root/OpenSceneGraph/trunk/examples/osgsharedarray/osgsharedarray.cpp @ 13259

Revision 12941, 9.0 kB (checked in by robert, 3 years ago)

Fixed silly compiler warning that was being produced in error.

  • Property svn:eol-style set to native
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1/* OpenSceneGraph example, osgsharedarray.
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/Array>
20#include <osg/Geode>
21#include <osg/Geometry>
22#include <osgViewer/Viewer>
23
24/** This class is an example of how to create your own subclass of osg::Array. This
25  * is useful if your application has data in its own form of storage and you don't
26  * want to make another copy into one of the predefined osg::Array classes.
27  *
28  * @note This is not really intended to be a useful subclass of osg::Array. It
29  * doesn't do anything smart about memory management. It is simply intended as
30  * an example you can follow to create your own subclasses of osg::Array for
31  * your application's storage requirements.
32  */
33class MyArray : public osg::Array {
34public:
35    /** Default ctor. Creates an empty array. */
36    MyArray() :
37        osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT),
38        _numElements(0),
39        _ptr(NULL) {
40    }
41
42    /** "Normal" ctor.
43      *
44      * @param no The number of elements in the array.
45      * @param ptr Pointer to the data. This class just keeps that
46      * pointer. It doesn't manage the memory.
47      */
48    MyArray(unsigned int no, osg::Vec3* ptr) :
49        osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT),
50        _numElements(no),
51        _ptr(ptr) {
52    }
53
54    /** Copy ctor. */
55    MyArray(const MyArray& other, const osg::CopyOp& copyop) :
56        osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT),
57        _numElements(other._numElements),
58        _ptr(other._ptr) {
59    }
60
61    /** What type of object would clone return? */
62    virtual Object* cloneType() const {
63        return new MyArray();
64    }
65   
66    /** Create a copy of the object. */ 
67    virtual osg::Object* clone(const osg::CopyOp& copyop) const {
68        return new MyArray(*this,copyop);
69    }       
70       
71    /** Accept method for ArrayVisitors.
72      *
73      * @note This will end up in ArrayVisitor::apply(osg::Array&).
74      */
75    virtual void accept(osg::ArrayVisitor& av) {
76        av.apply(*this);
77    }
78
79    /** Const accept method for ArrayVisitors.
80      *
81      * @note This will end up in ConstArrayVisitor::apply(const osg::Array&).
82      */
83    virtual void accept(osg::ConstArrayVisitor& cav) const {
84        cav.apply(*this);
85    }
86
87    /** Accept method for ValueVisitors. */
88    virtual void accept(unsigned int index, osg::ValueVisitor& vv) {
89        vv.apply(_ptr[index]);
90    }
91
92    /** Const accept method for ValueVisitors. */
93    virtual void accept(unsigned int index, osg::ConstValueVisitor& cvv) const {
94        cvv.apply(_ptr[index]);
95    }
96
97    /** Compare method.
98      * Return -1 if lhs element is less than rhs element, 0 if equal,
99      * 1 if lhs element is greater than rhs element.
100      */
101    virtual int compare(unsigned int lhs,unsigned int rhs) const {
102        const osg::Vec3& elem_lhs = _ptr[lhs];
103        const osg::Vec3& elem_rhs = _ptr[rhs];
104        if (elem_lhs<elem_rhs) return -1;
105        if (elem_rhs<elem_lhs) return  1;
106        return 0;
107    }
108
109    /** Returns a pointer to the first element of the array. */
110    virtual const GLvoid* getDataPointer() const {
111        return _ptr;
112    }
113
114    /** Returns the number of elements in the array. */
115    virtual unsigned int getNumElements() const {
116        return _numElements;
117    }
118
119    /** Returns the number of bytes of storage required to hold
120      * all of the elements of the array.
121      */
122    virtual unsigned int getTotalDataSize() const {
123        return _numElements * sizeof(osg::Vec3);
124    }
125
126private:
127    unsigned int _numElements;
128    osg::Vec3*   _ptr;
129};
130
131/** The data values for the example. Simply defines a cube with
132  * per-face colors and normals.
133  */
134namespace {
135}
136
137/** Create a Geode that describes a cube using our own
138  * subclass of osg::Array for the vertices. It uses
139  * the "regular" array classes for all of the other
140  * arrays.
141  *
142  * Creating your own Array class isn't really very
143  * useful for a tiny amount of data like this. You
