ptr<osg.Group>()
    frameCount_ = unsigned()


class RotateUpdateCallback (osg.NodeCallback) :
    RotateUpdateCallback()  i=0
        virtual void operator()(osg.Node* node, osg.NodeVisitor* nv)
            ss = dynamic_cast<osgSim.SphereSegment *>(node)
            if ss :
                ss.setArea(osg.Vec3(cos(i/(2*osg.PI)),sin(i/(2*osg.PI)),0), osg.PI_2, osg.PI_2)

                i += 0.1

    i = float()


def createMovingModel(center, radius, terrainGeode, root, createMovingRadar):

    
    animationLength = 10.0

    animationPath = createAnimationPath(center,radius,animationLength)

    model = osg.Group()

    glider = osgDB.readNodeFile("glider.osgt")
    if glider :
        bs = glider.getBound()

        size = radius/bs.radius()*0.3
        positioned = osg.MatrixTransform()
        positioned.setDataVariance(osg.Object.STATIC)
        positioned.setMatrix(osg.Matrix.translate(-bs.center())*
                                     osg.Matrix.scale(size,size,size)*
                                     osg.Matrix.rotate(osg.inDegrees(-90.0),0.0,0.0,1.0))

        positioned.addChild(glider)

        xform = osg.PositionAttitudeTransform()
        xform.getOrCreateStateSet().setMode(GL_NORMALIZE, osg.StateAttribute.ON)
        xform.setUpdateCallback(osg.AnimationPathCallback(animationPath,0.0,1.0))
        xform.addChild(positioned)
        model.addChild(xform)

    if createMovingRadar :
        # The IntersectionUpdateCallback has to have a safe place to put all its generated geometry into,
        # and this group can't be in the parental chain of the callback otherwise we will end up invalidating
        # traversal iterators.
        intersectionGroup = osg.Group()
        root.addChild(intersectionGroup)

        xform = osg.PositionAttitudeTransform()
        xform.setUpdateCallback(osg.AnimationPathCallback(animationPath,0.0,1.0))

        ss = osgSim.SphereSegment(osg.Vec3d(0.0,0.0,0.0),
                                700.0, # radius
                                osg.DegreesToRadians(135.0),
                                osg.DegreesToRadians(240.0),
                                osg.DegreesToRadians(-60.0),
                                osg.DegreesToRadians(-40.0),
                                60)

        iuc = IntersectionUpdateCallback()
        iuc.frameCount_ = 0
        iuc.root_ = root
        iuc.terrain_ = terrainGeode
        iuc.ss_ = ss
        iuc.intersectionGroup_ = intersectionGroup
        ss.setUpdateCallback(iuc)
        ss.setAllColors(osg.Vec4(1.0,1.0,1.0,0.5))
        ss.setSideColor(osg.Vec4(0.5,1.0,1.0,0.1))
        xform.addChild(ss)
        model.addChild(xform)

    cessna = osgDB.readNodeFile("cessna.osgt")
    if cessna :
        bs = cessna.getBound()

        text = osgText.Text()
        size = radius/bs.radius()*0.3

        text.setPosition(bs.center())
        text.setText("Cessna")
        text.setAlignment(osgText.Text.CENTER_CENTER)
        text.setAxisAlignment(osgText.Text.SCREEN)
        text.setCharacterSize(40.0)
        text.setCharacterSizeMode(osgText.Text.OBJECT_COORDS)

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

        lod = osg.LOD()
        lod.setRangeMode(osg.LOD.PIXEL_SIZE_ON_SCREEN)
        lod.setRadius(cessna.getBound().radius())
        lod.addChild(geode,0.0,100.0)
        lod.addChild(cessna,100.0,10000.0)


        positioned = osg.MatrixTransform()
        positioned.getOrCreateStateSet().setMode(GL_NORMALIZE, osg.StateAttribute.ON)
        positioned.setDataVariance(osg.Object.STATIC)
        positioned.setMatrix(osg.Matrix.translate(-bs.center())*
                                     osg.Matrix.scale(size,size,size)*
                                     osg.Matrix.rotate(osg.inDegrees(180.0),0.0,0.0,1.0))

        #positioned.addChild(cessna)
        positioned.addChild(lod)

        xform = osg.MatrixTransform()
        xform.setUpdateCallback(osg.AnimationPathCallback(animationPath,0.0,2.0))
        xform.addChild(positioned)

        model.addChild(xform)

    return model

def createOverlay(center, radius):

    
    group = osg.Group()

