本文整理汇总了C++中osg::SimpleSceneManagerRefPtr::setStatistics方法的典型用法代码示例。如果您正苦于以下问题:C++ SimpleSceneManagerRefPtr::setStatistics方法的具体用法?C++ SimpleSceneManagerRefPtr::setStatistics怎么用?C++ SimpleSceneManagerRefPtr::setStatistics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类osg::SimpleSceneManagerRefPtr
的用法示例。
在下文中一共展示了SimpleSceneManagerRefPtr::setStatistics方法的6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: keyboard
// react to keys
void keyboard(unsigned char k, int , int )
{
switch(k)
{
case 27:
onExit();
OSG::osgExit();
exit(0);
break;
case 'f':
g_mgr->setNavigationMode(OSG::Navigator::FLY);
break;
case 't':
g_mgr->setNavigationMode(OSG::Navigator::TRACKBALL);
break;
case 'q':
g_mgr->setStatistics(true);
break;
case 'w':
g_mgr->setStatistics(false);
break;
case 'r':
{
bool useTrav = !g_mgr->getUseTraversalAction();
g_mgr->setUseTraversalAction(useTrav);
printf("Using %s action.\n", useTrav ? "render traversal" : "render");
}
break;
}
}
示例2: keyboard
// react to keys
void keyboard(unsigned char k, int x, int y)
{
switch(k)
{
case 'e':
{
// clean up global variables
mgr = NULL;
OSG::osgExit();
exit(0);
}
break;
case 's':
{
mgr->setStatistics(!mgr->getStatistics());
}
break;
}
}
示例3: keyboard
//
// react to keys
//
void keyboard(unsigned char k, int x, int y)
{
switch(k)
{
case 27:
{
// clean up global variables
cyltrans = NULL;
tortrans = NULL;
mgr = NULL;
ubo_light_state = NULL;
ubo_geom_state_1 = NULL;
ubo_geom_state_2 = NULL;
OSG::osgExit();
exit(0);
}
break;
case 'm':
{
GeomState geom1; geom1.material_index = dist(generator);
GeomState geom2; geom2.material_index = dist(generator);
update_geometry_material_state(ubo_geom_state_1, geom1);
update_geometry_material_state(ubo_geom_state_2, geom2);
glutPostRedisplay();
}
break;
case 's':
{
mgr->setStatistics(!mgr->getStatistics());
}
break;
}
}
示例4: keyboard
// react to keys
void keyboard(unsigned char k, int , int )
{
switch(k)
{
case 27:
{
cleanup();
OSG::osgExit();
std::exit(0);
}
break;
case 'f':
{
mgr->setNavigationMode(OSG::Navigator::FLY);
std::cout << "Fly mode" << std::endl;
}
break;
case 't':
{
mgr->setNavigationMode(OSG::Navigator::TRACKBALL);
std::cout << "Trackball mode" << std::endl;
}
break;
case 'q':
{
mgr->setStatistics(!mgr->getStatistics());
std::cout << "Statistics "
<< (mgr->getStatistics() ? "enabled" : "disabled")
<< std::endl;
}
break;
case 'h':
{
mgr->setHeadlight(!mgr->getHeadlightState());
std::cout << "Headlight "
<< (mgr->getHeadlightState() ? "enabled" : "disabled")
<< std::endl;
}
break;
case 'b':
{
if(polyChunk == NULL)
{
polyChunk = OSG::PolygonChunk::create();
root->addChunk(polyChunk);
}
if(polyChunk->getCullFace() == GL_NONE)
{
polyChunk->setCullFace(GL_BACK);
std::cout << "Backface culling enabled" << std::endl;
}
else
{
polyChunk->setCullFace(GL_NONE);
std::cout << "Backface culling disabled" << std::endl;
}
}
break;
case 'w':
{
if(polyChunk == NULL)
{
polyChunk = OSG::PolygonChunk::create();
root->addChunk(polyChunk);
}
if(polyChunk->getFrontMode() == GL_FILL)
{
polyChunk->setFrontMode(GL_LINE);
polyChunk->setBackMode (GL_LINE);
std::cout << "Wireframe enabled" << std::endl;
}
else
{
polyChunk->setFrontMode(GL_FILL);
polyChunk->setBackMode (GL_FILL);
std::cout << "Wireframe disabled" << std::endl;
}
}
break;
case 'n':
{
if(normalsActive == true)
{
normalsActive = false;
NodeStore::const_iterator ngIt = normalsGeoN.begin();
NodeStore::const_iterator ngEnd = normalsGeoN.end ();
for(; ngIt != ngEnd; ++ngIt)
{
(*ngIt)->setTravMask(0);
}
std::cout << "Normals disabled" << std::endl;
}
else
//.........这里部分代码省略.........
