Exemplo n.º 1
0
    def test_quat(self):
        "Adapted from examples/osgunittests/osgunittests.cpp"
        q1 = osg.Quat()
        q1.makeRotate(osg.DegreesToRadians(30.0), 0.0, 0.0, 1.0)

        q2 = osg.Quat()
        q2.makeRotate(osg.DegreesToRadians(133.0), 0.0, 1.0, 1.0)

        q1_2 = q1 * q2
        q2_1 = q2 * q1

        m1 = osg.Matrix.rotate(q1)
        m2 = osg.Matrix.rotate(q2)

        m1_2 = m1 * m2
        m2_1 = m2 * m1

        qm1_2 = osg.Quat()
        qm1_2.set(m1_2)

        qm2_1 = osg.Quat()
        qm2_1.set(m2_1)

        print "q1*q2 = ", q1_2
        print "q2*q1 = ", q2_1
        print "m1*m2 = ", qm1_2
        print "m2*m1 = ", qm2_1

        testQuatRotate(osg.Vec3d(1.0, 0.0, 0.0), osg.Vec3d(0.0, 1.0, 0.0))
        testQuatRotate(osg.Vec3d(0.0, 1.0, 0.0), osg.Vec3d(1.0, 0.0, 0.0))
        testQuatRotate(osg.Vec3d(0.0, 0.0, 1.0), osg.Vec3d(0.0, 1.0, 0.0))
        testQuatRotate(osg.Vec3d(1.0, 1.0, 1.0), osg.Vec3d(1.0, 0.0, 0.0))
        testQuatRotate(osg.Vec3d(1.0, 0.0, 0.0), osg.Vec3d(1.0, 0.0, 0.0))
        testQuatRotate(osg.Vec3d(1.0, 0.0, 0.0), osg.Vec3d(-1.0, 0.0, 0.0))
        testQuatRotate(osg.Vec3d(-1.0, 0.0, 0.0), osg.Vec3d(1.0, 0.0, 0.0))
        testQuatRotate(osg.Vec3d(0.0, 1.0, 0.0), osg.Vec3d(0.0, -1.0, 0.0))
        testQuatRotate(osg.Vec3d(0.0, -1.0, 0.0), osg.Vec3d(0.0, 1.0, 0.0))
        testQuatRotate(osg.Vec3d(0.0, 0.0, 1.0), osg.Vec3d(0.0, 0.0, -1.0))
        testQuatRotate(osg.Vec3d(0.0, 0.0, -1.0), osg.Vec3d(0.0, 0.0, 1.0))

        # Test a range of rotations
        testGetQuatFromMatrix(quat_scale)

        # This is a specific test case for a matrix containing scale and rotation
        matrix = osg.Matrix(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
                            0.5, 0.0, 1.0, 1.0, 1.0, 1.0)

        quat = osg.Quat()
        matrix.get(quat)

        print "Matrix = ", matrix, "rotation = ", quat, ", expected quat = (0,0,0,1)"
Exemplo n.º 2
0
def testQuatRotate(from_quat, to):
    q_nicolas = osg.Quat()
    q_nicolas.makeRotate(from_quat, to)

    q_original = osg.Quat()
    q_original.makeRotate_original(from_quat, to)

    print "osg.Quat.makeRotate(", from_quat, ", ", to, ")"
    print "  q_nicolas = ", q_nicolas
    print "  q_original = ", q_original
    print "  from * M4x4(q_nicolas) = ", from_quat * osg.Matrixd.rotate(
        q_nicolas)
    print "  from * M4x4(q_original) = ", from_quat * osg.Matrixd.rotate(
        q_original)
Exemplo n.º 3
0
def createAnimationPath(center, radius, looptime):
    # set up the animation path
    animationPath = osg.AnimationPath()
    animationPath.setLoopMode(osg.AnimationPath.LOOP)
    numSamples = 40
    yaw = 0.0
    yaw_delta = 2.0*osg.PI/(numSamples-1.0)
    roll = osg.inDegrees(30.0)
    time = 0.0
    time_delta = looptime/float(numSamples)
    for i in range(numSamples):
        position = center+osg.Vec3(math.sin(yaw)*radius,math.cos(yaw)*radius,0.0)
        rotation = osg.Quat(roll,osg.Vec3(0.0,1.0,0.0))*osg.Quat(-(yaw+osg.inDegrees(90.0)),osg.Vec3(0.0,0.0,1.0))
        animationPath.insert(time,osg.AnimationPath.ControlPoint(position,rotation))
        yaw += yaw_delta
        time += time_delta
    return animationPath
Exemplo n.º 4
0
def createAnimationPath(center, radius, looptime):

    
    # set up the animation path
    animationPath = osg.AnimationPath()
    animationPath.setLoopMode(osg.AnimationPath.LOOP)

    numSamples = 1000
    yaw = 0.0
    yaw_delta = -2.0*osg.PI/((float)numSamples-1.0)
    roll = osg.inDegrees(30.0)

    time = 0.0
    time_delta = looptime/(double)numSamples
    for(int i=0i<numSamples++i)
        position = osg.Vec3(center+osg.Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0))
        rotation = osg.Quat(osg.Quat(roll,osg.Vec3(0.0,1.0,0.0))*osg.Quat(-(yaw+osg.inDegrees(90.0)),osg.Vec3(0.0,0.0,1.0)))

        animationPath.insert(time,osg.AnimationPath.ControlPoint(position,rotation))

        yaw += yaw_delta
        time += time_delta
Exemplo n.º 5
0
        def computeLocalToWorldMatrix(matrix, nv):

            
            billboardRotation = osg.Quat()
            cullvisitor = dynamic_cast<osgUtil.CullVisitor*>(nv)
            if cullvisitor :
                eyevector = cullvisitor.getEyeLocal()-_position
                eyevector.normalize()

                side = _axis^_normal
                side.normalize()

                angle = atan2(eyevector*_normal,eyevector*side)
                billboardRotation.makeRotate(osg.PI_2-angle,_axis)


            matrix.preMultTranslate(_position)
            matrix.preMultRotate(billboardRotation)
            matrix.preMultRotate(_attitude)
            matrix.preMultTranslate(-_pivotPoint)
            return True
Exemplo n.º 6
0
def createReflector():

    
  pat = osg.PositionAttitudeTransform()
  pat.setPosition(osg.Vec3(0.0,0.0,0.0))
  pat.setAttitude(osg.Quat(osg.inDegrees(0.0),osg.Vec3(0.0,0.0,1.0)))
  
  geode_1 = Geode()
  pat.addChild(geode_1)

  radius = 0.8
  hints = TessellationHints()
  hints.setDetailRatio(2.0)
  shape = ShapeDrawable(Sphere(Vec3(0.0, 0.0, 0.0), radius * 1.5), hints)
  shape.setColor(Vec4(0.8, 0.8, 0.8, 1.0))
  geode_1.addDrawable(shape)
  
  nodeList = osg.NodePath()
  nodeList.push_back(pat)
  nodeList.push_back(geode_1)
  
  return nodeList
Exemplo n.º 7
0
class TestManipulator (osgGA.CameraManipulator) :

        TestManipulator()
        virtual ~TestManipulator()

        #* set the position of the matrix manipulator using a 4x4 Matrix.
        setByMatrix = virtual void( osg.Matrixd matrix)

        #* set the position of the matrix manipulator using a 4x4 Matrix.
        def setByInverseMatrix(matrix):
             setByMatrix(osg.Matrixd.inverse(matrix)) 

        #* get the position of the manipulator as 4x4 Matrix.
        virtual osg.Matrixd getMatrix() 

        #* get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.
        virtual osg.Matrixd getInverseMatrix() 

        #* Attach a node to the manipulator. 
#            Automatically detaches previously attached node.
#            setNode(NULL) detaches previously nodes.
#            Is ignored by manipulators which do not require a reference model.
        setNode = virtual void(osg.Node*)

        #* Return node if attached.
        virtual  osg.Node* getNode() 

        #* Return node if attached.
        getNode = virtual osg.Node*()

        #* Move the camera to the default position. 
#            May be ignored by manipulators if home functionality is not appropriate.
        home = virtual void( osgGA.GUIEventAdapter ea,osgGA.GUIActionAdapter us)
        
