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C++ FilterContext::getDBOptions方法代码示例

本文整理汇总了C++中FilterContext::getDBOptions方法的典型用法代码示例。如果您正苦于以下问题:C++ FilterContext::getDBOptions方法的具体用法?C++ FilterContext::getDBOptions怎么用?C++ FilterContext::getDBOptions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::getDBOptions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: if

bool
SubstituteModelFilter::findResource(const URI&            uri,
                                    const InstanceSymbol* symbol,
                                    FilterContext&        context, 
                                    std::set<URI>&        missing,
                                    osg::ref_ptr<InstanceResource>& output )
{
    // be careful about refptrs here since _instanceCache is an LRU.

    InstanceCache::Record rec;
    if ( _instanceCache.get(uri, rec) )
    {
        // found it in the cache:
        output = rec.value().get();
    }
    else if ( _resourceLib.valid() )
    {
        // look it up in the resource library:
        output = _resourceLib->getInstance( uri.base(), context.getDBOptions() );
    }
    else
    {
        // create it on the fly:
        output = symbol->createResource();
        output->uri() = uri;
        _instanceCache.insert( uri, output.get() );
    }

    // failed to find the instance.
    if ( !output.valid() )
    {
        if ( missing.find(uri) == missing.end() )
        {
            missing.insert(uri);
            OE_WARN << LC << "Failed to locate resource: " << uri.full() << std::endl;
        }
    }

    return output.valid();
}
开发者ID:dreamfrog,项目名称:osgearth,代码行数:40,代码来源:SubstituteModelFilter.cpp

示例2: wallSkinPRNG

bool
ExtrudeGeometryFilter::process( FeatureList& features, FilterContext& context )
{
    // seed our random number generators
    Random wallSkinPRNG( _wallSkinSymbol.valid()? *_wallSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );
    Random roofSkinPRNG( _roofSkinSymbol.valid()? *_roofSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        GeometryIterator iter( input->getGeometry(), false );
        while( iter.hasMore() )
        {
            Geometry* part = iter.next();

            osg::ref_ptr<osg::Geometry> walls = new osg::Geometry();
            walls->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            
            osg::ref_ptr<osg::Geometry> rooflines = 0L;
            osg::ref_ptr<osg::Geometry> baselines = 0L;
            osg::ref_ptr<osg::Geometry> outlines  = 0L;
            
            if ( part->getType() == Geometry::TYPE_POLYGON )
            {
                rooflines = new osg::Geometry();
                rooflines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );

                // prep the shapes by making sure all polys are open:
                static_cast<Polygon*>(part)->open();
            }

            // fire up the outline geometry if we have a line symbol.
            if ( _outlineSymbol != 0L )
            {
                outlines = new osg::Geometry();
                outlines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // make a base cap if we're doing stencil volumes.
            if ( _makeStencilVolume )
            {
                baselines = new osg::Geometry();
                baselines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // calculate the extrusion height:
            float height;

            if ( _heightCallback.valid() )
            {
                height = _heightCallback->operator()(input, context);
            }
            else if ( _heightExpr.isSet() )
            {
                height = input->eval( _heightExpr.mutable_value(), &context );
            }
            else
            {
                height = *_extrusionSymbol->height();
            }

            // calculate the height offset from the base:
            float offset = 0.0;
            if ( _heightOffsetExpr.isSet() )
            {
                offset = input->eval( _heightOffsetExpr.mutable_value(), &context );
            }

            osg::ref_ptr<osg::StateSet> wallStateSet;
            osg::ref_ptr<osg::StateSet> roofStateSet;

            // calculate the wall texturing:
            SkinResource* wallSkin = 0L;
            if ( _wallSkinSymbol.valid() )
            {
                if ( _wallResLib.valid() )
                {
                    SkinSymbol querySymbol( *_wallSkinSymbol.get() );
                    querySymbol.objectHeight() = fabs(height) - offset;
                    wallSkin = _wallResLib->getSkin( &querySymbol, wallSkinPRNG, context.getDBOptions() );
                }

                else
                {
                    //TODO: simple single texture?
                }
            }

