root/OpenSceneGraph/trunk/examples/osghangglide/osghangglide.cpp @ 13237

Revision 10070, 7.7 kB (checked in by robert, 6 years ago)

From Chris Hanson, spelling and grammer fixes

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1/* OpenSceneGraph example, osghangglide.
2*
3*  Permission is hereby granted, free of charge, to any person obtaining a copy
4*  of this software and associated documentation files (the "Software"), to deal
5*  in the Software without restriction, including without limitation the rights
6*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7*  copies of the Software, and to permit persons to whom the Software is
8*  furnished to do so, subject to the following conditions:
9*
10*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
11*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
12*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
13*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
14*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
15*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
16*  THE SOFTWARE.
17*/
18
19#include <osg/Group>
20#include <osg/Notify>
21#include <osg/Depth>
22#include <osg/StateSet>
23#include <osg/ClearNode>
24#include <osg/Transform>
25
26#include <osgUtil/CullVisitor>
27
28#include <osgDB/Registry>
29#include <osgDB/ReadFile>
30
31#include <osgViewer/Viewer>
32
33#include "GliderManipulator.h"
34
35#include <iostream>
36
37extern osg::Node *makeTerrain( void );
38extern osg::Node *makeTrees( void );
39extern osg::Node *makeTank( void );
40extern osg::Node *makeWindsocks( void );
41extern osg::Node *makeGliders( void );
42extern osg::Node *makeGlider( void );
43extern osg::Node *makeSky( void );
44extern osg::Node *makeBase( void );
45extern osg::Node *makeClouds( void );
46
47class MoveEarthySkyWithEyePointTransform : public osg::Transform
48{
49public:
50    /** Get the transformation matrix which moves from local coords to world coords.*/
51    virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const 
52    {
53        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
54        if (cv)
55        {
56            osg::Vec3 eyePointLocal = cv->getEyeLocal();
57            matrix.preMultTranslate(osg::Vec3(eyePointLocal.x(),eyePointLocal.y(),0.0f));
58        }
59        return true;
60    }
61
62    /** Get the transformation matrix which moves from world coords to local coords.*/
63    virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
64    {
65        std::cout<<"computing transform"<<std::endl;
66   
67        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
68        if (cv)
69        {
70            osg::Vec3 eyePointLocal = cv->getEyeLocal();
71            matrix.postMultTranslate(osg::Vec3(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
72        }
73        return true;
74    }
75};
76
77osg::Group* createModel()
78{
79    // no database loaded so automatically create Ed Levin Park
80    osg::Group* group = new osg::Group;
81
82    // the base and sky subgraphs go to set the earth sky of the
83    // model and clear the color and depth buffer for us, by using
84    // osg::Depth, and setting their bin numbers to less than 0,
85    // to force them to draw before the rest of the scene.
86
87    osg::ClearNode* clearNode = new osg::ClearNode;
88    clearNode->setRequiresClear(false); // we've got base and sky to do it.
89
90    // use a transform to make the sky and base move around with the eye point.
91    osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
92
93    // transform's value isn't knowm until in the cull traversal so its bounding
94    // volume is can't be determined, therefore culling will be invalid,
95    // so switch it off, this causes all our paresnts to switch culling
96    // off as well. But don't worry, culling will be back on once underneath
97    // this node or any other branch above this transform.
98    transform->setCullingActive(false);
99
100    // add the sky and base layer.
101    transform->addChild(makeSky());  // bin number -2 so drawn first.
102    transform->addChild(makeBase()); // bin number -1 so draw second.     
103
104    // add the transform to the earth sky.
105    clearNode->addChild(transform);
106
107    // add to earth sky to the scene.
108    group->addChild(clearNode);
109
110    // the rest of the scene is drawn after the base and sky above.
111    group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
112    group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
113    group->addChild(makeTank()); // will drop into default bin - state sorted 0
114    // add the following in the future...
115    // makeGliders
116    // makeClouds
117
118    return group;
119}
120
121int main( int argc, char **argv )
122{
123
124    // use an ArgumentParser object to manage the program arguments.
125    osg::ArgumentParser arguments(&argc,argv);
126
127    // set up the usage document, in case we need to print out how to use this program.
128    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site.");
129    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
130    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
131
132    // construct the viewer.
133    osgViewer::Viewer viewer;
134
135    // if user requests help write it out to cout.
136    if (arguments.read("-h") || arguments.read("--help"))
137    {
138        arguments.getApplicationUsage()->write(std::cout);
139        return 1;
140    }
141   
142    bool customWindows = false;
143    while(arguments.read("-2")) customWindows = true;
144
145    if (customWindows)
146    {
147        osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
148        if (!wsi)
149        {
150            osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
151            return 0;
152        }
153
154        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
155        traits->x = 250;
156        traits->y = 200;
157        traits->width = 800;
158        traits->height = 600;
159        traits->windowDecoration = true;
160        traits->doubleBuffer = true;
161        traits->sharedContext = 0;
162
163        osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
164        if (gc.valid())
165        {
166            // need to ensure that the window is cleared make sure that the complete window is set the correct colour
167            // rather than just the parts of the window that are under the camera's viewports
168            gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
169            gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
170        }
171        else
172        {
173            osg::notify(osg::NOTICE)<<"  GraphicsWindow has not been created successfully."<<std::endl;
174        }
175
176        unsigned int numCameras = 2;
177        double aspectRatioScale = 1.0;
178        for(unsigned int i=0; i<numCameras;++i)
179        {
180            osg::ref_ptr<osg::Camera> camera = new osg::Camera;
181            camera->setGraphicsContext(gc.get());
182            camera->setViewport(new osg::Viewport((i* traits->width)/numCameras,(i* traits->height)/numCameras,  traits->width/numCameras,  traits->height/numCameras));
183            GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
184            camera->setDrawBuffer(buffer);
185            camera->setReadBuffer(buffer);
186
187            viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
188        }
189    }   
190    else
191    {
192        viewer.setUpViewAcrossAllScreens();
193   
194    }
195
196    // set up the camera manipulation with our custom manipultor
197    viewer.setCameraManipulator(new GliderManipulator());
198
199    // pass the scene graph to the viewer   
200    viewer.setSceneData( createModel() );
201
202    return viewer.run();
203}
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