Exemplo n.º 1
0
 def startDragPanOrPick(self, eventAdaptor, viewer):
     eventWasHandled = False
     if viewer.getSceneData():
         # TODO: This is a major hack.  The intersection code below always picks the composite dragger, even if it isn't being rendered.  So we remove the inactive dragger while picking.
         # TODO: Figure out how to make the intersection code honor the LOD and get rid of the DraggerCullCallback class.
         if self._display.draggerLOD is not None:
             if self._display.activeDragger == self._display.simpleDragger:
                 self._display.draggerLOD.removeChild(
                     self._display.compositeDragger)
             if self._display.activeDragger == self._display.compositeDragger:
                 self._display.draggerLOD.removeChild(
                     self._display.simpleDragger)
         x, y = eventAdaptor.getX(), eventAdaptor.getY()
         if self.usePolytopeIntersector():
             picker = osgUtil.PolytopeIntersector(
                 osgUtil.Intersector.WINDOW, x - 2.0, y - 2.0, x + 2.0,
                 y + 2.0)
         else:
             picker = osgUtil.LineSegmentIntersector(
                 osgUtil.Intersector.WINDOW, x, y)
         intersectionVisitor = osgUtil.IntersectionVisitor(picker)
         intersectionVisitor.setTraversalMode(
             osg.NodeVisitor.TRAVERSE_ACTIVE_CHILDREN)
         viewer.getCamera().accept(intersectionVisitor)
         if picker.containsIntersections():
             # Add all intersections from the first dragger hit onward to the pointer info.  This allows dragging of nested regions.
             self.pointerInfo.setCamera(viewer.getCamera())
             self.pointerInfo.setMousePosition(eventAdaptor.getX(),
                                               eventAdaptor.getY())
             intersections = picker.getIntersections()
             for i in range(0, len(intersections)):
                 intersection = intersections[i]
                 for j in range(0, len(intersection.nodePath)):
                     node = intersection.nodePath[j]
                     if self.dragger is None:
                         self.dragger = osgManipulator.NodeToDragger(node)
                     if self.dragger is not None:
                         localPoint = intersection.localIntersectionPoint  # have to do stupid conversion from Vec3d to Vec3
                         if self.usePolytopeIntersector():
                             self.pointerInfo.addIntersection(
                                 intersection.nodePath,
                                 osg.Vec3(localPoint.x(), localPoint.y(),
                                          localPoint.z()))
                         else:
                             self.pointerInfo.addIntersection(
                                 intersection.nodePath,
                                 osg.Vec3d(localPoint.x(), localPoint.y(),
                                           localPoint.z()))
             if self.dragger is not None:
                 self.dragger.handle(self.pointerInfo, eventAdaptor, viewer)
                 eventWasHandled = True
         if self._display.draggerLOD is not None:
             if self._display.activeDragger == self._display.simpleDragger:
                 self._display.draggerLOD.addChild(
                     self._display.compositeDragger)
             if self._display.activeDragger == self._display.compositeDragger:
                 self._display.draggerLOD.addChild(
                     self._display.simpleDragger)
     return eventWasHandled
Exemplo n.º 2
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)
Exemplo n.º 3
0
    def resetCamera(self, viewer):
        camera = viewer.getCamera()
        camera.setComputeNearFarMode(False)
        #        camera = osg.Camera()
        camera.setViewport(osg.Viewport(0, 0, self.width(), self.height()))
        #        camera.setReferenceFrame(osg.Transform.ABSOLUTE_RF)
        CAMERA_ANGLE = 45.0
        CAMERA_Z_TRANSLATE = 2.4142135623730949  #1.0 / math.tan(math.radians(CAMERA_ANGLE / 2.0))
        cameraPosition = [0.0, 0.0, CAMERA_Z_TRANSLATE]

        camera.setProjectionMatrixAsPerspective(
            CAMERA_ANGLE,
            float(self.width()) / float(self.height()), 0.1, 100.0)

