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C++ FilterContext::featureIndex方法代码示例

本文整理汇总了C++中FilterContext::featureIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ FilterContext::featureIndex方法的具体用法?C++ FilterContext::featureIndex怎么用?C++ FilterContext::featureIndex使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FilterContext的用法示例。


在下文中一共展示了FilterContext::featureIndex方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: wallSkinPRNG


//.........这里部分代码省略.........
                context);

            // Create the walls.
            if ( walls.valid() )
            {
                osg::Vec4f wallColor(1,1,1,1), wallBaseColor(1,1,1,1);

                if ( _wallPolygonSymbol.valid() )
                {
                    wallColor = _wallPolygonSymbol->fill()->color();
                }

                if ( _extrusionSymbol->wallGradientPercentage().isSet() )
                {
                    wallBaseColor = Color(wallColor).brightness( 1.0 - *_extrusionSymbol->wallGradientPercentage() );
                }
                else
                {
                    wallBaseColor = wallColor;
                }

                buildWallGeometry(structure, walls.get(), wallColor, wallBaseColor, wallSkin);

                if ( wallSkin )
                {
                    // Get a stateset for the individual wall stateset
                    context.resourceCache()->getOrCreateStateSet( wallSkin, wallStateSet );
                }
            }

            // tessellate and add the roofs if necessary:
            if ( rooflines.valid() )
            {
                osg::Vec4f roofColor(1,1,1,1);
                if ( _roofPolygonSymbol.valid() )
                {
                    roofColor = _roofPolygonSymbol->fill()->color();
                }

                buildRoofGeometry(structure, rooflines.get(), roofColor, roofSkin);

                if ( roofSkin )
                {
                    // Get a stateset for the individual roof skin
                    context.resourceCache()->getOrCreateStateSet( roofSkin, roofStateSet );
                }
            }

            if ( outlines.valid() )
            {
                osg::Vec4f outlineColor(1,1,1,1);
                if ( _outlineSymbol.valid() )
                {
                    outlineColor = _outlineSymbol->stroke()->color();
                }

                float minCreaseAngle = _outlineSymbol->creaseAngle().value();
                buildOutlineGeometry(structure, outlines.get(), outlineColor, minCreaseAngle);
            }

            if ( baselines.valid() )
            {
                //TODO.
                osgUtil::Tessellator tess;
                tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
                tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD );
                tess.retessellatePolygons( *(baselines.get()) );
            }

            // Set up for feature naming and feature indexing:
            std::string name;
            if ( !_featureNameExpr.empty() )
                name = input->eval( _featureNameExpr, &context );

            FeatureSourceIndex* index = context.featureIndex();

            if ( walls.valid() )
            {
                addDrawable( walls.get(), wallStateSet.get(), name, input, index );
            }

            if ( rooflines.valid() )
            {
                addDrawable( rooflines.get(), roofStateSet.get(), name, input, index );
            }

            if ( baselines.valid() )
            {
                addDrawable( baselines.get(), 0L, name, input, index );
            }

            if ( outlines.valid() )
            {
                addDrawable( outlines.get(), 0L, name, input, index );
            }
        }
    }

    return true;
}
开发者ID:simedcn,项目名称:osgearth,代码行数:101,代码来源:ExtrudeGeometryFilter.cpp

示例2: parts


//.........这里部分代码省略.........
                    double threshold = osg::DegreesToRadians( *_maxAngle_deg );
                    OE_DEBUG << "Running mesh subdivider with threshold " << *_maxAngle_deg << std::endl;

                    MeshSubdivider ms( _world2local, _local2world );
                    //ms.setMaxElementsPerEBO( INT_MAX );
                    if ( input->geoInterp().isSet() )
                        ms.run( *osgGeom, threshold, *input->geoInterp() );
                    else
                        ms.run( *osgGeom, threshold, *_geoInterp );
                }
            }


            // assign the primary color:
#if USE_SINGLE_COLOR            
            osg::Vec4Array* colors = new osg::Vec4Array( 1 );
            (*colors)[0] = primaryColor;
            osgGeom->setColorBinding( osg::Geometry::BIND_OVERALL );
#else

            osg::Vec4Array* colors = new osg::Vec4Array( osgGeom->getVertexArray()->getNumElements() ); //allPoints->size() );
            for(unsigned c=0; c<colors->size(); ++c)
                (*colors)[c] = primaryColor;
            osgGeom->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
#endif


            osgGeom->setColorArray( colors );
            