    # create a grid of lines.
        geom = osg.Geometry()

        num_rows = 10

        left = center+osg.Vec3(-radius,-radius,0.0)
        right = center+osg.Vec3(radius,-radius,0.0)
        delta_row = osg.Vec3(0.0,2.0*radius/float(num_rows-1),0.0)

        top = center+osg.Vec3(-radius,radius,0.0)
        bottom = center+osg.Vec3(-radius,-radius,0.0)
        delta_column = osg.Vec3(2.0*radius/float(num_rows-1),0.0,0.0)

        vertices = osg.Vec3Array()
        for(unsigned int i=0 i<num_rows ++i)
            vertices.push_back(left)
            vertices.push_back(right)
            left += delta_row
            right += delta_row

            vertices.push_back(top)
            vertices.push_back(bottom)
            top += delta_column
            bottom += delta_column

        geom.setVertexArray(vertices)

        color = *(osg.Vec4ubArray(1))
        color[0].set(0,0,0,255)
        geom.setColorArray(color, osg.Array.BIND_OVERALL)

        geom.addPrimitiveSet(osg.DrawArrays(GL_LINES,0,vertices.getNumElements()))

        geom.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.OFF)

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

    return group

def computeTerrainIntersection(subgraph, x, y):

    
    bs = subgraph.getBound()
    zMax = bs.center().z()+bs.radius()
    zMin = bs.center().z()-bs.radius()

    intersector = osgUtil.LineSegmentIntersector(osg.Vec3(x,y,zMin),osg.Vec3(x,y,zMax))

    iv = osgUtil.IntersectionVisitor(intersector)

    subgraph.accept(iv)

    if intersector.containsIntersections() :
        return intersector.getFirstIntersection().getWorldIntersectPoint()

    return osg.Vec3(x,y,0.0)


#######################################
# MAIN SCENE GRAPH BUILDING FUNCTION
#######################################

def build_world(root, testCase, useOverlay, technique):

    

    # create terrain
    terrainGeode = 0
        terrainGeode = osg.Geode()

        stateset = osg.StateSet()
        image = osgDB.readImageFile("Images/lz.rgb")
        if image :
            texture = osg.Texture2D()
            texture.setImage(image)
            stateset.setTextureAttributeAndModes(0,texture,osg.StateAttribute.ON)

        terrainGeode.setStateSet( stateset )


            numColumns = 38
            numRows = 39
            unsigned int r, c

            origin = osg.Vec3(0.0,0.0,0.0)
            size = osg.Vec3(1000.0,1000.0,250.0)

            geometry = osg.Geometry()

            v = *(osg.Vec3Array(numColumns*numRows))
            tc = *(osg.Vec2Array(numColumns*numRows))
            color = *(osg.Vec4ubArray(1))

            color[0].set(255,255,255,255)

            rowCoordDelta = size.y()/(float)(numRows-1)
            columnCoordDelta = size.x()/(float)(numColumns-1)

            rowTexDelta = 1.0/(float)(numRows-1)
            columnTexDelta = 1.0/(float)(numColumns-1)

            # compute z range of z values of grid data so we can scale it.
            min_z = FLT_MAX
            max_z = -FLT_MAX
            for(r=0r<numRows++r)
                for(c=0c<numColumns++c)
                    min_z = osg.minimum(min_z,vertex[r+c*numRows][2])
                    max_z = osg.maximum(max_z,vertex[r+c*numRows][2])

            scale_z = size.z()/(max_z-min_z)

            pos = origin
            tex = osg.Vec2(0.0,0.0)
            vi = 0
            for(r=0r<numRows++r)
                pos.x() = origin.x()
                tex.x() = 0.0
                for(c=0c<numColumns++c)
                    v[vi].set(pos.x(),pos.y(),pos.z()+(vertex[r+c*numRows][2]-min_z)*scale_z)
                    tc[vi] = tex
                    pos.x()+=columnCoordDelta
                    tex.x()+=columnTexDelta
                    ++vi
                pos.y() += rowCoordDelta
                tex.y() += rowTexDelta

            geometry.setVertexArray(v)
            geometry.setTexCoordArray(0, tc)
            geometry.setColorArray(color, osg.Array.BIND_OVERALL)

            for(r=0r<numRows-1++r)
                drawElements = *(osg.DrawElementsUShort(GL_QUAD_STRIP,2*numColumns))
                geometry.addPrimitiveSet(drawElements)
                ei = 0
                for(c=0c<numColumns++c)
                    drawElements[ei++] = (r+1)*numColumns+c
                    drawElements[ei++] = (r)*numColumns+c

            smoother = osgUtil.SmoothingVisitor()
            smoother.smooth(*geometry)

            terrainGeode.addDrawable(geometry)



