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C++ NodeRecPtr::setCore方法代码示例

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


在下文中一共展示了NodeRecPtr::setCore方法的15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: getGlobal

void
ColladaNode::handleInstanceLight(domInstance_light *instLight)
{
    ColladaInstanceLightRefPtr colInstLight =
        getUserDataAs<ColladaInstanceLight>(instLight);

    if(colInstLight == NULL)
    {
        colInstLight = dynamic_pointer_cast<ColladaInstanceLight>(
            ColladaElementFactory::the()->create(instLight, getGlobal()));

        colInstLight->read();
    }
    
    //push the Light onto the root
    LightUnrecPtr light = colInstLight->process(this);
    if(light != NULL)
    {

        //Append the lights beacon node
        GroupUnrecPtr lightBeacon = Group::create();
        NodeRecPtr lightBeaconN = Node::create();
        lightBeaconN->setCore(lightBeacon);
        /*std::string BeaconNodeName(instLight->getName());
        BeaconNodeName += "_beacon";
        setName(lightBeaconN, BeaconNodeName);*/

        //TODO: set beacon name
        appendChild(lightBeaconN);

        light->setBeacon(lightBeaconN);

        NodeRecPtr lightN = Node::create();
        lightN->setCore(light);
        //setName(lightN,instLight->getName());
        //TODO: set light name

        _visualScene->pushNodeToRoot(lightN);
    }

}
开发者ID:danguilliams,项目名称:OpenSGDevMaster_Toolbox,代码行数:41,代码来源:OSGColladaNode.cpp

示例2: createTorus

NodeTransitPtr createTorus(void)
{
    // Make Object Nodes
    NodeRecPtr ExampleTorusGeo = makeTorus(90, 270, 16, 16);

    // Preform transformations on them
    Matrix mat;

    // On Torus    
    mat.setTranslate(0.0,100.0,-200.0);
    TransformRecPtr TorusTranCore = Transform::create();
    TorusTranCore->setMatrix(mat);

    NodeRecPtr ExampleTorus = Node::create();
    ExampleTorus->setCore(TorusTranCore);
    ExampleTorus->addChild(ExampleTorusGeo);
    ExampleTorus->setTravMask(0);

    return NodeTransitPtr(ExampleTorus);
}
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:20,代码来源:21ExampleInterface.cpp

示例3: createBox

NodeTransitPtr createBox(void)
{
    // Make Object Nodes
    NodeRecPtr ExampleBoxGeo = makeBox(100, 100, 100, 1, 1, 1);

    MaterialRecPtr GreenMaterial = createMaterial(Color4f(0.0f,1.0f,0.0f,1.0f));
    dynamic_cast<Geometry*>(ExampleBoxGeo->getCore())->setMaterial(GreenMaterial);

    Matrix mat;
    mat.setTranslate(250.0,250.0,0.0);

    TransformRecPtr ExampleBoxTranCore = Transform::create();
    ExampleBoxTranCore->setMatrix(mat);

    NodeRecPtr ExampleBox = Node::create();
    ExampleBox->setCore(ExampleBoxTranCore);
    ExampleBox->addChild(ExampleBoxGeo);
    ExampleBox->setTravMask(0);

    return NodeTransitPtr(ExampleBox);
}
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:21,代码来源:21ExampleInterface.cpp

示例4: createSphere

NodeTransitPtr createSphere(void)
{
    // Make Object Nodes
    NodeRecPtr ExampleSphereGeo = makeSphere(4, 100);

    MaterialRecPtr RedMaterial = createMaterial(Color4f(1.0f,0.0f,0.0f,1.0f));
    dynamic_cast<Geometry*>(ExampleSphereGeo->getCore())->setMaterial(RedMaterial);

    Matrix mat;
    mat.setTranslate(250.0,0.0,0.0);

    TransformRecPtr SphereTranCore = Transform::create();
    SphereTranCore->setMatrix(mat);

    NodeRecPtr ExampleSphere = Node::create();
    ExampleSphere->setCore(SphereTranCore);
    ExampleSphere->addChild(ExampleSphereGeo);
    ExampleSphere->setTravMask(0);

    return NodeTransitPtr(ExampleSphere);
}
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:21,代码来源:21ExampleInterface.cpp

示例5: createCone

NodeTransitPtr createCone(void)
{
    // Make Object Nodes
    NodeRecPtr ExampleConeGeo = makeCone(150, 50, 16, true, true);