        eye = osg.Vec3d(cameraPosition[0], cameraPosition[1],
                        cameraPosition[2])
        center = osg.Vec3d(0, 0, 0)
        up = osg.Vec3d(0, 1, 0)
        camera.setViewMatrixAsLookAt(eye, center, up)

        camera.getOrCreateStateSet().setAttributeAndModes(
            osg.BlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA))
        camera.getOrCreateStateSet().setMode(GL.GL_DEPTH_TEST, False)
        camera.getOrCreateStateSet().setMode(GL.GL_DEPTH_WRITEMASK, False)
        camera.getOrCreateStateSet().setMode(GL.GL_LIGHTING, False)
        material = osg.Material()
        color = osg.Vec4(1.0, 1.0, 1.0, 1.0)
        material.setDiffuse(osg.Material.FRONT_AND_BACK, color)
        material.setAmbient(osg.Material.FRONT_AND_BACK, color)
        camera.getOrCreateStateSet().setAttributeAndModes(material)
        camera.setClearColor(osg.Vec4(0, 0, 0, 0))
        camera.setClearMask(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        camera.setCullMask(VISIBLE_CULL_MASK)

        if not self.gw:
            raise Exception("GraphicsWindow not yet created")

        self.camera = camera

        #        viewer.getCamera().setViewport(osg.Viewport(0,0, self.width(), self.height()))
        #        viewer.getCamera().addChild(camera)
        camera.setGraphicsContext(self.gw)
Exemplo n.º 4
0
    def camera_build(self):
        texture = self.texture_build()

        camera = osg.Camera()
        camera.setViewport(osg.Viewport(0, 0, self.width(), self.height()))
        camera.setReferenceFrame(osg.Transform.ABSOLUTE_RF)
        camera.setRenderOrder(osg.Camera.PRE_RENDER)
        camera.setRenderTargetImplementation(osg.Camera.FRAME_BUFFER_OBJECT)
        camera.attach(osg.Camera.COLOR_BUFFER, texture, 0, 0, False, 0, 0)

        CAMERA_ANGLE = 45.0
        CAMERA_Z_TRANSLATE = 2.4142135623730949  #1.0 / math.tan(math.radians(CAMERA_ANGLE / 2.0))
        cameraPosition = [0.0, 0.0, CAMERA_Z_TRANSLATE]

        camera.setProjectionMatrixAsPerspective(
            CAMERA_ANGLE,
            float(self.width()) / float(self.height()), 0.1, 10000.0)

        eye = osg.Vec3d(cameraPosition[0], cameraPosition[1],
                        cameraPosition[2])
        center = osg.Vec3d(0, 0, 0)
        up = osg.Vec3d(0, 1, 0)
        camera.setViewMatrixAsLookAt(eye, center, up)

        camera.getOrCreateStateSet().setAttributeAndModes(
            osg.BlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA))
        camera.getOrCreateStateSet().setMode(GL.GL_DEPTH_TEST, False)
        camera.getOrCreateStateSet().setMode(GL.GL_DEPTH_WRITEMASK, False)
        camera.getOrCreateStateSet().setMode(GL.GL_LIGHTING, False)
        material = osg.Material()
        color = osg.Vec4(1.0, 1.0, 1.0, 1.0)
        material.setDiffuse(osg.Material.FRONT_AND_BACK, color)
        material.setAmbient(osg.Material.FRONT_AND_BACK, color)
        camera.getOrCreateStateSet().setAttributeAndModes(material)
        camera.setClearColor(osg.Vec4(0, 0, 0, 0))
        camera.setClearMask(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        return camera, texture
Exemplo n.º 5
0

#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)
dynamicTransform4.setPosition(osg.Vec3d(10, 0, 10))

#add the transform nodes to the scene root
root.addChild(dynamicTransform1.__disown__())
root.addChild(dynamicTransform2.__disown__())
root.addChild(dynamicTransform3.__disown__())
root.addChild(dynamicTransform4.__disown__())

#to prevent direct destruction you can create a variable for the callback
#rotcb = RotateCB()
Exemplo n.º 6
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
Exemplo n.º 7
0
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()