            // calculate the rooftop texture:
            SkinResource* roofSkin = 0L;
            if ( _roofSkinSymbol.valid() )
            {
                if ( _roofResLib.valid() )
                {
                    SkinSymbol querySymbol( *_roofSkinSymbol.get() );
                    roofSkin = _roofResLib->getSkin( &querySymbol, roofSkinPRNG, context.getDBOptions() );
                }

                else
//.........这里部分代码省略.........
开发者ID:simedcn,项目名称:osgearth,代码行数:101,代码来源:ExtrudeGeometryFilter.cpp

示例3: wallSkinPRNG

bool
ExtrudeGeometryFilter::process( FeatureList& features, FilterContext& context )
{
    // seed our random number generators
    Random wallSkinPRNG( _wallSkinSymbol.valid()? *_wallSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );
    Random roofSkinPRNG( _roofSkinSymbol.valid()? *_roofSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        GeometryIterator iter( input->getGeometry(), false );
        while( iter.hasMore() )
        {
            Geometry* part = iter.next();

            osg::ref_ptr<osg::Geometry> walls = new osg::Geometry();
            walls->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            
            osg::ref_ptr<osg::Geometry> rooflines = 0L;
            osg::ref_ptr<osg::Geometry> baselines = 0L;
            osg::ref_ptr<osg::Geometry> outlines  = 0L;
            
            if ( part->getType() == Geometry::TYPE_POLYGON )
            {
                rooflines = new osg::Geometry();
                rooflines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );

                // prep the shapes by making sure all polys are open:
                static_cast<Polygon*>(part)->open();
            }

            // fire up the outline geometry if we have a line symbol.
            if ( _outlineSymbol != 0L )
            {
                outlines = new osg::Geometry();
                outlines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // make a base cap if we're doing stencil volumes.
            if ( _makeStencilVolume )
            {
                baselines = new osg::Geometry();
                baselines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // calculate the extrusion height:
            float height;

            if ( _heightCallback.valid() )
            {
                height = _heightCallback->operator()(input, context);
            }
            else if ( _heightExpr.isSet() )
            {
                height = input->eval( _heightExpr.mutable_value(), &context );
            }
            else
            {
                height = *_extrusionSymbol->height();
            }

            // calculate the height offset from the base:
            float offset = 0.0;
            if ( _heightOffsetExpr.isSet() )
            {
                offset = input->eval( _heightOffsetExpr.mutable_value(), &context );
            }

            osg::ref_ptr<osg::StateSet> wallStateSet;
            osg::ref_ptr<osg::StateSet> roofStateSet;

            // calculate the wall texturing:
            SkinResource* wallSkin = 0L;
            if ( _wallSkinSymbol.valid() )
            {
                if ( _wallResLib.valid() )
                {
                    SkinSymbol querySymbol( *_wallSkinSymbol.get() );
                    querySymbol.objectHeight() = fabs(height) - offset;
                    wallSkin = _wallResLib->getSkin( &querySymbol, wallSkinPRNG, context.getDBOptions() );
                }

                else
                {
                    //TODO: simple single texture?
                }
            }

            // calculate the rooftop texture:
            SkinResource* roofSkin = 0L;
            if ( _roofSkinSymbol.valid() )
            {
                if ( _roofResLib.valid() )
                {
                    SkinSymbol querySymbol( *_roofSkinSymbol.get() );
                    roofSkin = _roofResLib->getSkin( &querySymbol, roofSkinPRNG, context.getDBOptions() );
                }

                else
//.........这里部分代码省略.........
开发者ID:jy4618272,项目名称:osgearth,代码行数:101,代码来源:ExtrudeGeometryFilter.cpp

示例4: markerURI

bool
SubstituteModelFilter::process(const FeatureList&           features,                               
                               const MarkerSymbol*          symbol,
                               Session*                     session,
                               osg::Group*                  attachPoint,
                               FilterContext&               context )
{
    bool makeECEF = context.getSession()->getMapInfo().isGeocentric();

    // first, go through the features and build the model cache. Apply the model matrix' scale
    // factor to any AutoTransforms directly (cloning them as necessary)
    std::map< std::pair<URI, float>, osg::ref_ptr<osg::Node> > uniqueModels;