    MaterialRecPtr BlueMaterial = createMaterial(Color4f(0.0f,0.0f,1.0f,1.0f));
    dynamic_cast<Geometry*>(ExampleConeGeo->getCore())->setMaterial(BlueMaterial);

    // Preform transformations on them
    Matrix mat;

    // On Cone
    mat.setTranslate(0.0,0.0,-250.0);

    TransformRecPtr ConeTranCore = Transform::create();
    ConeTranCore->setMatrix(mat);

    NodeRecPtr ExampleCone = Node::create();
    ExampleCone->setCore(ConeTranCore);
    ExampleCone->addChild(ExampleConeGeo);
    ExampleCone->setTravMask(0);

    return NodeTransitPtr(ExampleCone);
}
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:24,代码来源:21ExampleInterface.cpp

示例6: main

// Initialize OpenSG and set up the scene
int main(int argc, char **argv)
{
    //Set the number of aspects
    ThreadManager::setNumAspects(2);
    ChangeList::setReadWriteDefault(true);

    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        TutorialWindow = createNativeWindow();
        TutorialWindow->setUseCallbackForDraw(true);
        TutorialWindow->setUseCallbackForReshape(true);

        //Initialize Window
        TutorialWindow->initWindow();


        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        
        //Torus Material
        MaterialRecPtr TheTorusMaterial = SimpleMaterial::create();
        dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2));
        dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7));
        dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7));
        dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f);

        //Torus Geometry
        GeometryRecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32);
        TorusGeometry->setMaterial(TheTorusMaterial);
        
        NodeRecPtr TorusGeometryNode = Node::create();
        TorusGeometryNode->setCore(TorusGeometry);

        //Make Torus Node
        NodeRecPtr TorusNode = Node::create();
        TransformRecPtr TorusNodeTrans = Transform::create();
        setName(TorusNodeTrans, std::string("TorusNodeTransformationCore"));

        TorusNode->setCore(TorusNodeTrans);
        TorusNode->addChild(TorusGeometryNode);

        //Make Main Scene Node
        NodeRecPtr scene = Node::create();
        ComponentTransformRecPtr Trans = ComponentTransform::create();
        setName(Trans, std::string("MainTransformationCore"));

        scene->setCore(Trans);
        scene->addChild(TorusNode);

        AnimationRecPtr TheAnimation = setupAnimation(TorusNodeTrans, TutorialWindow);

        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get()));
        
        TheAnimation->connectAnimationStarted(boost::bind(animationStarted, _1));
        TheAnimation->connectAnimationStopped(boost::bind(animationStopped, _1));
        TheAnimation->connectAnimationPaused(boost::bind(animationPaused, _1));
        TheAnimation->connectAnimationUnpaused(boost::bind(animationUnpaused, _1));
        TheAnimation->connectAnimationEnded(boost::bind(animationEnded, _1));
        TheAnimation->connectAnimationCycled(boost::bind(animationCycled, _1));

        commitChanges();

        // tell the manager what to manage
        sceneManager.setRoot  (scene);

        // show the whole scene
        sceneManager.showAll();

        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                WinSize,
                "OpenSG 01Animation Window");
        
        // store a pointer to the application thread
        ApplicationThread = dynamic_cast<OSG::Thread *>(OSG::ThreadManager::getAppThread());
        
        //create the thread that will run generation of new matrices
        RenderThread =
            OSG::dynamic_pointer_cast<OSG::Thread>(
                OSG::ThreadManager::the()->getThread("render", true));
        
        //Start the render thread on aspect 1
        RenderThread->runFunction(draw, 1, static_cast<void *>(&sceneManager));

//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:01Animation.cpp

示例7: main

// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));
        TutorialWindow->connectKeyReleased(boost::bind(keyReleased, _1));

        //Make Main Scene Node
        NodeRefPtr scene = makeCoredNode<Group>();
        setName(scene, "scene");
        NodeRecPtr rootNode = Node::create();
        setName(rootNode, "rootNode");
        ComponentTransformRefPtr Trans = ComponentTransform::create();
        rootNode->setCore(Trans);
        rootNode->addChild(scene);

        //Light Beacon
        Matrix LightTransformMat;
        LightTransformMat.setTranslate(Vec3f(50.0,0.0,100.0));