    # create sphere segment
    ss = 0

        terrainToSS = osg.Matrix()

        switch(testCase)
            case(0):
                ss = osgSim.SphereSegment(
                                computeTerrainIntersection(terrainGeode,550.0,780.0), # center
                                510.0, # radius
                                osg.DegreesToRadians(135.0),
                                osg.DegreesToRadians(240.0),
                                osg.DegreesToRadians(-10.0),
                                osg.DegreesToRadians(30.0),
                                60)
                root.addChild(ss)
                break
            case(1):
                ss = osgSim.SphereSegment(
                                computeTerrainIntersection(terrainGeode,550.0,780.0), # center
                                510.0, # radius
                                osg.DegreesToRadians(45.0),
                                osg.DegreesToRadians(240.0),
                                osg.DegreesToRadians(-10.0),
                                osg.DegreesToRadians(30.0),
                                60)
                root.addChild(ss)
                break
            case(2):
                ss = osgSim.SphereSegment(
                                computeTerrainIntersection(terrainGeode,550.0,780.0), # center
                                510.0, # radius
                                osg.DegreesToRadians(5.0),
                                osg.DegreesToRadians(355.0),
                                osg.DegreesToRadians(-10.0),
                                osg.DegreesToRadians(30.0),
                                60)
                root.addChild(ss)
                break
            case(3):
                ss = osgSim.SphereSegment(
                                computeTerrainIntersection(terrainGeode,550.0,780.0), # center
                                510.0, # radius
                                osg.DegreesToRadians(0.0),
                                osg.DegreesToRadians(360.0),
                                osg.DegreesToRadians(-10.0),
                                osg.DegreesToRadians(30.0),
                                60)
                root.addChild(ss)
                break
            case(4):
                ss = osgSim.SphereSegment(osg.Vec3d(0.0,0.0,0.0),
                                700.0, # radius
                                osg.DegreesToRadians(135.0),
                                osg.DegreesToRadians(240.0),
                                osg.DegreesToRadians(-60.0),
                                osg.DegreesToRadians(-40.0),
                                60)

                mt = osg.MatrixTransform()

                mt.setMatrix(osg.Matrix(-0.851781, 0.156428, -0.5, 0,
                                          -0.180627, -0.983552, -6.93889e-18, 0,
                                          -0.491776, 0.0903136, 0.866025, 0,
                                          598.217, 481.957, 100, 1))
                mt.addChild(ss)

                terrainToSS.invert(mt.getMatrix())

                root.addChild(mt)
                break
            case(5):
                ss = osgSim.SphereSegment(osg.Vec3d(0.0,0.0,0.0),
                                700.0, # radius
                                osg.DegreesToRadians(35.0),
                                osg.DegreesToRadians(135.0),
                                osg.DegreesToRadians(-60.0),
                                osg.DegreesToRadians(-40.0),
                                60)

                mt = osg.MatrixTransform()

                mt.setMatrix(osg.Matrix(-0.851781, 0.156428, -0.5, 0,
                                          -0.180627, -0.983552, -6.93889e-18, 0,
                                          -0.491776, 0.0903136, 0.866025, 0,
                                          598.217, 481.957, 100, 1))
                mt.addChild(ss)

                terrainToSS.invert(mt.getMatrix())

                root.addChild(mt)
                break
            case(6):
                ss = osgSim.SphereSegment(osg.Vec3d(0.0,0.0,0.0),
                                700.0, # radius
                                osg.DegreesToRadians(-45.0),
                                osg.DegreesToRadians(45.0),
                                osg.DegreesToRadians(-60.0),
                                osg.DegreesToRadians(-40.0),
                                60)

                mt = osg.MatrixTransform()

