本文整理汇总了C++中osg::Trackball::getRotation方法的典型用法代码示例。如果您正苦于以下问题:C++ Trackball::getRotation方法的具体用法?C++ Trackball::getRotation怎么用?C++ Trackball::getRotation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::Trackball
的用法示例。
在下文中一共展示了Trackball::getRotation方法的8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: display
void display(void)
{
#if 0
Matrix m1, m2, m3;
Quaternion q1;
tball.getRotation().getValue(m3);
q1.setValue(m3);
m1.setRotate(q1);
m2.setTranslate( tball.getPosition() );
m1.mult( m2 );
if(move_obj == true)
{
scene_trans->editSFMatrix()->setValue( m1 );
}
else
{
cam_trans->editSFMatrix()->setValue( m1 );
}
#endif
cam_trans->editSFMatrix()->setValue(tball.getFullTrackballMatrix());
#if 0
fprintf(stderr, "%f %f %f\n",
cam_trans->getMatrix()[3][0],
cam_trans->getMatrix()[3][1],
cam_trans->getMatrix()[3][2]);
#endif
OSG::Real32 t = glutGet(GLUT_ELAPSED_TIME);
for(OSG::UInt32 i = 0; i < 6; ++i)
{
if(pAnimTrs[i] != NULL)
{
pAnimTrs[i]->editRotation().setValueAsAxisDeg(
0.f, 1.f, 0.f,
t / 50.f);
}
}
OSG::commitChanges();
// fprintf(stderr, "Frame start\n");
// fprintf(stderr, "============================================\n");
win->render(rentravact);
}
示例2: display
void display(void)
{
osg::Matrix m1, m2;
osg::Quaternion q1;
m1.setRotate( trackball.getRotation() );
m2.setTranslate( trackball.getPosition() );
m1.mult( m2 );
cam_trans->getSFMatrix()->setValue( m1 );
//move_and_check();
win->draw( render_action );
}
示例3: paintGL
void MyOSGQGLWidget::paintGL(void)
{
OSG::Matrix m1, m2, m3;
OSG::Quaternion q1;
tball.getRotation().getValue(m3);
q1.setValue(m3);
m1.setRotate(q1);
m2.setTranslate( tball.getPosition() );
m1.mult( m2 );
cam_trans->setMatrix( m1 );
OSG::commitChanges();
osgWin->render(ract); // draw the viewports
}
示例4: redraw
void redraw ( void )
{
OSG::Matrix m1, m2, m3;
OSG::Quaternion q1;
tball.getRotation().getValue(m3);
q1.setValue(m3);
m1.setRotate(q1);
m2.setTranslate( tball.getPosition() );
m1.mult( m2 );
cam_trans->editSFMatrix()->setValue( m1 );
OSG::Thread::getCurrentChangeList()->commitChanges();
win->render(ract);
}
示例5: display
void display(void)
{
OSG::Matrix m1, m2, m3;
OSG::Quaternion q1;
tball.getRotation().getValue(m3);
q1.setValue(m3);
m1.setRotate(q1);
// std::cout << "TBROT" << std::endl << tball.getRotation() << endl;
// std::cout << "M3" << std::endl << m3 << std::endl;
// std::cout << "Q1" << std::endl << q1 << std::endl;
// std::cout << "M1" << std::endl << m1 << std::endl;
// m1.setRotate( tball.getRotation() );
m2.setTranslate( tball.getPosition() );
//std::cout << "Pos: " << tball.getPosition() << ", Rot: " << tball.getRotation() << std::endl;
// std::cout << tball.getRotation() << std::endl;
m1.mult( m2 );
// std::cerr << m1 << std::endl;
m1 = tball.getFullTrackballMatrix();
if(move_obj == true)
{
scene_trans->editSFMatrix()->setValue( m1 );
}
else
{
cam_trans->editSFMatrix()->setValue( m1 );
}
OSG::commitChangesAndClear();
win->render(rentravact);
if(dumpImg == true)
{
vpFBO->setTravMask(oldTravMask);
pTexBuffer ->setReadBack (false);
vpFBO->getFrameBufferObject()->setPostProcessOnDeactivate(false);
pImg->write("/tmp/test.png");
dumpImg = false;
}
if(dumpImg_RB == true)
{
pRenBuffer->getImage()->write("/tmp/test1.png");
dumpImg_RB = false;
win->subPortByObj(vpFBO_RB);
vpFBO_RB = NULL;
pRenBuffer = NULL;
win->runFrameExit();
// OSG::FieldContainerFactory::the()->dump();
}
// win->render(renact);
// std::cerr << "------------- AR START --------------" << std::endl;
// Thread::getCurrentChangeList()->dump();
}
示例6: key
//.........这里部分代码省略.........