        TransformRefPtr LightTransform = Transform::create();
        LightTransform->setMatrix(LightTransformMat);

        NodeRefPtr TutorialLightBeacon = Node::create();
        TutorialLightBeacon->setCore(LightTransform);

        //Light Node
        PointLightRefPtr TutorialLight = PointLight::create();
        TutorialLight->setBeacon(TutorialLightBeacon);

        NodeRefPtr TutorialLightNode = Node::create();
        TutorialLightNode->setCore(TutorialLight);

        scene->addChild(TutorialLightNode);
        scene->addChild(TutorialLightBeacon);


        //Setup Physics Scene
        PhysicsWorldRecPtr physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.005);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(100.0);
        physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));

        PhysicsHashSpaceRecPtr physicsSpace = PhysicsHashSpace::create();

        //Setup the default collision parameters
        CollisionContactParametersRefPtr DefaultCollisionParams = CollisionContactParameters::createEmpty();
        DefaultCollisionParams->setMode(dContactApprox1);
        DefaultCollisionParams->setMu(1.0);
        DefaultCollisionParams->setMu2(0.0);
        DefaultCollisionParams->setBounce(0.0);
        DefaultCollisionParams->setBounceSpeedThreshold(0.0);
        DefaultCollisionParams->setSoftCFM(0.1);
        DefaultCollisionParams->setSoftERP(0.2);
        DefaultCollisionParams->setMotion1(0.0);
        DefaultCollisionParams->setMotion2(0.0);
        DefaultCollisionParams->setMotionN(0.0);
        DefaultCollisionParams->setSlip1(0.0);
        DefaultCollisionParams->setSlip2(0.0);

        physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams);

        PhysicsHandlerRecPtr physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(physicsSpace);
        physHandler->setUpdateNode(rootNode);
        physHandler->attachUpdateProducer(TutorialWindow);

        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(physicsSpace);


        /************************************************************************/
        /* create spaces, geoms and bodys                                                                     */
        /************************************************************************/
        //create a group for our space
        GroupRefPtr spaceGroup;
//.........这里部分代码省略.........
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:03CharacterTerrain.cpp

示例8: traverseEnter

Action::ResultE LODSetupGraphOp::traverseEnter(Node * const node)
{
    if(node->getCore()->getType().isDerivedFrom(DistanceLOD::getClassType())) 
    {
        return Action::Skip;
    }

    // clear out the old sets
    _mSets.clear();

    UInt32 numChildren = node->getNChildren();
    
    // check node's children for LOD name tags.
    UInt32 i = 0;
    UInt32 j = 0; 

    for(i = 0; i < numChildren; ++i)
    {
        const Char8 *namePtr = OSG::getName(node->getChild(i));

        if(namePtr != NULL)
        {
            std::string curNodeName(namePtr           );
            size_t      nameSize   (curNodeName.size());

            for(j = 0; j < _mLODs.size(); ++j)
            {
                // we only check for the tags at the end of the strings
                size_t searchLoc = 
                    (nameSize > _mLODs[j].mTag.size()) ? 
                        (nameSize - _mLODs[j].mTag.size()) : 0; 

                size_t loc = curNodeName.find(_mLODs[j].mTag, searchLoc);

                if(loc != std::string::npos)
                { 
                    std::string baseName(curNodeName);

                    baseName.erase(loc, _mLODs[j].mTag.size());
                 
                    bool createNewSet = true;
    
                    for(UInt32 k = 0; k < _mSets.size(); ++k)
                    {
                        if(baseName.compare(_mSets[k].mBaseName) == 0)
                        {
                            _mSets[k].addLODPair(_mLODs[j].mLOD,
                                                  node->getChild(i));

                            createNewSet = false;

                            break;
                        }
                    }
            
                    if(createNewSet == true)
                    {
                        LODSet newSet;

                        newSet.mBaseName = baseName;
                        newSet.addLODPair(_mLODs[j].mLOD, node->getChild(i));

                        _mSets.push_back(newSet);

                        break;
                    }

                }
            }// end for(_mLODs.size())
        } //end if(namePtr != NULL)
    } // end for(numChildren)


    // now we add as many LODs as we can
    int madeNow = 0;

    if(_mSets.size() > 0)
    {
        for(i = 0; i < _mSets.size(); ++i)
        {
            if(_mSets[i].mLODPairs.size() > 1)
            {
                DistanceLODRecPtr  TheLODCore = DistanceLOD::create();
                MFReal32          *ranges     = TheLODCore->editMFRange();
                NodeRecPtr         newLODNode = Node::create();

                newLODNode->setCore(TheLODCore);