        #* Start/restart the manipulator.
        init = virtual void( osgGA.GUIEventAdapter ea,osgGA.GUIActionAdapter us)


        #* handle events, return True if handled, False otherwise.
        handle = virtual bool( osgGA.GUIEventAdapter ea,osgGA.GUIActionAdapter us)

        #* Reset the internal GUIEvent stack.
        flushMouseEventStack = void()
        #* Add the current mouse GUIEvent to internal stack.
        addMouseEvent = void( osgGA.GUIEventAdapter ea)

        computePosition = void( osg.Vec3 eye, osg.Vec3 lv, osg.Vec3 up)

        #* For the give mouse movement calculate the movement of the camera.
#            Return True is camera has moved and a redraw is required.
        calcMovement = bool()
        
        #* Check the speed at which the mouse is moving.
#            If speed is below a threshold then return False, otherwise return True.
        isMouseMoving = bool()

        # Internal event stack comprising last three mouse events.
        _ga_t1 =  osgGA.GUIEventAdapter()
        _ga_t0 =  osgGA.GUIEventAdapter()

        _node = osg.Node()

        _modelScale = float()
        _minimumZoomScale = float()

        _thrown = bool()
        
        _center = osg.Vec3()
        _rotation = osg.Quat()
        _distance = float()
Exemplo n.º 8
0
    # 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()


    # return if there is no movement.
    if dx==0  and  dy==0 : return False

    buttonMask = _ga_t1.getButtonMask()
    if buttonMask==GUIEventAdapter.LEFT_MOUSE_BUTTON :

        # rotate camera.

        new_rotate = osg.Quat()
        new_rotate.makeRotate(dx / 3.0, osg.Vec3(0.0, 0.0, 1.0))
        
        _rotation = _rotation*new_rotate

        return True

    elif buttonMask==GUIEventAdapter.MIDDLE_MOUSE_BUTTON :

        # pan model.

        dv = osg.Vec3(0.0, 0.0, -500.0) * dy

        _center += dv
        
        return True
Exemplo n.º 9
0
            _firstTime = 0.0
            _period = 4.0
            _range = bs.radius()*0.5

        virtual void operator()(osg.Node* node, osg.NodeVisitor* nv)
            pat = dynamic_cast<osg.PositionAttitudeTransform*>(node)
            frameStamp = nv.getFrameStamp()
            if pat  and  frameStamp :
                if _firstTime==0.0 :
                    _firstTime = frameStamp.getSimulationTime()

                phase = (frameStamp.getSimulationTime()-_firstTime)/_period
                phase -= floor(phase)
                phase *= (2.0 * osg.PI)

                rotation = osg.Quat()
                rotation.makeRotate(phase,1.0,1.0,1.0)

                pat.setAttitude(rotation)

                pat.setPosition(osg.Vec3(0.0,0.0,sin(phase))*_range)

            # must traverse the Node's subgraph
            traverse(node,nv)

        _firstTime = double()
        _period = double()
        _range = double()


Exemplo n.º 10
0
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
Exemplo n.º 11
0
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 node tracker.")
    arguments.getApplicationUsage().setCommandLineUsage(arguments.getApplicationName())
    arguments.getApplicationUsage().addCommandLineOption("-h or --help","Display this information")
    

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

    # add the state manipulator
    viewer.addEventHandler( osgGA.StateSetManipulator(viewer.getCamera().getOrCreateStateSet()) )
    
    # add the thread model handler
    viewer.addEventHandler(osgViewer.ThreadingHandler)()

    # add the window size toggle handler
    viewer.addEventHandler(osgViewer.WindowSizeHandler)()
        
    # add the stats handler
    viewer.addEventHandler(osgViewer.StatsHandler)()
        
    # add the record camera path  handler
    viewer.addEventHandler(osgViewer.RecordCameraPathHandler)()

    # add the help handler
    viewer.addEventHandler(osgViewer.HelpHandler(arguments.getApplicationUsage()))

    # set the near far ration computation up.
    viewer.getCamera().setComputeNearFarMode(osg.CullSettings.COMPUTE_NEAR_FAR_USING_PRIMITIVES)
    viewer.getCamera().setNearFarRatio(0.000003)


