def createBase(center, radius): numTilesX = 10 numTilesY = 10 width = 2*radius height = 2*radius v000 = center - osg.Vec3(width*0.5,height*0.5,0.0) dx = osg.Vec3(width/(float(numTilesX)),0.0,0.0) dy = osg.Vec3(0.0,height/(float(numTilesY)),0.0) # fill in vertices for grid, note numTilesX+1 * numTilesY+1... coords = osg.Vec3Array() for iy in range(numTilesY): for ix in range(numTilesX): coords.append(v000+dx*float(ix)+dy*float(iy)) #Just two colours - black and white. colors = osg.Vec4Array() colors.append(osg.Vec4(1.0,1.0,1.0,1.0)) # white colors.append(osg.Vec4(0.0,0.0,0.0,1.0)) # black whitePrimitives = osg.DrawElementsUShort(osg.GL_QUADS) blackPrimitives = osg.DrawElementsUShort(osg.GL_QUADS) numIndicesPerRow = numTilesX+1 for iy in range(numTilesY): for ix in range(numTilesX): primitives = whitePrimitives if (((iy+ix)%2==0)) else blackPrimitives primitives.append(ix +(iy+1)*numIndicesPerRow) primitives.append(ix +iy*numIndicesPerRow) primitives.append((ix+1)+iy*numIndicesPerRow) primitives.append((ix+1)+(iy+1)*numIndicesPerRow) # set up a single normal normals = osg.Vec3Array() normals.append(osg.Vec3(0.0,0.0,1.0)) geom = osg.Geometry() geom.setVertexArray(coords) geom.setColorArray(colors, osg.Array.BIND_PER_PRIMITIVE_SET) geom.setNormalArray(normals, osg.Array.BIND_OVERALL) geom.addPrimitiveSet(whitePrimitives) geom.addPrimitiveSet(blackPrimitives) geode = osg.Geode() geode.addDrawable(geom) return geode
# well use indices and DrawElements to define the primitive this time. unsigned short myIndices[] = 0, 1, 3, 2 numIndices = sizeof(myIndices)/sizeof(unsigned short) # There are three variants of the DrawElements osg.Primitive, UByteDrawElements which # contains unsigned char indices, UShortDrawElements which contains unsigned short indices, # and UIntDrawElements which contains ... unsigned int indices. # The first parameter to DrawElements is polyGeom.addPrimitiveSet(osg.DrawElementsUShort(osg.PrimitiveSet.TRIANGLE_STRIP,numIndices,myIndices)) # we need to add the texture to the Drawable, we do so by creating a # StateSet to contain the Texture2D StateAttribute. stateset = osg.StateSet() # set up the texture. texture = osg.Texture2D() texture.setImage(image) stateset.setTextureAttributeAndModes(0, texture,osg.StateAttribute.ON) polyGeom.setStateSet(stateset) # create the Geode (Geometry Node) to contain all our osg.Geometry objects.
j = 0 i = 0 for(i=0i<noStars++i,j+=2) (*vertices)[j].set(random(min,max),random(min,max),random(min,max)) (*vertices)[j+1] = (*vertices)[j]+osg.Vec3(0.0,0.0,0.001) # set up colours colours = osg.Vec4Array(1) geometry.setColorArray(colours, osg.Array.BIND_OVERALL) (*colours)[0].set(1.0,1.0,1.0,1.0) # set up the primitive set to draw lines geometry.addPrimitiveSet(osg.DrawArrays(GL_LINES,0,noStars*2)) # set up the points for the stars. points = osg.DrawElementsUShort(GL_POINTS,noStars) geometry.addPrimitiveSet(points) for(i=0i<noStars++i) (*points)[i] = i*2 geometry.setUseDisplayList(False) geometry.setDrawCallback(DrawCallback)() geode = osg.Geode() geode.addDrawable(geometry) geode.getOrCreateStateSet().setMode(GL_LIGHTING,osg.StateAttribute.OFF) group = osg.Group() group.addChild(geode) return group
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 GLushort idxLoops0[4] = 1, 2, 3, 4 GLushort idxLoops1[4] = 5, 6, 7, 8 geom.addPrimitiveSet( osg.DrawElementsUShort( osg.PrimitiveSet.LINES, 8, idxLines ) ) geom.addPrimitiveSet( osg.DrawElementsUShort( osg.PrimitiveSet.LINE_LOOP, 4, idxLoops0 ) ) geom.addPrimitiveSet( osg.DrawElementsUShort( osg.PrimitiveSet.LINE_LOOP, 4, idxLoops1 ) ) geode = osg.Geode() geode.addDrawable( geom ) geode.getOrCreateStateSet().setMode( GL_LIGHTING, osg.StateAttribute.OFF | osg.StateAttribute.PROTECTED ) # Create parent MatrixTransform to transform the view volume by # the inverse ModelView matrix. mt = osg.MatrixTransform() mt.setMatrix( osg.Matrixd.inverse( mv ) ) mt.addChild( geode )
