本文整理汇总了C++中osg::TransformRecPtr::setMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ TransformRecPtr::setMatrix方法的具体用法?C++ TransformRecPtr::setMatrix怎么用?C++ TransformRecPtr::setMatrix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::TransformRecPtr
的用法示例。
在下文中一共展示了TransformRecPtr::setMatrix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: display
void display(void)
{
OSG::Real32 time = glutGet(GLUT_ELAPSED_TIME );
//create the Quaternion the describes the rotation of
//the planet around the sun
OSG::Quaternion planetRot = OSG::Quaternion(OSG::Vec3f(0,1,0),
time/float(1000));
//now the rotation of the moon around the planet
//the division by 12 speeds up the rotation by 12 compared to the
//planet rotation
OSG::Quaternion moonRot = OSG::Quaternion(OSG::Vec3f(0,1,0),
time/float(1000/12));
//generate the Matrices
OSG::Matrix p,m,t1,r1,t2,r2;
t1.setTransform(OSG::Vec3f(20,0,0));
r1.setTransform(planetRot);
r1.mult(t1);
p.setValue(r1);
t2.setTransform(OSG::Vec3f(8,0,0));
r2.setTransform(moonRot);
r2.mult(t2);
r1.mult(r2);
m.setValue(r1);
planetTransform->setMatrix(p);
moonTransform ->setMatrix(m);
mgr->redraw();
}
示例2: 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3: createScenegraph
OSG::NodeRecPtr createScenegraph(void)
{
//create sun, planet & moon geometry
OSG::GeometryRecPtr sun = OSG::makeSphereGeo(3, 6);
OSG::NodeRecPtr planet = OSG::makeSphere (3, 3);
OSG::NodeRecPtr moon = OSG::makeSphere (2, 1);
//the root node will be the sun
OSG::NodeRecPtr root = OSG::Node::create();
root->setCore(sun);
OSG::NodeRecPtr planetTransformNode = OSG::Node::create();
OSG::NodeRecPtr moonTransformNode = OSG::Node::create();
// these were declared globally
planetTransform = OSG::Transform::create();
moonTransform = OSG::Transform::create();
// Now we need to fill it with live
// We want to have the planet some distance away from the sun,
// but initial with no rotation. The same aplies to the moon
OSG::Matrix m,n;
m.setIdentity();
n.setIdentity();
m.setTranslate(20, 0, 0);
n.setTranslate( 8, 0, 0);
planetTransform->setMatrix(m);
moonTransform ->setMatrix(n);
//Insert the cores into the apropiate nodes and add the geometry
planetTransformNode->setCore (planetTransform);
planetTransformNode->addChild(planet );
moonTransformNode->setCore (moonTransform);
moonTransformNode->addChild(moon );
//add the planet to the sun
root->addChild(planetTransformNode);
root->addChild(moonTransformNode );
//now we are done
return OSG::NodeTransitPtr(root);
}
示例4: createScenegraph
OSG::NodeTransitPtr createScenegraph(void)
{
// At first we load all needed models from file
OSG::NodeRecPtr w_high =
OSG::SceneFileHandler::the()->read("Data/woman_high.wrl");
OSG::NodeRecPtr w_medium =
OSG::SceneFileHandler::the()->read("Data/woman_medium.wrl");
OSG::NodeRecPtr w_low =
OSG::SceneFileHandler::the()->read("Data/woman_low.wrl");
// we check the result
if((w_high == NULL) || (w_medium == NULL)|| (w_low == NULL))
{
std::cout << "It was not possible to load all needed models from file"
<< std::endl;
return OSG::NodeTransitPtr();
}
// now the LOD core
OSG::DistanceLODRecPtr lod = OSG::DistanceLOD::create();
lod->editSFCenter()->setValue(OSG::Pnt3f(0,0,0));
lod->editMFRange()->push_back(200);
lod->editMFRange()->push_back(500);
// the node containing the LOD core. The three models will be
// added as its children
OSG::NodeRecPtr lodNode = OSG::Node::create();
lodNode->setCore(lod);
lodNode->addChild(w_high);
lodNode->addChild(w_medium);
lodNode->addChild(w_low);
// create the node with switch core ********************
OSG::SwitchRecPtr sw = OSG::Switch::create();
//Notice: the first choice is 0
sw->setChoice(0);
OSG::NodeRecPtr switchNode = OSG::Node::create();
switchNode->setCore(sw);
switchNode->addChild(lodNode);
//end switch creation **********************************
OSG::NodeRecPtr root = OSG::Node::create();
root->setCore(OSG::Group::create());
root->addChild(switchNode);
// we know want to extract the mesh geometry out of the graph
// it is sufficent to pass the model only as root for searching
OSG::NodeRecPtr womanGeometry = checkName(w_high);
OSG::GeometryRecPtr geo =
dynamic_cast<OSG::Geometry *>(womanGeometry->getCore());
//new node with "old" geometry core referenced
OSG::NodeRecPtr woman = OSG::Node::create();
woman->setCore(geo);
//translate it a bit to see both women
OSG::NodeRecPtr womanTrans = OSG::Node ::create();
OSG::TransformRecPtr t = OSG::Transform::create();
OSG::Matrix m;
m.setIdentity();
m.setTranslate(OSG::Vec3f(0,0,200));
t->setMatrix(m);
womanTrans->setCore(t);
womanTrans->addChild(woman);
//add it to the root
root->addChild(womanTrans);
return OSG::NodeTransitPtr(root);
}
示例5: updateScene
//.........这里部分代码省略.........