144  * could just go ahead and copy the data into one of
145  * the "regular" Array classes like this does for
146  * normals and colors. The point of creating your
147  * own subclass of Array is for use with datasets
148  * that are much larger than anything you could
149  * create a simple example from. In that case, you
150  * might not want to create a copy of the data in
151  * one of the Array classes that comes with OSG, but
152  * instead reuse the copy your application already
153  * has and wrap it up in a subclass of osg::Array
154  * that presents the right interface for use with
155  * OpenSceneGraph.
156  *
157  * Note that I'm only using the shared array for the
158  * vertices. You could do something similar for any
159  * of the Geometry node's data arrays.
160  */
161osg::Geode* createGeometry()
162{
163    const osg::Vec3 myVertices[] = { osg::Vec3(-1.,-1.,-1.),
164                                     osg::Vec3( 1.,-1.,-1.),
165                                     osg::Vec3(-1., 1.,-1.),
166                                     osg::Vec3( 1., 1.,-1.),
167                                     osg::Vec3(-1.,-1., 1.),
168                                     osg::Vec3( 1.,-1., 1.),
169                                     osg::Vec3(-1., 1., 1.),
170                                     osg::Vec3( 1., 1., 1.)
171                                   };
172
173    const osg::Vec3 myNormals[] = { osg::Vec3( 0., 0., 1.),
174                                    osg::Vec3( 1., 0., 0.),
175                                    osg::Vec3( 0., 0.,-1.),
176                                    osg::Vec3(-1., 0., 0.),
177                                    osg::Vec3( 0., 1., 0.),
178                                    osg::Vec3( 0.,-1., 0.)
179                                  };
180
181    const osg::Vec4 myColors[] = { osg::Vec4( 1., 0., 0., 1.),
182                                   osg::Vec4( 0., 1., 0., 1.),
183                                   osg::Vec4( 1., 1., 0., 1.),
184                                   osg::Vec4( 0., 0., 1., 1.),
185                                   osg::Vec4( 1., 0., 1., 1.),
186                                   osg::Vec4( 0., 1., 1., 1.)
187                                 };
188
189    const unsigned short myIndices[] = { 4, 5, 7, 6,
190                                        5, 1, 3, 7,
191                                        1, 0, 2, 3,
192                                        0, 4, 6, 2,
193                                        6, 7, 3, 2,
194                                        0, 1, 5, 4
195                                       };
196
197    osg::Geode* geode = new osg::Geode();
198
199    // create Geometry
200    osg::ref_ptr<osg::Geometry> geom(new osg::Geometry());
201
202    // add vertices using MyArray class
203    unsigned int numVertices = sizeof(myVertices)/sizeof(myVertices[0]);
204    geom->setVertexArray(new MyArray(numVertices,const_cast<osg::Vec3*>(&myVertices[0])));
205
206    // add normals
207    unsigned int numNormals = sizeof(myNormals)/sizeof(myNormals[0]);
208    geom->setNormalArray(new osg::Vec3Array(numNormals,const_cast<osg::Vec3*>(&myNormals[0])));
209    geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
210
211    // add colors
212    unsigned int numColors = sizeof(myColors)/sizeof(myColors[0]);
213    osg::Vec4Array* normal_array = new osg::Vec4Array(numColors,const_cast<osg::Vec4*>(&myColors[0]));
214    geom->setColorArray(normal_array);
215    geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
216
217    // add PrimitiveSet
218    unsigned int numIndices = sizeof(myIndices)/sizeof(myIndices[0]);
219    geom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,
220                                                      numIndices,
221                                                      const_cast<unsigned short *>(myIndices)));
222
223    // Changing these flags will tickle different cases in
224    // Geometry::drawImplementation. They should all work fine
225    // with the shared array. Setting VertexIndices will hit
226    // some other cases.
227    geom->setUseVertexBufferObjects(false);
228    geom->setUseDisplayList(false);
229    geom->setFastPathHint(false);
230
231    geode->addDrawable( geom.get() );
232
233    return geode;
234}
235
236int main(int , char **)
237{
238    // construct the viewer.
239    osgViewer::Viewer viewer;
240
241    // add model to viewer.
242    viewer.setSceneData( createGeometry() );
243
244    // create the windows and run the threads.
245    return viewer.run();
246}
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