    speed = 1.0
    while arguments.read("-f")  or  arguments.read("--fixed") : speed = 0.0


    rotation = osg.Quat()
    vec4 = osg.Vec4()
    while arguments.read("--rotate-model",vec4[0],vec4[1],vec4[2],vec4[3]) :
        local_rotate = osg.Quat()
        local_rotate.makeRotate(osg.DegreesToRadians(vec4[0]),vec4[1],vec4[2],vec4[3])
        
        rotation = rotation * local_rotate

    nc = 0
    flightpath_filename = str()
    while arguments.read("--flight-path",flightpath_filename) :
        fin = osgDB.ifstream(flightpath_filename.c_str())
        if fin :
            path = osg.AnimationPath()
            path.read(fin)
            nc = osg.AnimationPathCallback(path)
    
    trackerMode = osgGA.NodeTrackerManipulator.NODE_CENTER_AND_ROTATION
    mode = str()
    while arguments.read("--tracker-mode",mode) :
        if mode=="NODE_CENTER_AND_ROTATION" : trackerMode = osgGA.NodeTrackerManipulator.NODE_CENTER_AND_ROTATION
        elif mode=="NODE_CENTER_AND_AZIM" : trackerMode = osgGA.NodeTrackerManipulator.NODE_CENTER_AND_AZIM
        elif mode=="NODE_CENTER" : trackerMode = osgGA.NodeTrackerManipulator.NODE_CENTER
        else:
            print "Unrecognized --tracker-mode option ", mode, ", valid options are:"
            print "    NODE_CENTER_AND_ROTATION"
            print "    NODE_CENTER_AND_AZIM"
            print "    NODE_CENTER"
            return 1
    
    
    rotationMode = osgGA.NodeTrackerManipulator.TRACKBALL
    while arguments.read("--rotation-mode",mode) :
        if mode=="TRACKBALL" : rotationMode = osgGA.NodeTrackerManipulator.TRACKBALL
        elif mode=="ELEVATION_AZIM" : rotationMode = osgGA.NodeTrackerManipulator.ELEVATION_AZIM
        else:
            print "Unrecognized --rotation-mode option ", mode, ", valid options are:"
            print "    TRACKBALL"
            print "    ELEVATION_AZIM"
            return 1

    useOverlay = True
    while arguments.read("--no-overlay")  or  arguments.read("-n") : useOverlay = False
    
    technique = osgSim.OverlayNode.OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY
    while arguments.read("--object") : technique = osgSim.OverlayNode.OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY
    while arguments.read("--ortho")  or  arguments.read("--orthographic") : technique = osgSim.OverlayNode.VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY
    while arguments.read("--persp")  or  arguments.read("--perspective") : technique = osgSim.OverlayNode.VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY

    overlayTextureUnit = 1
    while arguments.read("--unit", overlayTextureUnit) : 
    
    pathfile = str()
    while arguments.read("-p",pathfile) : 

    addFireEffect = arguments.read("--fire")

    # if user request help write it out to cout.
    if arguments.read("-h")  or  arguments.read("--help") :
        arguments.getApplicationUsage().write(std.cout)
        return 1
    
    
    tm = osgGA.NodeTrackerManipulator()
    
    overlayFilename = str()
    while arguments.read("--overlay", overlayFilename) : 

    # read the scene from the list of file specified commandline args.
    root = osgDB.readNodeFiles(arguments)

    if  not root : root = createEarth()

    if  not root : return 0


    if  not overlayFilename.empty() :
        #osg.Object *pObj = osgDB.readObjectFile("alaska_clean.shp")
        #osg.Geode shapefile = dynamic_cast<osg.Geode*> (pObj)
        #
        #ConvertLatLon2EllipsoidCoordinates latlon2em
        #shapefile.accept(latlon2em)

        shapefile = osgDB.readNodeFile(overlayFilename)
        
        if  not shapefile :
            osg.notify(osg.NOTICE), "File `", overlayFilename, "` not found"
            return 1

        csn = dynamic_cast<osg.CoordinateSystemNode*>(root)
        if csn :

            overlayNode = osgSim.OverlayNode(technique)
            overlayNode.getOrCreateStateSet().setTextureAttribute(1, osg.TexEnv(osg.TexEnv.DECAL))
            overlayNode.setOverlaySubgraph(shapefile)
            overlayNode.setOverlayTextureSizeHint(1024)
            overlayNode.setOverlayTextureUnit(overlayTextureUnit)