break;
case OSG::Image::OSG_RGB_DXT1:
statElem->set("OSG_RGB_DXT1");
break;
case OSG::Image::OSG_RGBA_DXT1:
statElem->set("OSG_RGBA_DXT1");
break;
case OSG::Image::OSG_RGBA_DXT3:
statElem->set("OSG_RGBA_DXT3");
break;
case OSG::Image::OSG_RGBA_DXT5:
statElem->set("OSG_RGBA_DXT5");
break;
default:
statElem->set("???");
break;
}
statElem = statfg->editCollector()->getElem(textureDataTypeDesc);
switch (imagePtr->getDataType())
{
case OSG::Image::OSG_UINT8_IMAGEDATA:
statElem->set("OSG_UINT8_IMAGEDATA");
break;
case OSG::Image::OSG_UINT16_IMAGEDATA:
statElem->set("OSG_UINT16_IMAGEDATA");
break;
case OSG::Image::OSG_UINT32_IMAGEDATA:
statElem->set("OSG_UINT32_IMAGEDATA");
break;
case OSG::Image::OSG_FLOAT16_IMAGEDATA:
statElem->set("OSG_FLOAT16_IMAGEDATA");
break;
case OSG::Image::OSG_FLOAT32_IMAGEDATA:
statElem->set("OSG_FLOAT32_IMAGEDATA");
break;
case OSG::Image::OSG_INT16_IMAGEDATA:
statElem->set("OSG_INT16_IMAGEDATA");
break;
case OSG::Image::OSG_INT32_IMAGEDATA:
statElem->set("OSG_INT32_IMAGEDATA");
break;
default:
statElem->set("???");
break;
}
ostringstream os;
os << imagePtr->getWidth() << 'x' << imagePtr->getHeight() << 'x' << imagePtr->getDepth();
statfg->editCollector()->getElem(textureSizeDesc)->set(os.str());
statfg->editCollector()->getElem(textureDimensionDesc)->set(imagePtr->getDimension());
statfg->editCollector()->getElem(textureBPPDesc)->set(imagePtr->getBpp());
statfg->editCollector()->getElem(textureMipMapCountDesc)->set(imagePtr->getMipMapCount());
statfg->editCollector()->getElem(textureFrameCountDesc)->set(imagePtr->getFrameCount());
// Put it all together into a Geometry NodeCore.