                // also set the name of the node now
                OSG::setName(newLODNode, _mSets[i].mBaseName + "_LODNode");

                node->addChild(newLODNode);

                bool centerIsSet = false;

                for(j = 0; j < _mSets[i].mLODPairs.size(); ++j)
                {
                    LODPair cur = _mSets[i].mLODPairs[j];

                    if((cur.first           != -1  ) && 
//.........这里部分代码省略.........
开发者ID:jondo2010,项目名称:OpenSG,代码行数:101,代码来源:OSGLODSetupGraphOp.cpp

示例9: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

        // Make Main Scene Node and add the Torus
        NodeRecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TorusGeometryNode);

        // Create the Graphics
        GraphicsRecPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        //Create the nessicary parts for a viewport
        Matrix TransformMatrix;
        TransformMatrix.setTranslate(0.0f,0.0f, 0.0f);
        TransformRecPtr CameraBeaconTransform = Transform::create();
        CameraBeaconTransform->setMatrix(TransformMatrix);

        NodeRecPtr CameraBeaconNode = Node::create();
        CameraBeaconNode->setCore(CameraBeaconTransform);

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr GeometryNode = makeTorus(.5, 2, 32, 32);

        //Make a light Node
        NodeRecPtr LightBeaconNode = makeCoredNode<Transform>();

        DirectionalLightRecPtr SceneLight = DirectionalLight::create();
        SceneLight->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        SceneLight->setDiffuse(Color4f(0.8f,0.8f,0.8f,1.0f));
        SceneLight->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f));
        SceneLight->setOn(true);
        SceneLight->setBeacon(LightBeaconNode);

        NodeRecPtr LightNode = makeNodeFor(SceneLight);
        LightNode->addChild(GeometryNode);

        // Make Main Scene Node and add the Torus
        NodeRecPtr DefaultRootNode = Node::create();
        DefaultRootNode->setCore(Group::create());
        DefaultRootNode->addChild(LightNode);
        DefaultRootNode->addChild(LightBeaconNode);
        DefaultRootNode->addChild(CameraBeaconNode);

        //Camera
        PerspectiveCameraRecPtr DefaultCamera = PerspectiveCamera::create();
        DefaultCamera->setBeacon(CameraBeaconNode);
        DefaultCamera->setFov   (osgDegree2Rad(60.f));
        DefaultCamera->setNear  (0.1f);
        DefaultCamera->setFar   (100.f);

        //Background
        GradientBackgroundRecPtr DefaultBackground = GradientBackground::create();
        DefaultBackground->addLine(Color3f(0.0f,0.0f,0.0f), 0.0f);
        DefaultBackground->addLine(Color3f(0.0f,0.0f,1.0f), 1.0f);

        //Viewport
        ViewportRecPtr DefaultViewport = Viewport::create();
        DefaultViewport->setCamera                  (DefaultCamera);
        DefaultViewport->setRoot                    (DefaultRootNode);
        DefaultViewport->setSize                    (0.0f,0.0f, 1.0f,1.0f);
        DefaultViewport->setBackground              (DefaultBackground);

        //GL Viewport Component
        LineBorderRecPtr TheGLViewportBorder = LineBorder::create();
        TheGLViewportBorder->setColor(Color4f(1.0,0.0,0.0,1.0));
        TheGLViewportBorder->setWidth(3.0);

        GLViewportRecPtr TheGLViewport = GLViewport::create();
        TheGLViewport->setPort(DefaultViewport);
        TheGLViewport->setPreferredSize(Vec2f(400.0f,400.0f));
        TheGLViewport->setBorders(TheGLViewportBorder);
        TheGLViewport->lookAt(Pnt3f(0.0f,0.0f,10.0f), //From
                              Pnt3f(0.0f,0.0f,0.0f), //At
                              Vec3f(0.0f,1.0f,0.0f)); //Up

        ButtonRecPtr ExampleButton = Button::create();

//.........这里部分代码省略.........
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:41GLViewportComponent.cpp

示例10: main

// Initialize WIN32 & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManagerRefPtr sceneManager = SimpleSceneManager::create();
        TutorialWindow->setDisplayCallback(boost::bind(display, sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, sceneManager));