            # insert the OverlayNode between the coordinate system node and its children.
            for(unsigned int i=0 i<csn.getNumChildren() ++i)
                overlayNode.addChild( csn.getChild(i) )

            csn.removeChildren(0, csn.getNumChildren())
            csn.addChild(overlayNode)

            viewer.setSceneData(csn)
        else:
            overlayNode = osgSim.OverlayNode(technique)
            overlayNode.getOrCreateStateSet().setTextureAttribute(1, osg.TexEnv(osg.TexEnv.DECAL))
            overlayNode.setOverlaySubgraph(shapefile)
            overlayNode.setOverlayTextureSizeHint(1024)
            overlayNode.addChild(root)

            viewer.setSceneData(overlayNode)
    else:
    

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

        csn = dynamic_cast<osg.CoordinateSystemNode*>(root)
        if csn :

            overlayNode = osgSim.OverlayNode()
            if useOverlay :
                overlayNode = osgSim.OverlayNode(technique)

                # insert the OverlayNode between the coordinate system node and its children.
                for(unsigned int i=0 i<csn.getNumChildren() ++i)
                    overlayNode.addChild( csn.getChild(i) )

                csn.removeChildren(0, csn.getNumChildren())
                csn.addChild(overlayNode)

                # tell the overlay node to continously update its overlay texture
                # as we know we'll be tracking a moving target.
                overlayNode.setContinuousUpdate(True)


            cessna = osgDB.readNodeFile("cessna.osgt")
            if cessna :
                s = 200000.0 / cessna.getBound().radius()

                scaler = osg.MatrixTransform()
                scaler.addChild(cessna)
                scaler.setMatrix(osg.Matrixd.scale(s,s,s)*osg.Matrixd.rotate(rotation))
                scaler.getOrCreateStateSet().setMode(GL_RESCALE_NORMAL,osg.StateAttribute.ON)
                
                if addFireEffect :
                    center = cessna.getBound().center()
                    
                    fire = osgParticle.FireEffect(center, 10.0)
                    scaler.addChild(fire)
                

                if False :
                    ss = osgSim.SphereSegment(
                                        osg.Vec3(0.0,0.0,0.0), # center
                                        19.9, # radius
                                        osg.DegreesToRadians(135.0),
                                        osg.DegreesToRadians(240.0),
                                        osg.DegreesToRadians(-10.0),
                                        osg.DegreesToRadians(30.0),
                                        60)

                    scaler.addChild(ss)

                mt = osg.MatrixTransform()
                mt.addChild(scaler)


                if  not nc : nc = ModelPositionCallback(speed)

                mt.setUpdateCallback(nc)

                csn.addChild(mt)

                # if we are using an overaly node, use the cessna subgraph as the overlay subgraph
                if overlayNode.valid() :
                    overlayNode.setOverlaySubgraph(mt)

                tm = osgGA.NodeTrackerManipulator()
                tm.setTrackerMode(trackerMode)
                tm.setRotationMode(rotationMode)
                tm.setTrackNode(scaler)
            else:
                 print "Failed to read cessna.osgt"


    # set up camera manipulators.
        keyswitchManipulator = osgGA.KeySwitchMatrixManipulator()

        if tm.valid() : keyswitchManipulator.addMatrixManipulator( ord("0"), "NodeTracker", tm )

        keyswitchManipulator.addMatrixManipulator( ord("1"), "Trackball", osgGA.TrackballManipulator() )
        keyswitchManipulator.addMatrixManipulator( ord("2"), "Flight", osgGA.FlightManipulator() )
        keyswitchManipulator.addMatrixManipulator( ord("3"), "Drive", osgGA.DriveManipulator() )
        keyswitchManipulator.addMatrixManipulator( ord("4"), "Terrain", osgGA.TerrainManipulator() )

        if  not pathfile.empty() :
            apm = osgGA.AnimationPathManipulator(pathfile)
            if apm  or   not apm.valid() : 
                num = keyswitchManipulator.getNumMatrixManipulators()
                keyswitchManipulator.addMatrixManipulator( ord("5"), "Path", apm )
                keyswitchManipulator.selectMatrixManipulator(num)

        viewer.setCameraManipulator( keyswitchManipulator )

