OpenSceneGraph/examples/osgimpostor/osgimpostor.cpp

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/* OpenSceneGraph example, osgimpostor.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/Geometry>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/Quat>
#include <osg/Geode>
#include <osgSim/Impostor>
#include <osgSim/InsertImpostorsVisitor>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include "TestManipulator.h"
#include <iostream>
#include <list>
// container storing all house nodes
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typedef osg::ref_ptr<osg::Node> NodePtr;
typedef std::list<NodePtr> NodeContainer;
typedef NodeContainer::iterator NodeIterator;
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NodeContainer nodes;
//
osg::Group * Root = 0;
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const int HOUSES_SIZE = 25000; // total number of houses
double XDim = 5000.0f; // area dimension +/- XDim
double ZDim = 5000.0f; // area dimension +/- YDim
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int GridX = 20; // number of grids in x direction
int GridY = 20; // number of grids in y direction
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bool UseImpostor = true; // use impostor (or do not use)
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float Threshold = 3000.0f; // distance where impostor are shown
// create houses and store nodes in container
void CreateHouses()
{
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int i;
GLubyte indices[48] = {
0, 2, 1,
3, 2, 0,
0, 4, 7,
7, 3, 0,
0, 1, 5,
5, 4, 0,
1, 6, 5,
2, 6, 1,
2, 3, 7,
2, 7, 6,
4, 8, 7,
5, 6, 9,
4, 5, 8,
8, 5, 9,
6, 7, 8,
8, 9, 6
};
// use the same color, normal and indices for all houses.
osg::Vec4Array* colors = new osg::Vec4Array(1);
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(*colors)[0] = osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f);
// normals
osg::Vec3Array * normals = new osg::Vec3Array(16);
(*normals)[0] = osg::Vec3( 0.0f, -0.0f, -1.0f);
(*normals)[1] = osg::Vec3( 0.0f, -0.0f, -1.0f);
(*normals)[2] = osg::Vec3( 0.0f, -1.0f, 0.0f);
(*normals)[3] = osg::Vec3( 0.0f, -1.0f, 0.0f);
(*normals)[4] = osg::Vec3( 1.0f, -0.0f, 0.0f);
(*normals)[5] = osg::Vec3( 1.0f, -0.0f, 0.0f);
(*normals)[6] = osg::Vec3( 0.0f, 1.0f, 0.0f);
(*normals)[7] = osg::Vec3( 0.0f, 1.0f, 0.0f);
(*normals)[8] = osg::Vec3(-1.0f, -0.0f, 0.0f);
(*normals)[9] = osg::Vec3(-1.0f, -0.0f, 0.0f);
(*normals)[10] = osg::Vec3( 0.0f, -0.928477f, 0.371391f);
(*normals)[11] = osg::Vec3( 0.0f, 0.928477f, 0.371391f);
(*normals)[12] = osg::Vec3( 0.707107f, 0.0f, 0.707107f);
(*normals)[13] = osg::Vec3( 0.707107f, 0.0f, 0.707107f);
(*normals)[14] = osg::Vec3(-0.707107f, 0.0f, 0.707107f);
(*normals)[15] = osg::Vec3(-0.707107f, 0.0f, 0.707107f);
// coordIndices
osg::UByteArray* coordIndices = new osg::UByteArray(48,indices);
// share the primtive set.
osg::PrimitiveSet* primitives = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,48);
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for (int q = 0; q < HOUSES_SIZE; q++)
{
float xPos = ((static_cast<double> (rand()) /
static_cast<double> (RAND_MAX))
* 2.0 * XDim) - XDim;
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float yPos = ((static_cast<double> (rand()) /
static_cast<double> (RAND_MAX))
* 2 * ZDim) - ZDim;
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float scale = 10.0f;
osg::Vec3 offset(xPos,yPos,0.0f);
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// coords
osg::Vec3Array* coords = new osg::Vec3Array(10);
(*coords)[0] = osg::Vec3( 0.5f, -0.7f, 0.0f);
(*coords)[1] = osg::Vec3( 0.5f, 0.7f, 0.0f);
(*coords)[2] = osg::Vec3(-0.5f, 0.7f, 0.0f);
(*coords)[3] = osg::Vec3(-0.5f, -0.7f, 0.0f);
(*coords)[4] = osg::Vec3( 0.5f, -0.7f, 1.0f);
(*coords)[5] = osg::Vec3( 0.5f, 0.7f, 1.0f);
(*coords)[6] = osg::Vec3(-0.5f, 0.7f, 1.0f);
(*coords)[7] = osg::Vec3(-0.5f, -0.7f, 1.0f);
(*coords)[8] = osg::Vec3( 0.0f, -0.5f, 1.5f);
(*coords)[9] = osg::Vec3( 0.0f, 0.5f, 1.5f);
for (i = 0; i < 10; i++)
{
(*coords)[i] = (*coords)[i] * scale + offset;
}
// create geometry
osg::Geometry * geometry = new osg::Geometry();
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geometry->addPrimitiveSet(primitives);
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geometry->setVertexArray(coords);
geometry->setVertexIndices(coordIndices);
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geometry->setColorArray(colors);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->setNormalArray(normals);
geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
osg::Geode * geode = new osg::Geode();
geode->addDrawable(geometry);
nodes.push_back(geode);
}
}
void LayoutAsGrid()
{
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// calculate bounding box
osg::BoundingBox bbox;
for (NodeIterator node = nodes.begin(); node != nodes.end(); ++node)
bbox.expandBy((*node)->getBound());
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// setup grid information
osg::Group ** groups = new osg::Group*[GridX * GridY];
int i;
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for (i = 0; i < GridX * GridY; i++)
groups[i] = new osg::Group();
float xGridStart = bbox.xMin();
float xGridSize = (bbox.xMax() - bbox.xMin()) / GridX;
float yGridStart = bbox.yMin();
float yGridSize = (bbox.yMax() - bbox.yMin()) / GridY;
// arrange buildings into right grid
for (NodeIterator nodeIter = nodes.begin(); nodeIter != nodes.end(); ++nodeIter)
{
osg::Node * node = nodeIter->get();
osg::Vec3 center = node->getBound().center();
int x = (int)floor((center.x() - xGridStart) / xGridSize);
int z = (int)floor((center.y() - yGridStart) / yGridSize);
groups[z * GridX + x]->addChild(node);
}
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// add nodes to building root
for (i = 0; i < GridX * GridY; i++)
{
osg::StateSet * stateset = new osg::StateSet();
osg::Material * material = new osg::Material();
osg::Vec4 color = osg::Vec4(
0.5f + (static_cast<double> (rand()) / (2.0*static_cast<double> (RAND_MAX))),
0.5f + (static_cast<double> (rand()) / (2.0*static_cast<double> (RAND_MAX))),
0.5f + (static_cast<double> (rand()) / ( 2.0*static_cast<double>(RAND_MAX))),
1.0f);
material->setAmbient(osg::Material::FRONT_AND_BACK, color);
material->setDiffuse(osg::Material::FRONT_AND_BACK, color);
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
groups[i]->setStateSet(stateset);
if (UseImpostor)
{
osgSim::Impostor * impostor = new osgSim::Impostor();
impostor->setImpostorThreshold(static_cast<float> (Threshold));
impostor->addChild(groups[i]);
impostor->setRange(0, 0.0f, 1e7f);
impostor->setCenter(groups[i]->getBound().center());
Root->addChild(impostor);
}
else
{
Root->addChild(groups[i]);
}
}
delete[] groups;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer;
// add local test manipulator more suitable for testing impostors.
viewer.setCameraManipulator(new TestManipulator);
// load the nodes from the commandline arguments.
osg::Node* model = osgDB::readNodeFiles(arguments);
if (model)
{
// the osgSim::InsertImpostorsVisitor used lower down to insert impostors
// only operators on subclass of Group's, if the model top node is not
// a group then it won't be able to insert an impostor. We therefore
// manually insert an impostor above the model.
if (dynamic_cast<osg::Group*>(model)==0)
{
const osg::BoundingSphere& bs = model->getBound();
if (bs.valid())
{
osgSim::Impostor* impostor = new osgSim::Impostor;
// standard LOD settings
impostor->addChild(model);
impostor->setRange(0,0.0f,1e7f);
impostor->setCenter(bs.center());
// impostor specfic settings.
impostor->setImpostorThresholdToBound(5.0f);
model = impostor;
}
}
// we insert an impostor node above the model, so we keep a handle
// on the rootnode of the model, the is required since the
// InsertImpostorsVisitor can add a new root in automatically and
// we would know about it, other than by following the parent path
// up from model. This is really what should be done, but I'll pass
// on it right now as it requires a getRoots() method to be added to
// osg::Node, and we're about to make a release so no new features!
osg::Group* rootnode = new osg::Group;
rootnode->addChild(model);
// now insert impostors in the model using the InsertImpostorsVisitor.
osgSim::InsertImpostorsVisitor ov;
// traverse the model and collect all osg::Group's and osg::LOD's.
// however, don't traverse the rootnode since we want to keep it as
// the start of traversal, otherwise the insertImpostor could insert
// and Impostor above the current root, making it nolonger a root!
model->accept(ov);
// insert the Impostors above groups and LOD's
ov.insertImpostors();
}
else
{
// no user model so we'll create our own world.
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model = Root = new osg::Group();
CreateHouses();
LayoutAsGrid();
}
// add model to viewer.
viewer.setSceneData(model);
return viewer.run();
}