root/OpenSceneGraph/trunk/examples/osghangglide/osghangglide.cpp @ 5373

Revision 5373, 6.0 kB (checked in by robert, 8 years ago)

Changed the viewer.setUpViewer(..) from default to just ESCAPE_SETS_DONE.

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
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1#include <osg/Group>
2#include <osg/Notify>
3#include <osg/Depth>
4#include <osg/StateSet>
5#include <osg/ClearNode>
6#include <osg/Transform>
7
8#include <osgUtil/CullVisitor>
9
10#include <osgDB/Registry>
11#include <osgDB/ReadFile>
12
13#include <osgGA/AnimationPathManipulator>
14
15#include <osgProducer/Viewer>
16
17#include "GliderManipulator.h"
18
19extern osg::Node *makeTerrain( void );
20extern osg::Node *makeTrees( void );
21extern osg::Node *makeTank( void );
22extern osg::Node *makeWindsocks( void );
23extern osg::Node *makeGliders( void );
24extern osg::Node *makeGlider( void );
25extern osg::Node *makeSky( void );
26extern osg::Node *makeBase( void );
27extern osg::Node *makeClouds( void );
28
29class MoveEarthySkyWithEyePointTransform : public osg::Transform
30{
31public:
32    /** Get the transformation matrix which moves from local coords to world coords.*/
33    virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const 
34    {
35        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
36        if (cv)
37        {
38            osg::Vec3 eyePointLocal = cv->getEyeLocal();
39            matrix.preMult(osg::Matrix::translate(eyePointLocal.x(),eyePointLocal.y(),0.0f));
40        }
41        return true;
42    }
43
44    /** Get the transformation matrix which moves from world coords to local coords.*/
45    virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
46    {
47        std::cout<<"computing transform"<<std::endl;
48   
49        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
50        if (cv)
51        {
52            osg::Vec3 eyePointLocal = cv->getEyeLocal();
53            matrix.postMult(osg::Matrix::translate(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
54        }
55        return true;
56    }
57};
58
59osg::Group* createModel()
60{
61    // no database loaded so automatically create Ed Levin Park..
62    osg::Group* group = new osg::Group;
63
64    // the base and sky subgraphs go to set the earth sky of the
65    // model and clear the color and depth buffer for us, by using
66    // osg::Depth, and setting their bin numbers to less than 0,
67    // to force them to draw before the rest of the scene.
68
69    osg::ClearNode* clearNode = new osg::ClearNode;
70    clearNode->setRequiresClear(false); // we've got base and sky to do it.
71
72    // use a transform to make the sky and base around with the eye point.
73    osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
74
75    // transform's value isn't knowm until in the cull traversal so its bounding
76    // volume is can't be determined, therefore culling will be invalid,
77    // so switch it off, this cause all our paresnts to switch culling
78    // off as well. But don't worry culling will be back on once underneath
79    // this node or any other branch above this transform.
80    transform->setCullingActive(false);
81
82    // add the sky and base layer.
83    transform->addChild(makeSky());  // bin number -2 so drawn first.
84    transform->addChild(makeBase()); // bin number -1 so draw second.     
85
86    // add the transform to the earth sky.
87    clearNode->addChild(transform);
88
89    // add to earth sky to the scene.
90    group->addChild(clearNode);
91
92    // the rest of the scene drawn after the base and sky above.
93    group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
94    group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
95    group->addChild(makeTank()); // will drop into default bin - state sorted 0
96    // add the following in the future...
97    // makeGliders
98    // makeClouds
99
100    return group;
101}
102
103int main( int argc, char **argv )
104{
105
106    // use an ArgumentParser object to manage the program arguments.
107    osg::ArgumentParser arguments(&argc,argv);
108
109    // set up the usage document, in case we need to print out how to use this program.
110    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site.");
111    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
112    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
113
114    // construct the viewer.
115    osgProducer::Viewer viewer(arguments);
116
117    // set up the value with sensible default event handlers.
118    viewer.setUpViewer(osgProducer::Viewer::ESCAPE_SETS_DONE);
119
120    unsigned int pos = viewer.addCameraManipulator(new GliderManipulator());
121    viewer.selectCameraManipulator(pos);
122
123    // get details on keyboard and mouse bindings used by the viewer.
124    viewer.getUsage(*arguments.getApplicationUsage());
125
126    // if user request help write it out to cout.
127    if (arguments.read("-h") || arguments.read("--help"))
128    {
129        arguments.getApplicationUsage()->write(std::cout);
130        return 1;
131    }
132
133    // any option left unread are converted into errors to write out later.
134    arguments.reportRemainingOptionsAsUnrecognized();
135
136    // report any errors if they have occured when parsing the program aguments.
137    if (arguments.errors())
138    {
139        arguments.writeErrorMessages(std::cout);
140        return 1;
141    }
142   
143    // load the nodes from the commandline arguments.
144    osg::Node* rootnode = osgDB::readNodeFiles(arguments);
145    if (!rootnode) rootnode = createModel();
146
147    viewer.setSceneData( rootnode );
148
149
150    // create the windows and run the threads.
151    viewer.realize();
152
153    while( !viewer.done() )
154    {
155        // wait for all cull and draw threads to complete.
156        viewer.sync();
157
158        // update the scene by traversing it with the the update visitor which will
159        // call all node update callbacks and animations.
160        viewer.update();
161         
162        // fire off the cull and draw traversals of the scene.
163        viewer.frame();
164       
165    }
166   
167    // wait for all cull and draw threads to complete before exit.
168    viewer.sync();
169
170    // run a clean up frame to delete all OpenGL objects.
171    viewer.cleanup_frame();
172
173    // wait for all the clean up frame to complete.
174    viewer.sync();
175
176    return 0;
177}
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