    # viewer.setThreadingModel(osgViewer.Viewer.SingleThreaded)

    return viewer.run()


if __name__ == "__main__":
    main(sys.argv)
Exemplo n.º 12
0
class #OSGTEXT_EXPORT TextNode : public osg.Group

        TextNode()
        TextNode( TextNode text,  osg.CopyOp copyop=osg.CopyOp.SHALLOW_COPY)

        META_Node(osgText, TextNode)

        traverse = virtual void(osg.NodeVisitor nv)

        def setFont(font):

             _font = font 
        def getFont():
             return _font 
        def getFont():
             return _font 
        def getActiveFont():
             return  _font : Font: if (_font.valid()) else getDefaultFont() 
        def getActiveFont():
             return  _font : Font: if (_font.valid()) else getDefaultFont() 

        def setStyle(style):

             _style = style 
        def getStyle():
             return _style 
        def getStyle():
             return _style 
        def getActiveStyle():
             return  _style : Style: if (_style.valid()) else getDefaultStyle() 
        def getActiveStyle():
             return  _style : Style: if (_style.valid()) else getDefaultStyle() 

        def setLayout(layout):

             _layout = layout 
        def getLayout():
             return _layout 
        def getLayout():
             return _layout 
        def getActiveLayout():
             return  _layout : Layout: if (_layout.valid()) else getDefaultLayout() 

        setTextTechnique = void(TextTechnique* technique)
        def getTextTechnique():
             return _technique 
        def getTextTechnique():
             return _technique 

        setText = void( str str)
        def setText(str):
             _string = str 
        def getText():
             return _string 
        def getText():
             return _string 

        def setPosition(position):

             _position  = position 
        def getPosition():
             return _position 

        def setRotation(rotation):

             _rotation  = rotation 
        def getRotation():
             return _rotation 

        def setCharacterSize(characterSize):

             _characterSize = characterSize 
        def getCharacterSize():
             return _characterSize 

        #/ force a regeneration of the rendering backend required to represent the text.
        update = virtual void()

        virtual ~TextNode()

        _font = Font()
        _style = Style()
        _layout = Layout()
        _technique = TextTechnique()

        _string = String()
        _position = osg.Vec3d()
        _rotation = osg.Quat()
        _characterSize = float()
Exemplo n.º 13
0
    static TextTechnique s_defaultTextTechnique = TextTechnique()
    return s_defaultTextTechnique

void TextTechnique.start()
    OSG_NOTICE, "TextTechnique.start()"

void TextTechnique.addCharacter( osg.Vec3 position,  osg.Vec3 size, Glyph* glyph, Style* style)
    OSG_NOTICE, "TextTechnique.addCharacter 2D(", position, ", ", size, ", ", glyph, ", ", style, ")"

void TextTechnique.addCharacter( osg.Vec3 position,  osg.Vec3 size, Glyph3D* glyph, Style* style)
    OSG_NOTICE, "TextTechnique.addCharacter 3D(", position, ", ", size, ", ", glyph, ", ", style, ")"

    transform = osg.PositionAttitudeTransform()
    transform.setPosition(position)
    transform.setAttitude(osg.Quat(osg.inDegrees(90.0),osg.Vec3d(1.0,0.0,0.0)))
    transform.setScale(size)

    geode = osg.Geode()

    bevel =  style.getBevel() if (style) else  0
    outline =  style.getOutlineRatio()>0.0 if (style) else  False
    width = style.getThicknessRatio()
    creaseAngle = 30.0
    smooth = True

    if bevel :
        thickness = bevel.getBevelThickness()

        glyphGeometry = osgText.computeGlyphGeometry(glyph, thickness, width)
        textGeometry = osgText.computeTextGeometry(glyphGeometry, *bevel, width)