        // Tell the Manager what to manage
        sceneManager->setWindow(TutorialWindow);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

        // Make Main Scene Node and add the Torus
        NodeRecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TorusGeometryNode);

        // Create the Graphics
        GraphicsRecPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        // Create the DefaultBoundedRangeModel and 
        // set its values
        DefaultBoundedRangeModelRecPtr TheBoundedRangeModel = DefaultBoundedRangeModel::create();
        TheBoundedRangeModel->setMinimum(10);
        TheBoundedRangeModel->setMaximum(110);
        TheBoundedRangeModel->setValue(60);
        TheBoundedRangeModel->setExtent(0);

        //Create the slider
        LabelRecPtr TempLabel;
        SliderRecPtr TheSliderVertical = Slider::create();
        TempLabel = dynamic_pointer_cast<Label>(TheSliderVertical->getLabelPrototype()->shallowCopy());
        TheSliderVertical->editLabelMap()[TheBoundedRangeModel->getMinimum()] = TempLabel;

        TempLabel = dynamic_pointer_cast<Label>(TheSliderVertical->getLabelPrototype()->shallowCopy());
        TheSliderVertical->editLabelMap()[TheBoundedRangeModel->getMinimum() + (TheBoundedRangeModel->getMaximum() - TheBoundedRangeModel->getMinimum())/10] = TempLabel;

        TempLabel = dynamic_pointer_cast<Label>(TheSliderVertical->getLabelPrototype()->shallowCopy());
        TheSliderVertical->editLabelMap()[TheBoundedRangeModel->getMaximum()] = TempLabel;


        TheSliderVertical->setPreferredSize(Vec2f(100, 300));
        TheSliderVertical->setSnapToTicks(true);
        TheSliderVertical->setMajorTickSpacing(10);
        TheSliderVertical->setMinorTickSpacing(5);
        TheSliderVertical->setOrientation(Slider::VERTICAL_ORIENTATION);
        TheSliderVertical->setInverted(true);
        TheSliderVertical->setDrawLabels(true);
        TheSliderVertical->setRangeModel(TheBoundedRangeModel);

        TheSliderVertical->setAlignment(0.1);

        SliderRecPtr TheSliderHorizontal = Slider::create();
        TheSliderHorizontal->setPreferredSize(Vec2f(300, 100));
        TheSliderHorizontal->setSnapToTicks(false);
        TheSliderHorizontal->setMajorTickSpacing(10);
        TheSliderHorizontal->setMinorTickSpacing(5);
        TheSliderHorizontal->setOrientation(Slider::HORIZONTAL_ORIENTATION);
        TheSliderHorizontal->setInverted(false);
        TheSliderHorizontal->setDrawLabels(true);
        TheSliderHorizontal->setRangeModel(TheBoundedRangeModel);
        TheSliderHorizontal->setTicksOnRightBottom(false);


        // Create Background to be used with the MainFrame
        ColorLayerRecPtr MainFrameBackground = ColorLayer::create();
        MainFrameBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        LayoutRecPtr MainInternalWindowLayout = FlowLayout::create();

        InternalWindowRecPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(TheSliderVertical);
        MainInternalWindow->pushToChildren(TheSliderHorizontal);
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.75f,0.75f));
        MainInternalWindow->setDrawTitlebar(false);
        MainInternalWindow->setResizable(false);

//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:32Slider.cpp

示例11: main

// Initialize WIN32 & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

        // Make Main Scene Node and add the Torus
        NodeRecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TorusGeometryNode);

        // Create the Graphics
        GraphicsRecPtr graphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        /******************************************************

          Create the DerivedFieldContainerComboBoxModel and
          add Elements to it (derived FieldContainerTypes
          ).  These will be the data
          values shown in the ComboBox.

         ******************************************************/   

        DerivedFieldContainerComboBoxModelRecPtr ExampleComboBoxModel = DerivedFieldContainerComboBoxModel::create();
        ExampleComboBoxModel->editMFDerivedFieldContainerTypes()->push_back(std::string(Component::getClassType().getCName()));

        /******************************************************

          Create an editable ComboBox.  A ComboBox 
          has a Model just like various other 
          Components.  

