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  #1  
Old 03-22-2007, 11:40 PM
m7ossny m7ossny is offline
Member
 
Join Date: Mar 2007
Posts: 3
Question How to access scene information in a C++ modifier

Hi,

I am building a new C++ modifier for Vizard. I am intending to handle the whole scen at once.

modifier=viz.add('modifier.dlm')
logo1=viz.add('logo1.wrl')
logo2=viz.add('logo2.wrl')

viz.modify(modifier)

Well, the last command calls a native code in the dlm file in the function named "void SceneModifier(void *modifier)"

In this function i can get the whole scene through the modifier parameter.
VizModifierObj* pscenemodifier=(VizModifierObj*)modifier;
osg::Node* pnode=pscenemodifier->node.get();

The question is how to get seperate nodes declared in this scene?


Thanks alot for time, Bye.
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  #2  
Old 03-23-2007, 12:02 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
Hi,

To get the root of each individual vizard node, you will need to create an osg::NodeVisitor that traverses the scenegraph and checks the user data of each node. Here is some sample code that will do this:
Code:
class VizNodeData : public osg::Referenced
{
public:
	VizNodeData(int id) : m_id(id) {}
	int getID() const { return m_id; }
private:
	int m_id;
};

class VizardNodeVisitor : public osg::NodeVisitor
{
public :
	VizardNodeVisitor() : osg::NodeVisitor( TRAVERSE_ALL_CHILDREN ) {}

	virtual void apply( osg::Node &node )
	{
		VizNodeData *data = dynamic_cast<VizNodeData*>(node.getUserData());
		if(data) {
			//This is the root of a Vizard node with ID: data->getID()
		}
		traverse(node);
	}
};
Then in your SceneModifier function you will need to apply this node visitor to the scene root:
Code:
VizardNodeVisitor vnv;
((VizModifierObj*)modifier)->node->accept(vnv);
Let me know if you need anymore help.
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