OpenSceneGraph/examples/osgspheresegment/osgspheresegment.cpp

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#include <osgProducer/Viewer>
#include <osg/Group>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Texture2D>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <osg/Geometry>
#include <osgUtil/SmoothingVisitor>
#include <osgDB/ReadFile>
#include <osgText/Text>
#include <osgSim/SphereSegment>
#include <osgSim/OverlayNode>
#include <osgParticle/ExplosionEffect>
#include <osgParticle/SmokeEffect>
#include <osgParticle/FireEffect>
#include <osgParticle/ParticleSystemUpdater>
// for the grid data..
#include "../osghangglide/terrain_coords.h"
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);
double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;i<numSamples;++i)
{
osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
}
osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
osg::Group* model = new osg::Group;
osg::Node* glider = osgDB::readNodeFile("glider.osg");
if (glider)
{
const osg::BoundingSphere& bs = glider->getBound();
float size = radius/bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
positioned->addChild(glider);
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
xform->addChild(positioned);
model->addChild(xform);
}
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
osgText::Text* text = new osgText::Text;
float size = radius/bs.radius()*0.3f;
text->setPosition(bs.center());
text->setText("Cessna");
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::SCREEN);
text->setCharacterSize(40.0f);
text->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(text);
osg::LOD* lod = new osg::LOD;
lod->setRangeMode(osg::LOD::PIXEL_SIZE_ON_SCREEN);
lod->addChild(geode,0.0f,100.0f);
lod->addChild(cessna,100.0f,10000.0f);
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
//positioned->addChild(cessna);
positioned->addChild(lod);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
// add particle effects to cessna.
{
osg::PositionAttitudeTransform* positionEffects = new osg::PositionAttitudeTransform;
positionEffects->setPosition(osg::Vec3(0.0f,0.0f,0.0f));
xform->addChild(positionEffects);
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect;
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect;
osgParticle::FireEffect* fire = new osgParticle::FireEffect;
positionEffects->addChild(explosion);
positionEffects->addChild(smoke);
positionEffects->addChild(fire);
}
model->addChild(xform);
}
return model;
}
osg::Group* createOverlay(const osg::Vec3& center, float radius)
{
osg::Group* group = new osg::Group;
// create a grid of lines.
{
osg::Geometry* geom = new osg::Geometry;
unsigned int num_rows = 10;
osg::Vec3 left = center+osg::Vec3(-radius,-radius,0.0f);
osg::Vec3 right = center+osg::Vec3(radius,-radius,0.0f);
osg::Vec3 delta_row = osg::Vec3(0.0f,2.0f*radius/float(num_rows-1),0.0f);
osg::Vec3 top = center+osg::Vec3(-radius,radius,0.0f);
osg::Vec3 bottom = center+osg::Vec3(-radius,-radius,0.0f);
osg::Vec3 delta_column = osg::Vec3(2.0f*radius/float(num_rows-1),0.0f,0.0f);
osg::Vec3Array* vertices = new osg::Vec3Array;
for(unsigned int i=0; i<num_rows; ++i)
{
vertices->push_back(left);
vertices->push_back(right);
left += delta_row;
right += delta_row;
vertices->push_back(top);
vertices->push_back(bottom);
top += delta_column;
bottom += delta_column;
}
geom->setVertexArray(vertices);
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
color[0].set(0,0,0,255);
geom->setColorArray(&color);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,vertices->getNumElements()));
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geom->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geom);
group->addChild(geode);
}
return group;
}
osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y)
{
osgUtil::IntersectVisitor iv;
osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
const osg::BoundingSphere& bs = subgraph->getBound();
float zMax = bs.center().z()+bs.radius();
float zMin = bs.center().z()-bs.radius();
segDown->set(osg::Vec3(x,y,zMin),osg::Vec3(x,y,zMax));
iv.addLineSegment(segDown.get());
subgraph->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
if (!hitList.empty())
{
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
return ip;
}
}
return osg::Vec3(x,y,0.0f);
}
//////////////////////////////////////////////////////////////////////////////
// MAIN SCENE GRAPH BUILDING FUNCTION
//////////////////////////////////////////////////////////////////////////////
void build_world(osg::Group *root, unsigned int testCase)
{
// create terrain
osg::ref_ptr<osg::Geode> terrainGeode = 0;
{
terrainGeode = new osg::Geode;
osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
terrainGeode->setStateSet( stateset );
{
unsigned int numColumns = 38;
unsigned int numRows = 39;
unsigned int r, c;
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 size(1000.0f,1000.0f,250.0f);
osg::Geometry* geometry = new osg::Geometry;
osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
osg::Vec2Array& tc = *(new osg::Vec2Array(numColumns*numRows));
osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
color[0].set(255,255,255,255);
float rowCoordDelta = size.y()/(float)(numRows-1);
float columnCoordDelta = size.x()/(float)(numColumns-1);
float rowTexDelta = 1.0f/(float)(numRows-1);
float columnTexDelta = 1.0f/(float)(numColumns-1);
// compute z range of z values of grid data so we can scale it.