         ******************************************************/   

        //Create the ComboBox
        ComboBoxRecPtr ExampleUneditableComboBox = ComboBox::create();

        // Set it to be uneditable
        ExampleUneditableComboBox->setEditable(false);
        ExampleUneditableComboBox->setModel(ExampleComboBoxModel);
        ExampleUneditableComboBox->setSelectedIndex(0);
        ExampleUneditableComboBox->setPreferredSize(Vec2f(160.0f,ExampleUneditableComboBox->getPreferredSize().y()));

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        FlowLayoutRecPtr MainInternalWindowLayout = FlowLayout::create();
        MainInternalWindowLayout->setMinorAxisAlignment(0.2f);

        InternalWindowRecPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(ExampleUneditableComboBox);
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.8f,0.8f));
        MainInternalWindow->setDrawTitlebar(false);
        MainInternalWindow->setResizable(false);

        //Create the Drawing Surface
        UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create();
        TutorialDrawingSurface->setGraphics(graphics);
        TutorialDrawingSurface->setEventProducer(TutorialWindow);

        TutorialDrawingSurface->openWindow(MainInternalWindow);

        // Create the UI Foreground Object
        UIForegroundRecPtr foreground = UIForeground::create();

        foreground->setDrawingSurface(TutorialDrawingSurface);



        // Tell the manager what to manage
        sceneManager.setRoot(scene);

        // Add the UI Foreground Object to the Scene
        ViewportRecPtr viewport = sceneManager.getWindow()->getPort(0);
//.........这里部分代码省略.........
开发者ID:ahuballah,项目名称:OpenSGToolbox,代码行数:101,代码来源:42FieldContainerComboBox.cpp

示例12: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

        // Make Main Scene Node and add the Torus
        NodeRecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TorusGeometryNode);

        // Create the Graphics
        GraphicsRecPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();


        // Create a simple Font to be used with the PasswordField
        UIFontRecPtr ExampleFont = UIFont::create();
        ExampleFont->setSize(16);

        /******************************************************


          Create and edit a PasswordField.

          A PasswordField is a TextField 
          which allows for text to be
          entered secretly.

          -setEchoCar("char"): Determine
          which character replaces text in the 
          PasswordField.

          See 16TextField for more information.

         ******************************************************/

        TextFieldRecPtr ExampleTextField = TextField::create();
        ExampleTextField->setText("");
        ExampleTextField->setEmptyDescText("username");
        ExampleTextField->setPreferredSize(Vec2f(130.0f,ExampleTextField->getPreferredSize().y()));

        PasswordFieldRecPtr ExamplePasswordField = PasswordField::create();

        ExamplePasswordField->setPreferredSize(Vec2f(130, ExamplePasswordField->getPreferredSize().y()));
        ExamplePasswordField->setTextColor(Color4f(0.0, 0.0, 0.0, 1.0));
        ExamplePasswordField->setSelectionBoxColor(Color4f(0.0, 0.0, 1.0, 1.0));
        ExamplePasswordField->setSelectionTextColor(Color4f(1.0, 1.0, 1.0, 1.0));
        //ExamplePasswordField->setText("Text");
        // "Text" will be replaced by "####" in the PasswordField
        ExamplePasswordField->setEchoChar("#");
        ExamplePasswordField->setEditable(true);
        ExamplePasswordField->setFont(ExampleFont);
        ExamplePasswordField->setSelectionStart(2);
        ExamplePasswordField->setSelectionEnd(3);
        ExamplePasswordField->setAlignment(Vec2f(0.0,0.5));

        ExamplePasswordField->setEmptyDescText("password");

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        FlowLayoutRecPtr MainInternalWindowLayout = FlowLayout::create();
        MainInternalWindowLayout->setOrientation(FlowLayout::VERTICAL_ORIENTATION);

        InternalWindowRecPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(ExampleTextField);
        MainInternalWindow->pushToChildren(ExamplePasswordField);
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setDrawTitlebar(false);
        MainInternalWindow->setResizable(false);

        // Create the Drawing Surface
        UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create();
        TutorialDrawingSurface->setGraphics(TutorialGraphics);
        TutorialDrawingSurface->setEventProducer(TutorialWindow);
//.........这里部分代码省略.........
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:24PasswordField.cpp

示例13: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

        // Make Main Scene Node and add the Torus
        NodeRecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TorusGeometryNode);

        // Create the Graphics
        GraphicsRecPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        /******************************************************

          Create a Spinner Model.  This dictates 
          how the Spinner functions.
          -setMaximum(int): Determine the Maximum 
          value the Spinner can have.
          -setMinimum(int): Determine the Minimum 
          value the Spinner can have.
          -setStepSize(int): Determine the 
          incremental step size.
          -setValue(SharedFieldRecPtr(new SFInt32(int)):
          Determine initial starting value
          of the Spinner.