示例5: keyboard
// react to keys
void keyboard(unsigned char k, int x, int y)
{
switch(k)
{
case 27:
{
// clean up global variables
mgr = NULL;
OSG::osgExit();
exit(1);
}
break;
case 'a': // activate all lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
lights[i]->setOn(true);
}
}
break;
case 's': // deactivate all but the spot lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
if(lights[i]->getTypeId() != OSG::SpotLight::getClassTypeId())
{
lights[i]->setOn(false);
}
else
{
lights[i]->setOn(true);
}
}
OSG::commitChanges();
}
break;
case 'd': // deactivate all but the directional lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
if(lights[i]->getTypeId() !=
OSG::DirectionalLight::getClassTypeId())
{
lights[i]->setOn(false);
}
else
{
lights[i]->setOn(true);
}
}
OSG::commitChanges();
}
break;
case 'p': // deactivate all but the point lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
if(lights[i]->getTypeId() != OSG::PointLight::getClassTypeId())
{
lights[i]->setOn(false);
}
else
{
lights[i]->setOn(true);
}
}
OSG::commitChanges();
}
break;
case 'S':
{
mgr->setStatistics(!mgr->getStatistics());
}
break;
}
}
示例6: main
//.........这里部分代码省略.........
SLOG << "Got " << (isPOT?"":"non-") << "power-of-two images and "
<< (hasNPOT?"can":"cannot") << " use NPOT textures, changing "
<< (changeOnlyPart?"part":"all")
<< " of the screen"
<< std::endl;
// Ok, now for the meat of the code...
// first we need an Image to hold the picture(s) to show
image = OSG::Image::create();
// set the image's size and type, and allocate memory
// this example uses RGB. On some systems (e.g. Windows) BGR
// or BGRA might be faster, it depends on how the images are
// acquired
image->set(OSG::Image::OSG_RGB_PF, width, height);
// Now create the texture to be used for the background
texObj = OSG::TextureObjChunk::create();
// Associate image and texture
texObj->setImage(image);
// Set filtering modes. LINEAR is cheap and good if the image size
// changes very little (i.e. the window is about the same size as
// the images).
texObj->setMinFilter(GL_LINEAR);
texObj->setMagFilter(GL_LINEAR);
// Set the wrapping modes. We don't need repetition, it might actually
// introduce artifactes at the borders, so switch it off.
texObj->setWrapS(GL_CLAMP_TO_EDGE);
texObj->setWrapT(GL_CLAMP_TO_EDGE);
// Newer versions of OpenGL can handle NPOT textures directly.
// OpenSG will do that internally automatically.
//
// Older versions need POT textures. By default OpenSG
// will scale an NPOT texture to POT while defining it.
// For changing textures that's too slow.
// So tell OpenSG not to scale the image and adjust the texture
// coordinates used by the TextureBackground (see below).
texObj->setScale(false);
// Create the background
OSG::TextureBackgroundRefPtr back = OSG::TextureBackground::create();
// Set the texture to use
back->setTexture(texObj);
// if the image is NPOT and we don't have hardware support for it
// adjust the texture coordinates.
if(isPOT == false && hasNPOT == false)
{
OSG::UInt32 potWidth = OSG::osgNextPower2(width );
OSG::UInt32 potHeight = OSG::osgNextPower2(height);
OSG::Real32 tcRight = OSG::Real32(width ) / OSG::Real32(potWidth );
OSG::Real32 tcTop = OSG::Real32(height) / OSG::Real32(potHeight);
back->editMFTexCoords()->push_back(OSG::Vec2f( 0.f, 0.f));
back->editMFTexCoords()->push_back(OSG::Vec2f(tcRight, 0.f));
back->editMFTexCoords()->push_back(OSG::Vec2f(tcRight, tcTop));
back->editMFTexCoords()->push_back(OSG::Vec2f( 0.f, tcTop));
}
OSG::commitChanges();
// create the SimpleSceneManager helper
mgr = OSG::SimpleSceneManager::create();
// tell the manager what to manage
mgr->setWindow(gwin );
mgr->setRoot (scene);
mgr->setStatistics(true);
// replace the background
// This has to be done after the viewport has been created, which the
// SSM does in setRoot().
OSG::ViewportRefPtr vp = gwin->getPort(0);
vp->setBackground(back);
}
// show the whole scene
mgr->showAll();
// GLUT main loop
glutMainLoop();
return 0;
}