23 мая 2014 г., в 22:54, Trajce Nikolov NICK <trajce.nikolov.n...@gmail.com> 
написал(а):

> Hi Alexey
> 
> I guess this is the problem, the material you are setting to the previous 
> selected model. Maybe you record the state before selection and set it back 
> when you select a new node
> 

I’m try:

if (m_SelectedNode){
        m_SelectedNode->setStateSet(clonedStateSet);
}
…..
if (node){
        m_SelectedNode = node;
        osg::Material* material = new osg::Material;
        osg::StateSet* state = node->getOrCreateStateSet();
        // save OSG-State
        clonedStateSet = 
reinterpret_cast<osg::StateSet*>(state->clone(osg::CopyOp::DEEP_COPY_ALL));
….
}

But have the same result as before.
> Nick
> 
> 
> On Fri, May 23, 2014 at 6:51 PM, Alexpux <alex...@gmail.com> wrote:
> Hi all!
> 
> I’m new in OpenSceneGraph. I have big models exported from 3dmax and 
> materials from VRay (about 50 000 objects).
> I want highlight object on scene when clicking on it. Example with showing 
> bounding box work for me ok but I need
> to highlight object with, for example, green color and transparency.
> 
> I modify handle function as:
> 
> bool PickHandler::handle( const osgGA::GUIEventAdapter& ea,
>                           osgGA::GUIActionAdapter& aa )
> {
>     if ( ea.getEventType()!=osgGA::GUIEventAdapter::RELEASE ||
>          ea.getButton()!=osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON ||
>          !(ea.getModKeyMask()&osgGA::GUIEventAdapter::MODKEY_CTRL) )
>         return false;
> 
>     osgViewer::View* viewer = dynamic_cast<osgViewer::View*>(&aa);
>     if (viewer)
>     {
>         osg::ref_ptr<osgUtil::LineSegmentIntersector> ray =
>             new osgUtil::LineSegmentIntersector(
>                 osgUtil::Intersector::WINDOW, ea.getX(), ea.getY()
>             );
>         osgUtil::IntersectionVisitor iv(ray.get());
>         iv.setTraversalMask( ~0x1 );
>         viewer->getCamera()->accept(iv);
>         if (ray->containsIntersections())
>         {
>             osgUtil::LineSegmentIntersector::Intersection resInt = 
> *(ray->getIntersections().begin());
>             osg::BoundingBox bb = resInt.drawable->getBound();
>             osg::Vec3 worldCenter = bb.center() * 
> osg::computeLocalToWorld(resInt.nodePath);
>             m_selectionBox->setMatrix(
>                 osg::Matrix::scale(bb.xMax()-bb.xMin(),
>                                   bb.yMax()-bb.yMin(),
>                                   bb.zMax()-bb.zMin()) *
>                 osg::Matrix::translate(worldCenter) );
> 
>             ///////////////////////////////////////
> 
>             if (m_SelectedNode){
>                 osg::Material* rev_material = new osg::Material;
>                 osg::StateSet* rev_state = 
> m_SelectedNode->getOrCreateStateSet();
>                 rev_state->setMode(GL_BLEND,osg::StateAttribute::ON | 
> osg::StateAttribute::OVERRIDE);
>                 rev_material->setAlpha(osg::Material::FRONT_AND_BACK, 1);
>                 
> rev_state->setAttributeAndModes(rev_material,osg::StateAttribute::ON | 
> osg::StateAttribute::OVERRIDE);
>                 osg::BlendFunc* bf = new osg::BlendFunc( 
> osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
>                 rev_state->setAttributeAndModes(bf);
> 
>                 m_SelectedNode->setStateSet(rev_state);
>                 m_SelectedNode=NULL;
>             }
>             osg::NodePath& nodePath = resInt.nodePath;
>             osg::Node* node = 
> (nodePath.size()>=1)?nodePath[nodePath.size()-1]:0;
>             osg::Group* parent = 
> (nodePath.size()>=2)?dynamic_cast<osg::Group*>(nodePath[nodePath.size()-2]):0;
> 
>             if (node) {
>                 m_SelectedNode = node;
>                 osg::Material* material = new osg::Material;
>                 osg::StateSet* state = node->getOrCreateStateSet();
>                 
> state->setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
>                 material->setAlpha(osg::Material::FRONT_AND_BACK, 0.6);
>                 state->setAttribute(material,osg::StateAttribute::ON | 
> osg::StateAttribute::OVERRIDE);
>                 osg::BlendFunc* bf = new osg::BlendFunc( 
> osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
>                 state->setAttribute(bf);
>                 state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>                 state->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
> 
>                 node->setStateSet(state);
>             }
> 
>             ///////////////////////////////////////////
>         }
>     }
>     return false;
> }
> 
> When select object I have transparency on it. But when I select another 
> object I see that previous object lost it color and become grey.
> How I can restore previous state of object material?
> 
> Regards,
> Alexey.
> 
> 
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> 
> 
> 
> -- 
> trajce nikolov nick
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