          Note: the StepSize can be changed 
          dynamically as done in this 
          Tutorial with ButtonSelectedListeners.

         ******************************************************/    

        //Int32SpinnerModelPtr TheModel(new Int32SpinnerModel());
        Int32SpinnerModelPtr TheModel(new Int32SpinnerModel());
        TheModel->setMaximum(100);
        TheModel->setMinimum(-100);
        TheModel->setStepSize(1);
        TheModel->setValue(boost::any(Int32(0)));

        /******************************************************

          Create a Spinner and and assign it a 
          Model.

         ******************************************************/    

        SpinnerRecPtr ExampleSpinner = Spinner::create();
        ExampleSpinner->setModel(TheModel);

        /******************************************************

          Create a RadioButtonPanel to allow
          for certain characteristics of the
          Spinner to be changed dynamically.
          See 14RadioButton for more 
          information about RadioButtons.

         ******************************************************/    

        RadioButtonRecPtr SingleIncrementButton = RadioButton::create();
        RadioButtonRecPtr DoubleIncrementButton = RadioButton::create();
        SingleIncrementButton->setText("Increment by 1");
        SingleIncrementButton->setPreferredSize(Vec2f(100, 50));
        SingleIncrementButton->connectButtonSelected(boost::bind(handleSingleIncbuttonSelected, _1,
                                                                 TheModel));

        DoubleIncrementButton->setText("Increment by 2");
        DoubleIncrementButton->setPreferredSize(Vec2f(100, 50));
        DoubleIncrementButton->connectButtonSelected(boost::bind(handleDoubleIncbuttonSelected, _1,
                                                                 TheModel));

        RadioButtonGroupRecPtr SelectionRadioButtonGroup = RadioButtonGroup::create();
        SelectionRadioButtonGroup->addButton(SingleIncrementButton);
        SelectionRadioButtonGroup->addButton(DoubleIncrementButton);
        SingleIncrementButton->setSelected(true);

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
//.........这里部分代码省略.........
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:29Spinner.cpp

示例14: main

// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Make Base Geometry Node
        NodeRecPtr TriGeometryBase = makeTorus(0.5, 1.0, 24, 24);

        //Make Main Scene Node
        NodeRecPtr scene = makeCoredNode<Group>();
        setName(scene, "scene");
        NodeRecPtr rootNode = Node::create();
        setName(rootNode, "rootNode");
        ComponentTransformRecPtr Trans;
        Trans = ComponentTransform::create();
        rootNode->setCore(Trans);

        // add the torus as a child
        rootNode->addChild(scene);

        //Make The Physics Characteristics Node
        PhysicsCharacteristicsDrawableRecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create();
        PhysDrawable->setRoot(rootNode);

        NodeRecPtr PhysDrawableNode = Node::create();
        PhysDrawableNode->setCore(PhysDrawable);
        PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());

        rootNode->addChild(PhysDrawableNode);


        //Setup Physics Scene
        PhysicsWorldRecPtr physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.005);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(100.0);
        physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));

        PhysicsHashSpaceRecPtr physicsSpace = PhysicsHashSpace::create();

        PhysicsHandlerRecPtr physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(physicsSpace);
        physHandler->setUpdateNode(rootNode);

        physHandler->attachUpdateProducer(TutorialWindow);


        /************************************************************************/
        /* create spaces, geoms and bodys                                       */
        /************************************************************************/
        //create a group for our space
        GroupRecPtr spaceGroup;
        NodeRecPtr spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
        //create the ground plane
        GeometryRecPtr plane;
        NodeRecPtr planeNode = makeBox(30.0, 30.0, 1.0, 1, 1, 1);
        plane = dynamic_cast<Geometry*>(planeNode->getCore());
        //and its Material
        SimpleMaterialRecPtr plane_mat = SimpleMaterial::create();
        plane_mat->setAmbient(Color3f(0.7,0.7,0.7));
        plane_mat->setDiffuse(Color3f(0.9,0.6,1.0));

        plane->setMaterial(plane_mat);