pFBO_RB->setSize(uiImgSize, uiImgSize);
pFBO_RB->setColorAttachment(pRenBuffer, 0);
pFBO_RB->setDepthAttachment(pDepthBuffer_RB );
pFBO_RB->editMFDrawBuffers()->clear();
pFBO_RB->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
vpFBO_RB->setFrameBufferObject(pFBO_RB);
pRenBuffer ->setReadBack (true);
vpFBO_RB->getFrameBufferObject()->setPostProcessOnDeactivate(true);
win->addPort(vpFBO_RB);
dumpImg_RB = true;
}
break;
case 'v':
rentravact->setVolumeDrawing(!rentravact->getVolumeDrawing());
break;
case 'a':
glDisable( GL_LIGHTING );
std::cerr << "Lighting disabled." << std::endl;
break;
case 's':
glEnable( GL_LIGHTING );
std::cerr << "Lighting enabled." << std::endl;
break;
case 'z':
pPoly->setFrontMode(GL_POINT);
pPoly->setBackMode(GL_POINT);
std::cerr << "PolygonMode: Point." << std::endl;
break;
case 'x':
pPoly->setFrontMode(GL_LINE);
pPoly->setBackMode(GL_LINE);
std::cerr << "PolygonMode: Line." << std::endl;
break;
case 'c':
pPoly->setFrontMode(GL_FILL);
pPoly->setBackMode(GL_FILL);
std::cerr << "PolygonMode: Fill." << std::endl;
break;
case 'p':
{
if(bPolyActive == true)
{
OSG_ASSERT(pCOver->subChunk(pPoly) == true);
bPolyActive = false;
}
else
{
OSG_ASSERT(pCOver->addChunk(pPoly) == true);
bPolyActive = true;
}
break;
}
case ' ':
{
OSG::Matrix m;
OSG::Quaternion q;
OSG::Vec3f v;
q = oldq;
v = oldv;
oldq = tball.getRotation();
oldv = tball.getPosition();
move_obj = ! move_obj;
if ( move_obj )
{
puts("moving object");
// m = scene_trans->getSFMatrix()->getValue();
tball.setMode( OSG::Trackball::OSGCamera );
}
else
{
puts("moving camera");
// m = cam_trans->getSFMatrix()->getValue();
tball.setMode( OSG::Trackball::OSGObject );
}
// q.setValue(m);
tball.setStartPosition( v, true );
tball.setStartRotation( q, true );
// std::cout << q << std::endl;
// std::cout << v << std::endl;
// std::cout << " " << m[3][0] << " " << m[3][1] << " " << m[3][2] << std::endl;
}
break;
}
}
示例7: key
void key(unsigned char key, int x, int y)
{
switch ( key )
{
case 27:
fprintf(stderr, "Start Destruction\n\n");
rentravact = NULL;
hdrroot = NULL;
root = NULL;
file = NULL;
cam = NULL;
vp = NULL;
win = NULL;
cam_trans = NULL;
scene_trans = NULL;
pAnimTrs[0] = NULL;
pAnimTrs[1] = NULL;
pAnimTrs[2] = NULL;
pAnimTrs[3] = NULL;
pAnimTrs[4] = NULL;
pAnimTrs[5] = NULL;
OSG::osgExit();
exit(0);
case 'a':
glDisable( GL_LIGHTING );
std::cerr << "Lighting disabled." << std::endl;
break;
case 's':
glEnable( GL_LIGHTING );
std::cerr << "Lighting enabled." << std::endl;