    StringExpression  uriEx   = *symbol->url();
    NumericExpression scaleEx = *symbol->scale();

    for( FeatureList::const_iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        // evaluate the marker URI expression:
        StringExpression uriEx = *symbol->url();
        URI markerURI( input->eval(uriEx, &context), uriEx.uriContext() );

        // find the corresponding marker in the cache
        MarkerResource* marker = 0L;
        MarkerCache::Record rec = _markerCache.get( markerURI );
        if ( rec.valid() ) {
            marker = rec.value();
        }
        else if ( _markerLib.valid() ) {
            marker = _markerLib->getMarker( markerURI.base(), context.getDBOptions() );
        }
        else {
            marker = new MarkerResource();
            marker->uri() = markerURI;
            _markerCache.insert( markerURI, marker );
        }

        // evalute the scale expression (if there is one)
        float scale = 1.0f;
        osg::Matrixd scaleMatrix;

        if ( symbol->scale().isSet() )
        {
            scale = input->eval( scaleEx, &context );
            if ( scale == 0.0 )
                scale = 1.0;
            scaleMatrix = osg::Matrix::scale( scale, scale, scale );
        }
        
        osg::Matrixd rotationMatrix;
        if ( symbol->orientation().isSet() )
        {
            osg::Vec3d hpr = *symbol->orientation();
            //Rotation in HPR
            //Apply the rotation            
            rotationMatrix.makeRotate( 
                osg::DegreesToRadians(hpr.y()), osg::Vec3(1,0,0),
                osg::DegreesToRadians(hpr.x()), osg::Vec3(0,0,1),
                osg::DegreesToRadians(hpr.z()), osg::Vec3(0,1,0) );            
        }

        // how that we have a marker source, create a node for it
        std::pair<URI,float> key( markerURI, scale );
        osg::ref_ptr<osg::Node>& model = uniqueModels[key];
        if ( !model.valid() )
        {
            model = context.resourceCache()->getMarkerNode( marker );

            if ( scale != 1.0f && dynamic_cast<osg::AutoTransform*>( model.get() ) )
            {
                // clone the old AutoTransform, set the new scale, and copy over its children.
                osg::AutoTransform* oldAT = dynamic_cast<osg::AutoTransform*>(model.get());
                osg::AutoTransform* newAT = osg::clone( oldAT );

                // make a scaler and put it between the new AutoTransform and its kids
                osg::MatrixTransform* scaler = new osg::MatrixTransform(osg::Matrix::scale(scale,scale,scale));
                for( unsigned i=0; i<newAT->getNumChildren(); ++i )
                    scaler->addChild( newAT->getChild(0) );
                newAT->removeChildren(0, newAT->getNumChildren());
                newAT->addChild( scaler );
                model = newAT;
            }
        }

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

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

                    osg::Vec3d point = (*geom)[i];
                    if ( makeECEF )
                    {
//.........这里部分代码省略.........
开发者ID:nedbrek,项目名称:osgearth,代码行数:101,代码来源:SubstituteModelFilter.cpp

示例5: scriptExpr


//.........这里部分代码省略.........
            }
            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 );
        
        osg::Matrixd rotationMatrix;
        if ( modelSymbol && modelSymbol->heading().isSet() )
        {
            float heading = input->eval(headingEx, &context);
            rotationMatrix.makeRotate( osg::Quat(osg::DegreesToRadians(heading), osg::Vec3(0,0,1)) );
        }

		// how that we have a marker source, create a node for it
		std::pair<URI,float> key( instanceURI, iconSymbol? scale : 1.0f ); //use 1.0 for models, since we don't want unique models based on scaling

        // cache nodes per instance.
        osg::ref_ptr<osg::Node>& model = uniqueModels[key];
        if ( !model.valid() )
        {
            // Always clone the cached instance so we're not processing data that's
            // already in the scene graph. -gw
            context.resourceCache()->cloneOrCreateInstanceNode(instance.get(), model, context.getDBOptions());

            // if icon decluttering is off, install an AutoTransform.
            if ( iconSymbol )
            {
                if ( iconSymbol->declutter() == true )
                {
                    ScreenSpaceLayout::activate(model->getOrCreateStateSet());
                }
                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 );
                }
开发者ID:469447793,项目名称:osgearth,代码行数:66,代码来源:SubstituteModelFilter.cpp


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