float min_z = FLT_MAX;
float max_z = -FLT_MAX;
for(r=0;r<numRows;++r)
{
for(c=0;c<numColumns;++c)
{
min_z = osg::minimum(min_z,vertex[r+c*numRows][2]);
max_z = osg::maximum(max_z,vertex[r+c*numRows][2]);
}
}
float scale_z = size.z()/(max_z-min_z);
osg::Vec3 pos = origin;
osg::Vec2 tex(0.0f,0.0f);
int vi=0;
for(r=0;r<numRows;++r)
{
pos.x() = origin.x();
tex.x() = 0.0f;
for(c=0;c<numColumns;++c)
{
v[vi].set(pos.x(),pos.y(),pos.z()+(vertex[r+c*numRows][2]-min_z)*scale_z);
tc[vi] = tex;
pos.x()+=columnCoordDelta;
tex.x()+=columnTexDelta;
++vi;
}
pos.y() += rowCoordDelta;
tex.y() += rowTexDelta;
}
geometry->setVertexArray(&v);
geometry->setTexCoordArray(0, &tc);
geometry->setColorArray(&color);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
for(r=0;r<numRows-1;++r)
{
osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns));
geometry->addPrimitiveSet(&drawElements);
int ei=0;
for(c=0;c<numColumns;++c)
{
drawElements[ei++] = (r+1)*numColumns+c;
drawElements[ei++] = (r)*numColumns+c;
}
}
osgUtil::SmoothingVisitor smoother;
smoother.smooth(*geometry);
terrainGeode->addDrawable(geometry);
}
}
// create sphere segment
osg::ref_ptr<osgSim::SphereSegment> ss = 0;
{
switch(testCase)
{
case(0):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(135.0f),
osg::DegreesToRadians(240.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
break;
case(1):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(45.0f),
osg::DegreesToRadians(240.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
break;
case(2):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(5.0f),
osg::DegreesToRadians(355.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
break;
case(3):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(0.0f),
osg::DegreesToRadians(360.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
break;
};
ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f));
ss->setSideColor(osg::Vec4(0.0f,1.0f,1.0f,0.1f));
#if 1
root->addChild(ss.get());
#endif
}
#if 1
root->addChild(ss->computeIntersectionSubgraph(osg::Matrixd::identity(), terrainGeode.get()));
#else
osgSim::SphereSegment::LineList lines = ss->computeIntersection(osg::Matrixd::identity(), terrainGeode.get());
if (!lines.empty())
{
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osg::notify(osg::NOTICE)<<"We've found intersections!!!!"<<std::endl;
osg::Geode* geode = new osg::Geode;
root->addChild(geode);
geode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
for(osgSim::SphereSegment::LineList::iterator itr=lines.begin();
itr!=lines.end();
++itr)
{
osg::Geometry* geom = new osg::Geometry;
geode->addDrawable(geom);
osg::Vec3Array* vertices = itr->get();
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, vertices->getNumElements()));
}
}
else
{
osg::notify(osg::NOTICE)<<"No intersections found"<<std::endl;
}
#endif
#if 0
osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode;
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overlayNode->getOrCreateStateSet()->setTextureAttribute(1, new osg::TexEnv(osg::TexEnv::DECAL));
const osg::BoundingSphere& bs = terrainGeode->getBound();
osg::Group* overlaySubgraph = createOverlay(bs.center(), bs.radius()*0.5f);
overlaySubgraph->addChild(ss.get());
overlayNode->setOverlaySubgraph(overlaySubgraph);
overlayNode->setOverlayTextureSizeHint(2048);
overlayNode->addChild(terrainGeode.get());
root->addChild(overlayNode);
#else
root->addChild(terrainGeode.get());
#endif
// create particle effects
{
osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),100.0f,100.0f);
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f);
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f);
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 10.0f);
root->addChild(explosion);
root->addChild(smoke);
root->addChild(fire);
}
// create particle effects
{
osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),200.0f,100.0f);
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f);
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f);
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1.0f);
root->addChild(explosion);
root->addChild(smoke);
root->addChild(fire);
}
// create the moving models.
{
root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f));
}
}
//////////////////////////////////////////////////////////////////////////////
// main()
//////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of particle systems.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
unsigned int testCase = 0;
if (arguments.read("-t", testCase)) {}
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
osg::Group *root = new osg::Group;
build_world(root, testCase);
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData(root);
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}