SlectionCB SoSelection SoPickStyle

/*------------------------------------------------------------- * The scene graph has a sphere and a text 3D object. * A selection node is placed at the top of the scene graph. * When an object is selected, a selection callback is called * to change the material color of that object. *------------------------------------------------------------*/ #include <Inventor/Sb.h> #include <Inventor/SoInput.h> #include <Inventor/Win/SoWin.h> #include <Inventor/Win/SoWinRenderArea.h> #include <Inventor/nodes/SoDirectionalLight.h> #include <Inventor/nodes/SoMaterial.h> #include <Inventor/nodes/SoPerspectiveCamera.h> #include <Inventor/nodes/SoPickStyle.h> #include <Inventor/nodes/SoSelection.h> #include <Inventor/nodes/SoSphere.h> #include <Inventor/nodes/SoText3.h> #include <Inventor/nodes/SoTransform.h> #ifdef WIN32 #endif // global data SoMaterial *textMaterial, *sphereMaterial; static float reddish[] = {1.0f, 0.2f, 0.2f}; // Color when selected static float white[] = {0.8f, 0.8f, 0.8f}; // Color when not selected // This routine is called when an object gets selected. // We determine which object was selected, and change // that objects material color. void mySelectionCB(void *, SoPath *selectionPath) { if (selectionPath->getTail()-> isOfType(SoText3::getClassTypeId())) { textMaterial->diffuseColor.setValue(reddish); } else if (selectionPath->getTail()-> isOfType(SoSphere::getClassTypeId())) { sphereMaterial->diffuseColor.setValue(reddish); } } // This routine is called whenever an object gets deselected. // We determine which object was deselected, and reset // that objects material color. void myDeselectionCB(void *, SoPath *deselectionPath) { if (deselectionPath->getTail()-> isOfType(SoText3::getClassTypeId())) { textMaterial->diffuseColor.setValue(white); } else if (deselectionPath->getTail()-> isOfType(SoSphere::getClassTypeId())) { sphereMaterial->diffuseColor.setValue(white); } } int main(int, char **argv) { // Initialize Inventor and Win HWND myWindow = SoWin::init(argv[0]); if (myWindow == NULL) exit(1); // Create and set up the selection node SoSelection *selectionRoot = new SoSelection; selectionRoot->ref(); selectionRoot->policy = SoSelection::SINGLE; selectionRoot-> addSelectionCallback(mySelectionCB); selectionRoot-> addDeselectionCallback(myDeselectionCB); // Create the scene graph SoSeparator *root = new SoSeparator; selectionRoot->addChild(root); SoPerspectiveCamera *myCamera = new SoPerspectiveCamera; root->addChild(myCamera); root->addChild(new SoDirectionalLight); // Add a sphere node SoSeparator *sphereRoot = new SoSeparator; SoTransform *sphereTransform = new SoTransform; sphereTransform->translation.setValue(17.0f, 17.0f, 0.0f); sphereTransform->scaleFactor.setValue(8.0f, 8.0f, 8.0f); sphereRoot->addChild(sphereTransform); sphereMaterial = new SoMaterial; sphereMaterial->diffuseColor.setValue(0.8f, 0.8f, 0.8f); sphereRoot->addChild(sphereMaterial); sphereRoot->addChild(new SoSphere); root->addChild(sphereRoot); // Add a text node SoSeparator *textRoot = new SoSeparator; SoTransform *textTransform = new SoTransform; textTransform->translation.setValue(0.0f, -1.0f, 0.0f); textRoot->addChild(textTransform); textMaterial = new SoMaterial; textMaterial->diffuseColor.setValue(0.8f, 0.8f, 0.8f); textRoot->addChild(textMaterial); SoPickStyle *textPickStyle = new SoPickStyle; textPickStyle->style.setValue(SoPickStyle::BOUNDING_BOX); textRoot->addChild(textPickStyle); SoText3 *myText = new SoText3; myText->string = "rhubarb"; textRoot->addChild(myText); root->addChild(textRoot); SoWinRenderArea *myRenderArea = new SoWinRenderArea(myWindow); myRenderArea->setSceneGraph(selectionRoot); myRenderArea->setTitle("My Selection Callback"); myRenderArea->show(); // Make the camera see the whole scene const SbViewportRegion myViewport = myRenderArea->getViewportRegion(); myCamera->viewAll(root, myViewport, 2.0f); SoWin::show(myWindow); SoWin::mainLoop(); return 0; }

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值