            _geode->addDrawable( osgGeom );

            // record the geometry's primitive set(s) in the index:
            if ( context.featureIndex() )
                context.featureIndex()->tagPrimitiveSets( osgGeom, input );

            // build secondary geometry, if necessary (polygon outlines)
            if ( renderType == Geometry::TYPE_POLYGON && lineSymbol )
            {
                // polygon offset on the poly so the outline doesn't z-fight
                osgGeom->getOrCreateStateSet()->setAttributeAndModes( new osg::PolygonOffset(1,1), 1 );

                osg::Geometry* outline = new osg::Geometry();
                outline->setUseVertexBufferObjects( _useVertexBufferObjects.value() );

                buildPolygon(part, featureSRS, mapSRS, makeECEF, false, outline);

                if ( outline->getVertexArray()->getVertexBufferObject() )
                    outline->getVertexArray()->getVertexBufferObject()->setUsage(GL_STATIC_DRAW_ARB);                
                
                osg::Vec4f outlineColor = lineSymbol->stroke()->color();                

                osg::Vec4Array* outlineColors = new osg::Vec4Array();                
#if USE_SINGLE_COLOR
                outlineColors->reserve(1);
                outlineColors->push_back( outlineColor );
                outline->setColorBinding( osg::Geometry::BIND_OVERALL );
#else
                unsigned pcount = part->getTotalPointCount();                
                outlineColors->reserve( pcount );
                for( unsigned c=0; c < pcount; ++c )
                    outlineColors->push_back( outlineColor );
                outline->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
#endif
                outline->setColorArray(outlineColors);
开发者ID:Sylla,项目名称:osgearth,代码行数:66,代码来源:BuildGeometryFilter.cpp

示例3: instanceURI


//.........这里部分代码省略.........

            // if icon decluttering is off, install an AutoTransform.
            if ( iconSymbol )
            {
                if ( iconSymbol->declutter() == true )
                {
                    Decluttering::setEnabled( model->getOrCreateStateSet(), true );
                }
                else if ( dynamic_cast<osg::AutoTransform*>(model.get()) == 0L )
                {
                    osg::AutoTransform* at = new osg::AutoTransform();
                    at->setAutoRotateMode( osg::AutoTransform::ROTATE_TO_SCREEN );
                    at->setAutoScaleToScreen( true );
                    at->addChild( model );
                    model = at;
                }
            }
        }

        if ( model.valid() )
        {
            GeometryIterator gi( input->getGeometry(), false );
            while( gi.hasMore() )
            {
                Geometry* geom = gi.next();

                // if necessary, transform the points to the target SRS:
                if ( !makeECEF && !targetSRS->isEquivalentTo(context.profile()->getSRS()) )
                {
                    context.profile()->getSRS()->transform( geom->asVector(), targetSRS );
                }

                for( unsigned i=0; i<geom->size(); ++i )
                {
                    osg::Matrixd mat;

                    osg::Vec3d point = (*geom)[i];
                    if ( makeECEF )
                    {
                        // the "rotation" element lets us re-orient the instance to ensure it's pointing up. We
                        // could take a shortcut and just use the current extent's local2world matrix for this,
                        // but if the tile is big enough the up vectors won't be quite right.
                        osg::Matrixd rotation;
                        ECEF::transformAndGetRotationMatrix( point, context.profile()->getSRS(), point, targetSRS, rotation );
                        mat = rotationMatrix * rotation * scaleMatrix * osg::Matrixd::translate( point ) * _world2local;
                    }
                    else
                    {
                        mat = rotationMatrix * scaleMatrix *  osg::Matrixd::translate( point ) * _world2local;
                    }

                    osg::MatrixTransform* xform = new osg::MatrixTransform();
                    xform->setMatrix( mat );
                    xform->setDataVariance( osg::Object::STATIC );
                    xform->addChild( model.get() );
                    attachPoint->addChild( xform );

                    if ( context.featureIndex() && !_useDrawInstanced )
                    {
                        context.featureIndex()->tagNode( xform, input );
                    }