        //create Physical Attachments
        PhysicsBoxGeomRecPtr planeGeom = PhysicsBoxGeom::create();
        planeGeom->setLengths(Vec3f(30.0, 30.0, 1.0));
        //add geoms to space for collision
        planeGeom->setSpace(physicsSpace);


        //add Attachments to nodes...
        spaceGroupNode->addAttachment(physicsSpace);
        spaceGroupNode->addAttachment(physHandler);    
        spaceGroupNode->addAttachment(physicsWorld);
        spaceGroupNode->addChild(planeNode);
//.........这里部分代码省略.........
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:01SimplePhysics.cpp

示例15: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManagerRefPtr sceneManager = SimpleSceneManager::create();
        TutorialWindow->setDisplayCallback(boost::bind(display, sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, sceneManager));

        // Tell the Manager what to manage
        sceneManager->setWindow(TutorialWindow);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

        // Make Main Scene Node and add the Torus
        NodeRecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TorusGeometryNode);

        // Create the Graphics
        GraphicsRecPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        /******************************************************

          Create Components to add to MenuBar
          Menus.  Each MenuBar has multiple Menus 
          which contain multiple MenuItems.

          -setAcceleratorKey(KeyEventDetails::KEY_*): This
          links the key "*" as a shortcut to 
          selecting the item it is attached to.
          An example of this would be Q with 
          Control+Q causing programs to quit.
          -setAcceleratorModifiers(KeyEventDetails::KEY_MODIFIER_*):
          This adds the "*" key as another 
          requirement to cause the item to be
          selected.  Things such as "CONTROL" are 
          likely to be used here (as mentioned 
          above, both Control and Q are specified).

Note: These shortcuts will be shown in the list
with the MenuItem they are attached to.

-setMnemonicKey(KeyEventDetails::KEY_****): sets the key
"****" to be underlined within the Menu
itself


         ******************************************************/

        // Creates MenuItems as in 25PopupMenu
        MenuItemRecPtr NewMenuItem = MenuItem::create();
        MenuItemRecPtr OpenMenuItem = MenuItem::create();
        MenuItemRecPtr CloseMenuItem = MenuItem::create();
        MenuItemRecPtr ExitMenuItem = MenuItem::create();
        MenuItemRecPtr UndoMenuItem = MenuItem::create();
        MenuItemRecPtr RedoMenuItem = MenuItem::create();

        //Edits MenuItems
        NewMenuItem->setText("New ...");
        NewMenuItem->setAcceleratorKey(KeyEventDetails::KEY_N);
        NewMenuItem->setAcceleratorModifiers(KeyEventDetails::KEY_MODIFIER_COMMAND);
        NewMenuItem->setMnemonicKey(KeyEventDetails::KEY_N);

        OpenMenuItem->setText("Open ...");
        OpenMenuItem->setAcceleratorKey(KeyEventDetails::KEY_P);
        OpenMenuItem->setAcceleratorModifiers(KeyEventDetails::KEY_MODIFIER_COMMAND);
        OpenMenuItem->setMnemonicKey(KeyEventDetails::KEY_P);

        CloseMenuItem->setText("Close ...");
        CloseMenuItem->setAcceleratorKey(KeyEventDetails::KEY_W);
        CloseMenuItem->setAcceleratorModifiers(KeyEventDetails::KEY_MODIFIER_COMMAND);
        CloseMenuItem->setMnemonicKey(KeyEventDetails::KEY_C);

        ExitMenuItem->setText("Quit");
        ExitMenuItem->setAcceleratorKey(KeyEventDetails::KEY_Q);
        ExitMenuItem->setAcceleratorModifiers(KeyEventDetails::KEY_MODIFIER_COMMAND);
        ExitMenuItem->setMnemonicKey(KeyEventDetails::KEY_Q);

        UndoMenuItem->setText("Undo");
        UndoMenuItem->setAcceleratorKey(KeyEventDetails::KEY_Z);
        UndoMenuItem->setAcceleratorModifiers(KeyEventDetails::KEY_MODIFIER_COMMAND);
        UndoMenuItem->setMnemonicKey(KeyEventDetails::KEY_U);
        RedoMenuItem->setText("Redo");
        RedoMenuItem->setEnabled(false);
        RedoMenuItem->setMnemonicKey(KeyEventDetails::KEY_R);

        // Create a function connection to ExitMenuItem
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:26MenuBar.cpp


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