                mt.setMatrix(osg.Matrix(-0.851781, 0.156428, -0.5, 0,
                                          -0.180627, -0.983552, -6.93889e-18, 0,
                                          -0.491776, 0.0903136, 0.866025, 0,
                                          598.217, 481.957, 100, 1))
                mt.addChild(ss)

                terrainToSS.invert(mt.getMatrix())

                root.addChild(mt)
                break
            case(7):
                ss = osgSim.SphereSegment(
                                computeTerrainIntersection(terrainGeode,550.0,780.0), # center
                                510.0, # radius
                                osg.DegreesToRadians(-240.0),
                                osg.DegreesToRadians(-135.0),
                                osg.DegreesToRadians(-10.0),
                                osg.DegreesToRadians(30.0),
                                60)
                ss.setUpdateCallback(RotateUpdateCallback())
                root.addChild(ss)
                break
        

        if ss.valid() :
            ss.setAllColors(osg.Vec4(1.0,1.0,1.0,0.5))
            ss.setSideColor(osg.Vec4(0.0,1.0,1.0,0.1))

            if  not ss.getParents().empty() :
                ss.getParent(0).addChild(ss.computeIntersectionSubgraph(terrainToSS, terrainGeode))



    if useOverlay :
        overlayNode = osgSim.OverlayNode(technique)
        overlayNode.getOrCreateStateSet().setTextureAttribute(1, osg.TexEnv(osg.TexEnv.DECAL))

        bs = terrainGeode.getBound()
        overlaySubgraph = createOverlay(bs.center(), bs.radius()*0.5)
        overlaySubgraph.addChild(ss)
        overlayNode.setOverlaySubgraph(overlaySubgraph)
        overlayNode.setOverlayTextureSizeHint(1024)
        overlayNode.setOverlayBaseHeight(0.0)
        overlayNode.addChild(terrainGeode)

        root.addChild(overlayNode)
    else:
      root.addChild(terrainGeode)

    # create particle effects
        position = computeTerrainIntersection(terrainGeode,100.0,100.0)

        explosion = osgParticle.ExplosionEffect(position, 10.0)
        smoke = osgParticle.SmokeEffect(position, 10.0)
        fire = osgParticle.FireEffect(position, 10.0)

        root.addChild(explosion)
        root.addChild(smoke)
        root.addChild(fire)

    # create particle effects
        position = computeTerrainIntersection(terrainGeode,200.0,100.0)

        explosion = osgParticle.ExplosionEffect(position, 1.0)
        smoke = osgParticle.SmokeEffect(position, 1.0)
        fire = osgParticle.FireEffect(position, 1.0)

        root.addChild(explosion)
        root.addChild(smoke)
        root.addChild(fire)


    createMovingRadar = True

    # create the moving models.
        root.addChild(createMovingModel(osg.Vec3(500.0,500.0,500.0),100.0, terrainGeode, root, createMovingRadar))


#######################################
# main()
#######################################


def main(argv):


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

    # set up the usage document, in case we need to print out how to use this program.
    arguments.getApplicationUsage().setDescription(arguments.getApplicationName()+" is the example which demonstrates use of particle systems.")
    arguments.getApplicationUsage().setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye")
    arguments.getApplicationUsage().addCommandLineOption("-h or --help","Display this information")


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

    # if user request help write it out to cout.
    testCase = 0
    while arguments.read("-t", testCase) : 

    useOverlay = False
    technique = osgSim.OverlayNode.OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY
    while arguments.read("--object") :  useOverlay = True technique = osgSim.OverlayNode.OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY 
    while arguments.read("--ortho")  or  arguments.read("--orthographic") :  useOverlay = True technique = osgSim.OverlayNode.VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY 
    while arguments.read("--persp")  or  arguments.read("--perspective") :  useOverlay = True technique = osgSim.OverlayNode.VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY 


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

    # any option left unread are converted into errors to write out later.
    arguments.reportRemainingOptionsAsUnrecognized()

    # report any errors if they have occurred when parsing the program arguments.
    if arguments.errors() :
        arguments.writeErrorMessages(std.cout)
        return 1

    root = osg.Group()
    build_world(root, testCase, useOverlay, technique)

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

    return viewer.run()


if __name__ == "__main__":
    main(sys.argv)
#include "CameraPathProperty.h"

using namespace gsc

void CameraPathProperty.update(osgViewer.View* view)
    camera = view.getCamera()
    fs = view.getFrameStamp()

    if _animationPath.valid() :
        cp = osg.AnimationPath.ControlPoint()
        _animationPath.getInterpolatedControlPoint( fs.getSimulationTime(), cp )