                    // name the feature if necessary
                    if ( !_featureNameExpr.empty() )
                    {
                        const std::string& name = input->eval( _featureNameExpr, &context);
                        if ( !name.empty() )
                            xform->setName( name );
                    }
                }
            }
        }
    }

    if ( iconSymbol )
    {
        // activate decluttering for icons if requested
        if ( iconSymbol->declutter() == true )
        {
            Decluttering::setEnabled( attachPoint->getOrCreateStateSet(), true );
        }

        // activate horizon culling if we are in geocentric space
        if ( context.getSession() && context.getSession()->getMapInfo().isGeocentric() )
        {
            HorizonCullingProgram::install( attachPoint->getOrCreateStateSet() );
        }
    }

    // active DrawInstanced if required:
    if ( _useDrawInstanced && Registry::capabilities().supportsDrawInstanced() )
    {
        DrawInstanced::convertGraphToUseDrawInstanced( attachPoint );

        // install a shader program to render draw-instanced.
        DrawInstanced::install( attachPoint->getOrCreateStateSet() );
    }

    return true;
}
开发者ID:dreamfrog,项目名称:osgearth,代码行数:101,代码来源:SubstituteModelFilter.cpp

示例4: wallSkinPRNG


//.........这里部分代码省略.........

            // calculate the colors:
            osg::Vec4f wallColor(1,1,1,0), wallBaseColor(1,1,1,0), roofColor(1,1,1,0), outlineColor(1,1,1,1);

            if ( _wallPolygonSymbol.valid() )
            {
                wallColor = _wallPolygonSymbol->fill()->color();
                if ( _extrusionSymbol->wallGradientPercentage().isSet() )
                {
                    wallBaseColor = Color(wallColor).brightness( 1.0 - *_extrusionSymbol->wallGradientPercentage() );
                }
                else
                {
                    wallBaseColor = wallColor;
                }
            }
            if ( _roofPolygonSymbol.valid() )
            {
                roofColor = _roofPolygonSymbol->fill()->color();
            }
            if ( _outlineSymbol.valid() )
            {
                outlineColor = _outlineSymbol->stroke()->color();
            }

            // Create the extruded geometry!
            if (extrudeGeometry( 
                    part, height, offset, 
                    *_extrusionSymbol->flatten(),
                    walls.get(), rooflines.get(), baselines.get(), outlines.get(),
                    wallColor, wallBaseColor, roofColor, outlineColor,
                    wallSkin, roofSkin,
                    context ) )
            {      
                if ( wallSkin )
                {
                    context.resourceCache()->getStateSet( wallSkin, wallStateSet );
                }

                // generate per-vertex normals, altering the geometry as necessary to avoid
                // smoothing around sharp corners
                osgUtil::SmoothingVisitor::smooth(
                    *walls.get(), 
                    osg::DegreesToRadians(_wallAngleThresh_deg) );

                // tessellate and add the roofs if necessary:
                if ( rooflines.valid() )
                {
                    osgUtil::Tessellator tess;
                    tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
                    tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD );
                    tess.retessellatePolygons( *(rooflines.get()) );

                    // generate default normals (no crease angle necessary; they are all pointing up)
                    // TODO do this manually; probably faster
                    if ( !_makeStencilVolume )
                        osgUtil::SmoothingVisitor::smooth( *rooflines.get() );

                    if ( roofSkin )
                    {
                        context.resourceCache()->getStateSet( roofSkin, roofStateSet );
                    }
                }

                if ( baselines.valid() )
                {
                    osgUtil::Tessellator tess;
                    tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
                    tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD );
                    tess.retessellatePolygons( *(baselines.get()) );
                }

                std::string name;
                if ( !_featureNameExpr.empty() )
                    name = input->eval( _featureNameExpr, &context );