break;
case 'r':
{
std::cerr << "Sending ray through " << x << "," << y << std::endl;
OSG::Line l;
cam->calcViewRay( l, x, y, *vp );
std::cerr << "From " << l.getPosition() << ", dir "
<< l.getDirection()
<< std::endl;
}
break;
case 'd':
OSG::ActionDataSlotPool::the()->dumpState();
OSG::StageIdPool ::the()->dumpState();
rentravact->dumpStore();
break;
case ' ':
{
OSG::Matrix m;
OSG::Quaternion q;
OSG::Vec3f v;
q = oldq;
v = oldv;
oldq = tball.getRotation();
oldv = tball.getPosition();
move_obj = ! move_obj;
if ( move_obj )
{
puts("moving object");
tball.setMode( OSG::Trackball::OSGCamera );
}
else
{
puts("moving camera");
tball.setMode( OSG::Trackball::OSGObject );
}
tball.setStartPosition( v, true );
tball.setStartRotation( q, true );
}
break;
}
}
示例8: key
void key(unsigned char key, int x, int y)
{
switch ( key )
{
case 27:
fprintf(stderr, "Start Destruction\n\n");
rentravact = NULL;
hdrroot = NULL;
root = NULL;
// file = NULL;
cam = NULL;
vp = NULL;
win = NULL;
cam_trans = NULL;
scene_trans = NULL;
pAnimTrs[0] = NULL;
pAnimTrs[1] = NULL;
pAnimTrs[2] = NULL;
pAnimTrs[3] = NULL;
pAnimTrs[4] = NULL;
pAnimTrs[5] = NULL;
OSG::osgExit();
exit(0);
case 'a':
glDisable( GL_LIGHTING );
std::cerr << "Lighting disabled." << std::endl;
break;
case 's':
glEnable( GL_LIGHTING );
std::cerr << "Lighting enabled." << std::endl;
break;
case 'r':
{
std::cerr << "Sending ray through " << x << "," << y << std::endl;
OSG::Line l;
cam->calcViewRay( l, x, y, *vp );
std::cerr << "From " << l.getPosition() << ", dir "
<< l.getDirection()
<< std::endl;
}
break;
case 'g':
hdrroot->setCore(OSG::Group::create());
break;
case 'h':
createHDRCore(hdrroot);
break;
case 'd':
OSG::ActionDataSlotPool::the()->dumpState();
OSG::StageIdPool ::the()->dumpState();
rentravact->dumpStore();
break;
case ' ':
{
OSG::Matrix m;
OSG::Quaternion q;
OSG::Vec3f v;
q = oldq;
v = oldv;
oldq = tball.getRotation();
oldv = tball.getPosition();
move_obj = ! move_obj;
if ( move_obj )
{
puts("moving object");
tball.setMode( OSG::Trackball::OSGCamera );
}
else
{
puts("moving camera");
tball.setMode( OSG::Trackball::OSGObject );
}
tball.setStartPosition( v, true );
tball.setStartRotation( q, true );
}
break;
case '1':
{
OSG::HDR2Stage* pHDR = dynamic_cast<OSG::HDR2Stage*>(hdrroot->getCore());
if (pHDR) pHDR->setTarget(OSG::HDR2Stage::SCENE_TEXTURE);
}
break;
case '2':
{
OSG::HDR2Stage* pHDR = dynamic_cast<OSG::HDR2Stage*>(hdrroot->getCore());
//.........这里部分代码省略.........