        OSG_NOTICE, "CameraPathProperty ", fs.getFrameNumber(), " ", fs.getSimulationTime()

        matrix = osg.Matrixd()
        cp.getMatrix( matrix )
        camera.setViewMatrix( osg.Matrix.inverse(matrix) )

void CameraPathProperty.loadAnimationPath()
    _animationPath = osg.AnimationPath()
    #_animationPath.setLoopMode(osg.AnimationPath.LOOP)

    in = osgDB.ifstream(_filename.c_str())
    if  not in :
        OSG_WARN, "CameraPathProperty: Cannot open animation path file \"", _filename, "\".\n"
        return

    _animationPath.read(in)

bool CameraPathProperty.getTimeRange(double startTime, double endTime) 
Esempio n. 13
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def singleWindowSideBySideCameras(viewer):

    
    wsi = osg.GraphicsContext.getWindowingSystemInterface()
    if  not wsi : 
        osg.notify(osg.NOTICE), "Error, no WindowSystemInterface available, cannot create windows."
        return
    
    unsigned int width, height
    wsi.getScreenResolution(osg.GraphicsContext.ScreenIdentifier(0), width, height)



    # Not fullscreen
    width /= 2
    height /= 2

    traits = osg.GraphicsContext.Traits()
    traits.x = 100
    traits.y = 100
    traits.width = width
    traits.height = height
    traits.windowDecoration = True
    traits.doubleBuffer = True
    traits.sharedContext = 0

    gc = osg.GraphicsContext.createGraphicsContext(traits)
    if gc.valid() :
        osg.notify(osg.INFO), "  GraphicsWindow has been created successfully."

        # need to ensure that the window is cleared make sure that the complete window is set the correct colour
        # rather than just the parts of the window that are under the camera's viewports
        gc.setClearColor(osg.Vec4f(0.2,0.2,0.6,1.0))
        gc.setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    else:
        osg.notify(osg.NOTICE), "  GraphicsWindow has not been created successfully."


    master = viewer.getCamera()

    # get the default settings for the camera
    double fovy, aspectRatio, zNear, zFar
    master.getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar)

    # reset this for the actual apsect ratio of out created window
    windowAspectRatio = double(width)/double(height)
    master.setProjectionMatrixAsPerspective(fovy, windowAspectRatio, 1.0, 10000.0)

    master.setName("MasterCam")

    camera = osg.Camera()
    camera.setCullMask(1)
    camera.setName("Left")
    camera.setGraphicsContext(gc)
    camera.setViewport(osg.Viewport(0, 0, width/2, height))
    buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
    camera.setDrawBuffer(buffer)
    camera.setReadBuffer(buffer)
    viewer.addSlave(camera, osg.Matrixd.scale(1.0,0.5,1.0), osg.Matrixd())

    camera = osg.Camera()
    camera.setCullMask(2)
    camera.setName("Right")
    camera.setGraphicsContext(gc)
    camera.setViewport(osg.Viewport(width/2, 0, width/2, height))
    buffer =  GL_BACK if (traits.doubleBuffer) else  GL_FRONT
    camera.setDrawBuffer(buffer)
    camera.setReadBuffer(buffer)
    viewer.addSlave(camera, osg.Matrixd.scale(1.0,0.5,1.0), osg.Matrixd())
Esempio n. 14
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    optimizer.optimize(loadedModel)

    viewer.setSceneData( loadedModel )

    
    if pbuffer.valid() :
        camera = osg.Camera()
        camera.setGraphicsContext(pbuffer)
        camera.setViewport(osg.Viewport(0,0,width,height))
        buffer =  GL_BACK if (pbuffer.getTraits().doubleBuffer) else  GL_FRONT
        camera.setDrawBuffer(buffer)
        camera.setReadBuffer(buffer)
        camera.setFinalDrawCallback(WindowCaptureCallback(mode, position, readBuffer))

        if pbufferOnly :
            viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd())

            viewer.realize()
        else:
            viewer.realize()

            viewer.stopThreading()

            pbuffer.realize()

            viewer.addSlave(camera, osg.Matrixd(), osg.Matrixd())

            viewer.startThreading()
    else:
        viewer.realize()