texcoords.push_back(osg.Vec2((sin(texcoord.x()*osg.PI-osg.PI*0.5)+1.0)*0.5,(sin(texcoord.y()*osg.PI-osg.PI*0.5)+1.0)*0.5)) colors.push_back(osg.Vec4(1.0,1.0,1.0,1.0)) cursor += dx texcoord += dx_texcoord # pass the created vertex array to the points geometry object. polyGeom.setVertexArray(vertices) polyGeom.setColorArray(colors, osg.Array.BIND_PER_VERTEX) polyGeom.setTexCoordArray(0,texcoords) for(i=0i<noSteps-1++i) elements = osg.DrawElementsUShort(osg.PrimitiveSet.QUAD_STRIP) for(j=0j<noSteps++j) elements.push_back(j+(i+1)*noSteps) elements.push_back(j+(i)*noSteps) polyGeom.addPrimitiveSet(elements) # we need to add the texture to the Drawable, we do so by creating a # StateSet to contain the Texture StateAttribute. stateset = polyGeom.getOrCreateStateSet() stateset.setTextureAttributeAndModes(0, texture,osg.StateAttribute.ON) stateset.setMode(GL_LIGHTING,osg.StateAttribute.OFF) geode = osg.Geode() geode.addDrawable(polyGeom)
for(row=0row<noYSteps++row) v = vRowStart for(unsigned int col=0col<noXSteps++col) coords.push_back(v) v += dx vRowStart+=dy geom.setVertexArray(coords) colors = osg.Vec4Array(1) (*colors)[0].set(1.0,1.0,1.0,1.0) geom.setColorArray(colors, osg.Array.BIND_OVERALL) for(row=0row<noYSteps-1++row) quadstrip = osg.DrawElementsUShort(osg.PrimitiveSet.QUAD_STRIP) quadstrip.reserve(noXSteps*2) for(unsigned int col=0col<noXSteps++col) quadstrip.push_back((row+1)*noXSteps+col) quadstrip.push_back(row*noXSteps+col) geom.addPrimitiveSet(quadstrip) # create the normals. osgUtil.SmoothingVisitor.smooth(*geom) return geom def createRoom(loadedModel):
GeometryTest(GLObjectType type, int width=64, int height=64): _glObjectType(type), _width(width), _height(height) def allocate(): numVertices = _width * _height vertices = osg.Vec3Array(numVertices) for(int j=0 j<_height ++j) for(int i=0 i<_width ++i) (*vertices)[i+j*_width].set(float(i),float(j),0.0) numIndices = (_width-1) * (_height-1) * 4 quads = osg.DrawElementsUShort(GL_QUADS) quads.reserve(numIndices) for(int j=0 j<_height-1 ++j) for(int i=0 i<_width-1 ++i) quads.push_back(i + j*_width) quads.push_back(i+1 + j*_width) quads.push_back(i+1 + (j+1)*_width) quads.push_back(i + (j+1)*_width) geometry = osg.Geometry() geometry.setVertexArray(vertices) geometry.addPrimitiveSet(quads) switch(_glObjectType) case(VERTEX_ARRAY): geometry.setUseDisplayList(False)
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) t[vi].set(tex.x(),tex.y()) pos.x()+=columnCoordDelta tex.x()+=columnTexDelta ++vi pos.y() += rowCoordDelta tex.y() += rowTexDelta geometry.setVertexArray(v) geometry.setColorArray(color, osg.Array.BIND_OVERALL) geometry.setTexCoordArray(0,t) 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 geode.addDrawable(geometry) sv = osgUtil.SmoothingVisitor() sv.smooth(*geometry) return geode void ForestTechniqueManager.createTreeList(osg.Node* terrain, osg.Vec3 origin, osg.Vec3 size,unsigned int numTreesToCreate,TreeList trees)
azim = 0.0 tx = 0.0 for(unsigned int i=0 i<numX ++i, ++vert, azim+=delta_azim, tx+=delta_tx) direction = osg.Vec3(cos(azim)*cos(elevation), sin(azim)*cos(elevation), sin(elevation)) (*coords)[vert].set(direction*radius) (*normals)[vert].set(direction) (*texcoords)[vert].set(tx,ty) for(j=0 j<numY-1 ++j) curr_row = j*numX next_row = curr_row+numX elements = osg.DrawElementsUShort(GL_QUAD_STRIP) for(unsigned int i=0 i<numX ++i) elements.push_back(next_row + i) elements.push_back(curr_row + i) sPlanetSphere.addPrimitiveSet(elements) # set the object color #sPlanetSphere.setColor( color ) # create a geode object to as a container for our drawable sphere object geodePlanet = osg.Geode() geodePlanet.setName( name )
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)
dx = osg.Vec3(osg.Vec3(width/((float)numTilesX),0.0,0.0)) dy = osg.Vec3(osg.Vec3(0.0,height/((float)numTilesY),0.0)) # fill in vertices for grid, note numTilesX+1 * numTilesY+1... coords = osg.Vec3Array() iy = int() for(iy=0iy<=numTilesY++iy) for(int ix=0ix<=numTilesX++ix) coords.push_back(v000+dx*(float)ix+dy*(float)iy) #Just two colours - black and white. colors = osg.Vec4Array() colors.push_back(osg.Vec4(1.0,1.0,1.0,1.0)) # white colors.push_back(osg.Vec4(0.0,0.0,0.0,1.0)) # black whitePrimitives = osg.DrawElementsUShort(GL_QUADS) blackPrimitives = osg.DrawElementsUShort(GL_QUADS) numIndicesPerRow = numTilesX+1 for(iy=0iy<numTilesY++iy) for(int ix=0ix<numTilesX++ix) primitives = whitePrimitives if (((iy+ix)%2==0)) else blackPrimitives primitives.push_back(ix +(iy+1)*numIndicesPerRow) primitives.push_back(ix +iy*numIndicesPerRow) primitives.push_back((ix+1)+iy*numIndicesPerRow) primitives.push_back((ix+1)+(iy+1)*numIndicesPerRow) # set up a single normal normals = osg.Vec3Array() normals.push_back(osg.Vec3(0.0,0.0,1.0))