OSG::GeometryRecPtr geo = OSG::makePlaneGeo(imagePtr->getWidth(), imagePtr->getHeight(), 1, 1);
OSG::NodeRecPtr imageNode = OSG::Node::create();
imageNode->setCore(geo);
OSG::NodeRecPtr transNodePtr = OSG::Node::create();
OSG::TransformRecPtr transPtr = OSG::Transform::create();
OSG::Matrix transMatrix;
transMatrix.setTranslate(0.f, 0.f, -1.f);
transPtr->setMatrix(transMatrix);
transNodePtr->setCore(transPtr);
transNodePtr->addChild(imageNode);
OSG::TextureObjChunkRecPtr texObjChunk = OSG::TextureObjChunk::create();
texObjChunk->setImage(imagePtr);
texObjChunk->setWrapS(GL_CLAMP);
texObjChunk->setWrapT(GL_CLAMP);
texObjChunk->setMagFilter(GL_NEAREST);
texObjChunk->setMinFilter(GL_NEAREST);
OSG::TextureEnvChunkRecPtr texEnvChunk = OSG::TextureEnvChunk::create();
texEnvChunk->setEnvMode(GL_MODULATE);
OSG::MaterialChunkRecPtr matChunk = OSG::MaterialChunk::create();
matChunk->setAmbient(OSG::Color4f(1.f, 1.f, 1.f, 1.f));
matChunk->setDiffuse(OSG::Color4f(1.f, 1.f, 1.f, 1.f));
matChunk->setEmission(OSG::Color4f(0.f, 0.f, 0.f, 1.f));
matChunk->setSpecular(OSG::Color4f(0.f, 0.f, 0.f, 1.f));
matChunk->setShininess(0);
OSG::ChunkMaterialRecPtr m = OSG::ChunkMaterial::create();
m->addChunk(texObjChunk);
m->addChunk(texEnvChunk);
m->addChunk(matChunk);
geo->setMaterial(m);
scene->clearChildren();
scene->addChild(transNodePtr);
if(compressTo != OSG::Image::OSG_INVALID_PF)
{
OSG::SceneFileHandler::the()->write(scene->getChild(0),
"/tmp/comp.osb");
OSG::SceneFileHandler::the()->write(scene->getChild(0),
"/tmp/comp.osg");
}
}
示例6: main
int main(int argc, char *argv[])
{
// Init the OpenSG subsystem
OSG::osgInit(argc, argv);
{
// We create a GLUT Window (that is almost the same for most applications)
int winid = setupGLUT(&argc, argv);
OSG::GLUTWindowRecPtr gwin = OSG::GLUTWindow::create();
gwin->setGlutId(winid);
gwin->init();
// Create the face
std::string family = "SANS";
OSG::TextFace::Style style = OSG::TextFace::STYLE_PLAIN;
OSG::UInt32 size = 32;
OSG::TextPixmapFaceRefPtr face =
OSG::TextPixmapFace::create(family, style, size);
if (face == 0)
{
std::cerr << "ERROR: Cannot create face object!" << std::endl;
return -1;
}
// Lay out one single line of text
std::string text = "Hello World!"; // Use UTF-8 encoding!
OSG::TextLayoutParam layoutParam;
layoutParam.horizontal = true;
layoutParam.leftToRight = true;
layoutParam.topToBottom = true;
layoutParam.majorAlignment = OSG::TextLayoutParam::ALIGN_FIRST;
layoutParam.minorAlignment = OSG::TextLayoutParam::ALIGN_FIRST;
layoutParam.spacing = 1.f;
layoutParam.length.push_back(0.f);
layoutParam.maxExtend = 0.f;
OSG::TextLayoutResult layoutResult;
face->layout(text, layoutParam, layoutResult);
// Render the text into an OpenSG image
OSG::Vec2f offset;
OSG::UInt32 border = 1;
OSG::ImageRecPtr imagePtr = face->makeImage(layoutResult, offset, border);
// Create the geometry which we will assign the texture to
OSG::Real32 width = imagePtr->getWidth();
OSG::Real32 height = imagePtr->getHeight();
OSG::NodeRecPtr plane = OSG::makePlane(width, height, 1, 1);
// Create the texture that will hold the image
OSG::SimpleTexturedMaterialRecPtr tex =
OSG::SimpleTexturedMaterial::create();
tex->setImage(imagePtr);
tex->setEnvMode(GL_MODULATE);
tex->setDiffuse(OSG::Color3f(1, 0, 0));
// Assign the texture to the geometry
OSG::GeometryRecPtr geo =
dynamic_cast<OSG::Geometry *>(plane->getCore());
geo->setMaterial(tex);
// Transform the geometry so that the origin of the text is at
// the origin of the world coordinate system
OSG::NodeRecPtr scene = OSG::Node::create();
OSG::TransformRecPtr transformPtr = OSG::Transform::create();
OSG::Matrix m;
m.setTranslate(offset.x() + width / 2, offset.y() - height / 2, 0);
transformPtr->setMatrix(m);
scene->setCore(transformPtr);
scene->addChild(plane);
// Create and setup the SSM
mgr = new OSG::SimpleSceneManager;
mgr->setWindow(gwin);
mgr->setRoot(scene);
// Create a blue background
OSG::SolidBackgroundRecPtr bg = OSG::SolidBackground::create();
bg->setColor(OSG::Color3f(0.1, 0.1, 0.5));
gwin->getPort(0)->setBackground(bg);
mgr->showAll();
OSG::commitChanges();
}
// Give Control to the GLUT Main Loop
glutMainLoop();
return 0;
}