Made improvements to osg::AnimationPath, added

osg::PositionAttitudeTransform::AnimationPathCallback which us an app callback
which uses an AnimationPath to specify the new positions of the transform.

Added AnimationPath code to osglight to animate the positional light.

Added CullVisitor::setCullingMode() code into SceneView so that SceneView's
CullingMode is now properly passed onto CullVisitor.  Note, this work
had been done before, but must has been lost in a merge. Umm...
This commit is contained in:
Robert Osfield
2002-08-13 13:22:46 +00:00
parent 983da4fb9c
commit 7c049360ff
5 changed files with 96 additions and 31 deletions

View File

@@ -9,6 +9,7 @@
#include <osg/LightSource>
#include <osg/StateAttribute>
#include <osg/Geometry>
#include <osg/Point>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
@@ -95,7 +96,7 @@ osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
// create a local light.
osg::Light* myLight2 = new osg::Light;
myLight2->setLightNum(1);
myLight2->setPosition(osg::Vec4(bb.corner(1),1.0f));
myLight2->setPosition(osg::Vec4(0.0,0.0,0.0,1.0f));
myLight2->setAmbient(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setDiffuse(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setConstantAttenuation(1.0f);
@@ -108,10 +109,43 @@ osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
lightS2->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform();
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->insert(0.0,osg::AnimationPath::Key(bb.corner(0)));
animationPath->insert(1.0,osg::AnimationPath::Key(bb.corner(1)));
animationPath->insert(2.0,osg::AnimationPath::Key(bb.corner(2)));
animationPath->insert(3.0,osg::AnimationPath::Key(bb.corner(3)));
animationPath->insert(4.0,osg::AnimationPath::Key(bb.corner(4)));
animationPath->insert(5.0,osg::AnimationPath::Key(bb.corner(5)));
animationPath->insert(6.0,osg::AnimationPath::Key(bb.corner(6)));
animationPath->insert(7.0,osg::AnimationPath::Key(bb.corner(7)));
animationPath->insert(8.0,osg::AnimationPath::Key(bb.corner(0)));
// attach it to the transform as an app callback.
pat->setAppCallback(new osg::PositionAttitudeTransform::AnimationPathCallback(animationPath));
}
osg::Transform* pat = new osg::Transform();
// create marker for point light.
osg::Geometry* marker = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0,0.0,0.0));
marker->setVertexArray(vertices);
marker->addPrimitive(new osg::DrawArrays(GL_POINTS,0,1));
osg::StateSet* stateset = new osg::StateSet;
osg::Point* point = new osg::Point;
point->setSize(4.0f);
stateset->setAttribute(point);
marker->setStateSet(stateset);
osg::Geode* markerGeode = new osg::Geode;
markerGeode->addDrawable(marker);
pat->addChild(lightS2);
pat->addChild(markerGeode);
lightGroup->addChild(lightS2);
@@ -302,6 +336,14 @@ int main( int argc, char **argv )
// add a viewport to the viewer and attach the scene graph.
viewer.addViewport( rootnode );
osgUtil::SceneView* sv = viewer.getViewportSceneView(0);
if (sv)
{
// switch off small feature culling to prevent the light points from being culled.
sv->setCullingMode( sv->getCullingMode() & ~osg::CullStack::SMALL_FEATURE_CULLING);
sv->setCullingMode( 0);
}
// open the viewer window.
viewer.open();