                FeatureSourceIndex* index = context.featureIndex();

                addDrawable( walls.get(), wallStateSet.get(), name, input, index );

                if ( rooflines.valid() )
                {
                    addDrawable( rooflines.get(), roofStateSet.get(), name, input, index );
                }

                if ( baselines.valid() )
                {
                    addDrawable( baselines.get(), 0L, name, input, index );
                }

                if ( outlines.valid() )
                {
                    addDrawable( outlines.get(), 0L, name, input, index );
                }
            }   
        }
    }

    return true;
}
开发者ID:jy4618272,项目名称:osgearth,代码行数:101,代码来源:ExtrudeGeometryFilter.cpp

示例5: scriptExpr


//.........这里部分代码省略.........
                        scale = input->eval( scaleEx, &context );
                        scaleVec.set(scale, scale, scale);
                    }
                    if ( modelSymbol )
                    {
                        if ( modelSymbol->scaleX().isSet() )
                        {
                            scaleVec.x() *= input->eval( scaleXEx, &context );
                        }
                        if ( modelSymbol->scaleY().isSet() )
                        {
                            scaleVec.y() *= input->eval( scaleYEx, &context );
                        }
                        if ( modelSymbol->scaleZ().isSet() )
                        {
                            scaleVec.z() *= input->eval( scaleZEx, &context );
                        }
                    }

                    if ( scaleVec.x() == 0.0 ) scaleVec.x() = 1.0;
                    if ( scaleVec.y() == 0.0 ) scaleVec.y() = 1.0;
                    if ( scaleVec.z() == 0.0 ) scaleVec.z() = 1.0;

                    scaleMatrix = osg::Matrix::scale( scaleVec );

                    if ( modelSymbol->heading().isSet() )
                    {
                        float heading = input->eval(headingEx, &context);
                        rotationMatrix.makeRotate( osg::Quat(osg::DegreesToRadians(heading), osg::Vec3(0,0,1)) );
                    }

                    osg::Vec3d point = (*geom)[i];
                    if ( makeECEF )
                    {
                        // the "rotation" element lets us re-orient the instance to ensure it's pointing up. We
                        // could take a shortcut and just use the current extent's local2world matrix for this,
                        // but if the tile is big enough the up vectors won't be quite right.
                        osg::Matrixd rotation;
                        ECEF::transformAndGetRotationMatrix( point, context.profile()->getSRS(), point, targetSRS, rotation );
                        mat = scaleMatrix * rotationMatrix * rotation * osg::Matrixd::translate( point ) * _world2local;
                    }
                    else
                    {
                        mat = scaleMatrix * rotationMatrix * osg::Matrixd::translate( point ) * _world2local;
                    }

                    osg::MatrixTransform* xform = new osg::MatrixTransform();
                    xform->setMatrix( mat );
                    xform->setDataVariance( osg::Object::STATIC );
                    xform->addChild( model.get() );
                    attachPoint->addChild( xform );

                    // Only tag nodes if we aren't using clustering.
                    if ( context.featureIndex() && !_cluster)
                    {
                        context.featureIndex()->tagNode( xform, input );
                    }

                    // name the feature if necessary
                    if ( !_featureNameExpr.empty() )
                    {
                        const std::string& name = input->eval( _featureNameExpr, &context);
                        if ( !name.empty() )
                            xform->setName( name );
                    }
                }
            }
        }
    }

    if ( iconSymbol )
    {
        // activate decluttering for icons if requested
        if ( iconSymbol->declutter() == true )
        {
            ScreenSpaceLayout::activate(attachPoint->getOrCreateStateSet());
        }

        // activate horizon culling if we are in geocentric space
        if ( context.getSession() && context.getSession()->getMapInfo().isGeocentric() )
        {
            // should this use clipping, or a horizon cull callback?

            //HorizonCullingProgram::install( attachPoint->getOrCreateStateSet() );

            attachPoint->getOrCreateStateSet()->setMode(GL_CLIP_DISTANCE0, 1);
        }
    }

    // active DrawInstanced if required:
    if ( _useDrawInstanced )
    {
        DrawInstanced::convertGraphToUseDrawInstanced( attachPoint );

        // install a shader program to render draw-instanced.
        DrawInstanced::install( attachPoint->getOrCreateStateSet() );
    }

    return true;
}
开发者ID:pprabhu78,项目名称:osgearth,代码行数:101,代码来源:SubstituteModelFilter.cpp


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