⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 convertfrominventor.h

📁 最新osg包
💻 H
字号:
#ifndef _CONVERTFROMINVENTOR_H_#define _CONVERTFROMINVENTOR_H_#include <osg/Group>#include <osg/Geometry>#include <osg/PrimitiveSet>#include <osg/Texture2D>#include <osg/Light>#include <Inventor/actions/SoCallbackAction.h>#include <Inventor/SbLinear.h>#include <vector>#include <stack>class ConvertFromInventor{    public:        ConvertFromInventor();        ~ConvertFromInventor();        osg::Node* convert(SoNode* rootIVNode);    private:        // Callback functions for converting inventor scene graph to osg         // scene graph        static SoCallbackAction::Response preShape(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response postShape(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preGroup(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response postGroup(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preTexture(void* data,                                  SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preLight(void* data,                                  SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preRotor(void* data,                                  SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response prePendulum(void* data,                                  SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preShuttle(void* data,                                  SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response postLOD(void* data,                                 SoCallbackAction* action, const SoNode* node);        ///Callback for VRMLImageTexture        ///\param data The pointer to ConvertFromInventor object        ///\param action The action handling class        ///\param node The current VRMLImageTexture node        static SoCallbackAction::Response preVRMLImageTexture(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preVRMLAppearance(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response postVRMLAppearance(void* data,                                 SoCallbackAction* action, const SoNode* node);        static SoCallbackAction::Response preInfo(void* data,                                 SoCallbackAction* action, const SoNode* node);        static void addTriangleCB(void* data, SoCallbackAction* action,                              const SoPrimitiveVertex *v0,                                  const SoPrimitiveVertex *v1,                                  const SoPrimitiveVertex *v2);        static void addLineSegmentCB(void* data, SoCallbackAction* action,                                     const SoPrimitiveVertex *v0,                                     const SoPrimitiveVertex *v1);        static void addPointCB(void* data, SoCallbackAction* action,                               const SoPrimitiveVertex *v0);    private:        SbString transformInfoName;        SbName appearanceName;        bool inAppearanceWithNoTexture;        void addMatrixTransform(const std::string& name, SbVec3f axis, float angle, SbVec3f center, SbVec3f trans, SbVec3f scale);        void addVertex(SoCallbackAction* action, const SoPrimitiveVertex* v,                        int index);        osg::ref_ptr<osg::StateSet> getStateSet(SoCallbackAction* action);        osg::Texture2D* convertIVTexToOSGTex(const SoNode* soNode,                                              SoCallbackAction* action);        void transformLight(SoCallbackAction* action, const SbVec3f& vec,                            osg::Vec3& transVec);        // OSG doesn't seem to have a transpose function for matrices        void transposeMatrix(osg::Matrix& mat);    private:        // Normal and color binding        osg::Geometry::AttributeBinding normalBinding;        osg::Geometry::AttributeBinding colorBinding;        // List of vertices, normals, colors and texture coordinates        std::vector<osg::Vec3> vertices;        std::vector<osg::Vec3> normals;        std::vector<osg::Vec4> colors;        std::vector<osg::Vec2> textureCoords;        // Num of primitive and primitive type         int numPrimitives;        osg::PrimitiveSet::Mode primitiveType;        // Vertex ordering        enum VertexOrder { CLOCKWISE, COUNTER_CLOCKWISE };        VertexOrder vertexOrder;        // Stack of group nodes (used to build the scene graph)        std::stack<osg::Group* > groupStack;        // Stack of texture nodes (used for attaching the right texture to the        // geosets). Supported types are SoTexture2 and SoVRMLImageTexture for now.        std::stack<const SoNode*> soTexStack;        // Mapping from SoTexture2 and SoVRMLImageTexture to already converted        // osg::Texture2D - avoids duplication of same texture objects        std::map<const SoNode*, osg::Texture2D*> ivToOsgTexMap;        // Stack to maintain the list of lights at each level of the         // scenegraph        typedef std::vector<osg::Light *> LightList;        std::stack<LightList> lightStack;        osg::ref_ptr<osg::MatrixTransform> _root;///<The root node;        osg::ref_ptr<osg::Group> lightGroup;};#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -