OpenSceneGraph/examples/osgplanets/osgplanets.cpp

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#include <iostream>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
#include <osg/Material>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/LightModel>
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#include <osg/TexEnv>
#include <osg/TexEnvCombine>
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#include <osgUtil/Optimizer>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGA/NodeTrackerManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgProducer/Viewer>
static osg::Vec3 defaultPos( 0.0f, 0.0f, 0.0f );
static osg::Vec3 centerScope(0.0f, 0.0f, 0.0f);
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);
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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;
}// end createAnimationPath
class SolarSystem
{
public:
double _radiusSun;
double _radiusEarth;
double _RorbitEarth;
double _tiltEarth;
double _rotateSpeedEarthAndMoon;
double _rotateSpeedEarth;
double _radiusMoon;
double _RorbitMoon;
double _rotateSpeedMoon;
double _radiusSpace;
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SolarSystem()
{
_radiusSun = 5.0;
_radiusEarth = 2.0;
_RorbitEarth = 10.0;
_tiltEarth = 18.0;
_rotateSpeedEarthAndMoon = 1.0;
_rotateSpeedEarth = 1.0;
_radiusMoon = 0.5;
_RorbitMoon = 2.0;
_rotateSpeedMoon = 1.0;
_radiusSpace = 300.0;
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}
osg::MatrixTransform* createEarthTranslationAndTilt();
osg::MatrixTransform* createRotation( double orbit, double speed );
osg::MatrixTransform* createMoonTranslation();
osg::Geode* createSpace( const std::string& name, const std::string& textureName );
osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName );
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osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName1, const std::string& textureName2);
osg::Group* createSunLight();
osg::Group* built();
void printParameters()
{
std::cout << "radiusSun\t= " << _radiusSun << std::endl;
std::cout << "radiusEarth\t= " << _radiusEarth << std::endl;
std::cout << "RorbitEarth\t= " << _RorbitEarth << std::endl;
std::cout << "tiltEarth\t= " << _tiltEarth << std::endl;
std::cout << "rotateSpeedEarthAndMoon= " << _rotateSpeedEarthAndMoon << std::endl;
std::cout << "rotateSpeedEarth= " << _rotateSpeedEarth << std::endl;
std::cout << "radiusMoon\t= " << _radiusMoon << std::endl;
std::cout << "RorbitMoon\t= " << _RorbitMoon << std::endl;
std::cout << "rotateSpeedMoon\t= " << _rotateSpeedMoon << std::endl;
std::cout << "radiusSpace\t= " << _radiusSpace << std::endl;
}
}; // end SolarSystem
class FindNamedNodeVisitor : public osg::NodeVisitor
{
public:
FindNamedNodeVisitor(const std::string& name):
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_name(name) {}
virtual void apply(osg::Node& node)
{
if (node.getName()==_name)
{
_foundNodes.push_back(&node);
}
traverse(node);
}
typedef std::vector< osg::ref_ptr<osg::Node> > NodeList;
std::string _name;
NodeList _foundNodes;
};
int main( int argc, char **argv )
{
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// 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 osg::AnimationPath and UpdateCallbacks for adding animation to your scenes.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// initialize the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::ESCAPE_SETS_DONE | osgProducer::Viewer::VIEWER_MANIPULATOR | osgProducer::Viewer::STATE_MANIPULATOR);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
SolarSystem solarSystem;
while (arguments.read("--radiusSun",solarSystem._radiusSun)) { }
while (arguments.read("--radiusEarth",solarSystem._radiusEarth)) { }
while (arguments.read("--RorbitEarth",solarSystem._RorbitEarth)) { }
while (arguments.read("--tiltEarth",solarSystem._tiltEarth)) { }
while (arguments.read("--rotateSpeedEarthAndMoon",solarSystem._rotateSpeedEarthAndMoon)) { }
while (arguments.read("--rotateSpeedEarth",solarSystem._rotateSpeedEarth)) { }
while (arguments.read("--radiusMoon",solarSystem._radiusMoon)) { }
while (arguments.read("--RorbitMoon",solarSystem._RorbitMoon)) { }
while (arguments.read("--rotateSpeedMoon",solarSystem._rotateSpeedMoon)) { }
while (arguments.read("--radiusSpace",solarSystem._radiusSpace)) { }
osgGA::NodeTrackerManipulator::TrackerMode trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER_AND_ROTATION;
std::string mode;
while (arguments.read("--tracker-mode",mode))
{
if (mode=="NODE_CENTER_AND_ROTATION") trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER_AND_ROTATION;
else if (mode=="NODE_CENTER_AND_AZIM") trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER_AND_AZIM;
else if (mode=="NODE_CENTER") trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER;
else
{
std::cout<<"Unrecognized --tracker-mode option "<<mode<<", valid options are:"<<std::endl;
std::cout<<" NODE_CENTER_AND_ROTATION"<<std::endl;
std::cout<<" NODE_CENTER_AND_AZIM"<<std::endl;
std::cout<<" NODE_CENTER"<<std::endl;
return 1;
}
}
osgGA::NodeTrackerManipulator::RotationMode rotationMode = osgGA::NodeTrackerManipulator::TRACKBALL;
while (arguments.read("--rotation-mode",mode))
{
if (mode=="TRACKBALL") rotationMode = osgGA::NodeTrackerManipulator::TRACKBALL;
else if (mode=="ELEVATION_AZIM") rotationMode = osgGA::NodeTrackerManipulator::ELEVATION_AZIM;
else
{
std::cout<<"Unrecognized --rotation-mode option "<<mode<<", valid options are:"<<std::endl;
std::cout<<" TRACKBALL"<<std::endl;
std::cout<<" ELEVATION_AZIM"<<std::endl;
return 1;
}
}
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solarSystem.printParameters();
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
std::cout << "setup the following arguments: " << std::endl;
std::cout << "--radiusSun: double" << std::endl;
std::cout << "--radiusEarth: double" << std::endl;
std::cout << "--RorbitEarth: double" << std::endl;
std::cout << "--tiltEarth: double" << std::endl;
std::cout << "--rotateSpeedEarthAndMoon: double" << std::endl;
std::cout << "--rotateSpeedEarth: double" << std::endl;
std::cout << "--radiusMoon: double" << std::endl;
std::cout << "--RorbitMoon: double" << std::endl;
std::cout << "--rotateSpeedMoon: double" << std::endl;
std::cout << "--radiusSpace: double" << std::endl;
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;
osg::Group* sunLight = solarSystem.createSunLight();
root->addChild(sunLight);
// create the sun
osg::Node* sun = solarSystem.createPlanet( solarSystem._radiusSun, "Sun", osg::Vec4( 1.0, 1.0, 0, 1.0f), "" );
osg::StateSet* sunStateSet = sun->getOrCreateStateSet();
osg::Material* material = new osg::Material;
material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) );
sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
// stick sun right under root, no transformations for the sun
sunLight->addChild( sun );
// create light source in the sun
// create earth and moon
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osg::Node* earth = solarSystem.createPlanet( solarSystem._radiusEarth, "Earth", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg", "Images/land_ocean_ice_lights_2048.jpg" );
osg::Node* moon = solarSystem.createPlanet( solarSystem._radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" );
// create transformations for the earthMoonGroup
osg::MatrixTransform* aroundSunRotation = solarSystem.createRotation( solarSystem._RorbitEarth, solarSystem._rotateSpeedEarthAndMoon );
osg::MatrixTransform* earthPosition = solarSystem.createEarthTranslationAndTilt();
//Group with earth and moon under it
osg::Group* earthMoonGroup = new osg::Group;
//transformation to rotate the earth around itself
osg::MatrixTransform* earthRotationAroundItself = solarSystem.createRotation ( 0.0, solarSystem._rotateSpeedEarth );
//transformations for the moon
osg::MatrixTransform* moonAroundEarthXform = solarSystem.createRotation( solarSystem._RorbitMoon, solarSystem._rotateSpeedMoon );
osg::MatrixTransform* moonTranslation = solarSystem.createMoonTranslation();
moonTranslation->addChild( moon );
moonAroundEarthXform->addChild( moonTranslation );
earthMoonGroup->addChild( moonAroundEarthXform );
earthRotationAroundItself->addChild( earth );
earthMoonGroup->addChild( earthRotationAroundItself );
earthPosition->addChild( earthMoonGroup );
aroundSunRotation->addChild( earthPosition );
sunLight->addChild( aroundSunRotation );
#if 0
// add space, but don't light it, as its not illuminated by our sun
osg::Node* space = solarSystem.createSpace( "Space", "Images/spacemap.jpg" );
space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
root->addChild( space );
#endif
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
//optimzer.optimize( dynamic_cast<osg::CoordinateSystemNode*>( root.get() ) );
optimzer.optimize( root );
// set the scene to render
viewer.setSceneData( root );
// set up tracker manipulators, once for each astral body
{
FindNamedNodeVisitor fnnv("Sun");
root->accept(fnnv);
if (!fnnv._foundNodes.empty())
{
// set up the node tracker.
osgGA::NodeTrackerManipulator* tm = new osgGA::NodeTrackerManipulator;
tm->setTrackerMode( trackerMode );
tm->setRotationMode( rotationMode );
tm->setTrackNode( fnnv._foundNodes.front().get() );
unsigned int num = viewer.addCameraManipulator( tm );
viewer.selectCameraManipulator( num );
}
}
{
FindNamedNodeVisitor fnnv("Moon");
root->accept(fnnv);
if (!fnnv._foundNodes.empty())
{
// set up the node tracker.
osgGA::NodeTrackerManipulator* tm = new osgGA::NodeTrackerManipulator;
tm->setTrackerMode( trackerMode );
tm->setRotationMode( rotationMode );
tm->setTrackNode( fnnv._foundNodes.front().get() );
unsigned int num = viewer.addCameraManipulator( tm );
viewer.selectCameraManipulator( num );
}
}
{
FindNamedNodeVisitor fnnv("Earth");
root->accept(fnnv);
if (!fnnv._foundNodes.empty())
{
// set up the node tracker.
osgGA::NodeTrackerManipulator* tm = new osgGA::NodeTrackerManipulator;
tm->setTrackerMode( trackerMode );
tm->setRotationMode( rotationMode );
tm->setTrackNode( fnnv._foundNodes.front().get() );
unsigned int num = viewer.addCameraManipulator( tm );
viewer.selectCameraManipulator( num );
}
}
// create the windows and run the threads.
viewer.realize();
viewer.setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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;
}// end main
osg::MatrixTransform* SolarSystem::createEarthTranslationAndTilt()
{
osg::MatrixTransform* earthPositioned = new osg::MatrixTransform;
earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, _RorbitEarth, 0.0 ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees( _tiltEarth ),0.0f,0.0f,1.0f));
return earthPositioned;
}// end SolarSystem::createEarthTranslationAndTilt
osg::MatrixTransform* SolarSystem::createRotation( double orbit, double speed )
{
osg::Vec3 center( 0.0, 0.0, 0.0 );
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath( center, orbit, animationLength );
osg::MatrixTransform* rotation = new osg::MatrixTransform;
rotation->setUpdateCallback( new osg::AnimationPathCallback( animationPath, 0.0f, speed ) );
return rotation;
}// end SolarSystem::createEarthRotation
osg::MatrixTransform* SolarSystem::createMoonTranslation()
{
osg::MatrixTransform* moonPositioned = new osg::MatrixTransform;
moonPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, _RorbitMoon, 0.0 ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees(0.0f),0.0f,0.0f,1.0f));
return moonPositioned;
}// end SolarSystem::createMoonTranslation
osg::Geode* SolarSystem::createSpace( const std::string& name, const std::string& textureName )
{
osg::Sphere *spaceSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), _radiusSpace );
osg::ShapeDrawable *sSpaceSphere = new osg::ShapeDrawable( spaceSphere );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
sSpaceSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
sSpaceSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
osg::Geode* geodeSpace = new osg::Geode();
geodeSpace->setName( name );
geodeSpace->addDrawable( sSpaceSphere );
return( geodeSpace );
}// end SolarSystem::createSpace
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osg::Geode* SolarSystem::createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName)
{
// create a container that makes the sphere drawable
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osg::Geometry *sPlanetSphere = new osg::Geometry();
{
// set the single colour so bind overall
osg::Vec4Array* colours = new osg::Vec4Array(1);
(*colours)[0] = color;
sPlanetSphere->setColorArray(colours);
sPlanetSphere->setColorBinding(osg::Geometry::BIND_OVERALL);
// now set up the coords, normals and texcoords for geometry
unsigned int numX = 100;
unsigned int numY = 50;
unsigned int numVertices = numX*numY;
osg::Vec3Array* coords = new osg::Vec3Array(numVertices);
sPlanetSphere->setVertexArray(coords);
osg::Vec3Array* normals = new osg::Vec3Array(numVertices);
sPlanetSphere->setNormalArray(normals);
sPlanetSphere->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
osg::Vec2Array* texcoords = new osg::Vec2Array(numVertices);
sPlanetSphere->setTexCoordArray(0,texcoords);
sPlanetSphere->setTexCoordArray(1,texcoords);
double delta_elevation = osg::PI / (double)(numY-1);
double delta_azim = 2.0*osg::PI / (double)(numX-1);
float delta_tx = 1.0 / (float)(numX-1);
float delta_ty = 1.0 / (float)(numY-1);
double elevation = -osg::PI*0.5;
float ty = 0.0;
unsigned int vert = 0;
unsigned j;
for(j=0;
j<numY;
++j, elevation+=delta_elevation, ty+=delta_ty )
{
double azim = 0.0;
float tx = 0.0;
for(unsigned int i=0;
i<numX;
++i, ++vert, azim+=delta_azim, tx+=delta_tx)
{
osg::Vec3 direction(cos(azim)*cos(elevation), sin(azim)*cos(elevation), sin(elevation));
(*coords)[vert].set(direction*radius);
(*normals)[vert].set(direction);
(*texcoords)[vert].set(tx,ty);
}
}
for(j=0;
j<numY-1;
++j)
{
unsigned int curr_row = j*numX;
unsigned int next_row = curr_row+numX;
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(GL_QUAD_STRIP);
for(unsigned int i=0;
i<numX;
++i)
{
elements->push_back(next_row + i);
elements->push_back(curr_row + i);
}
sPlanetSphere->addPrimitiveSet(elements);
}
}
// set the object color
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//sPlanetSphere->setColor( color );
// create a geode object to as a container for our drawable sphere object
osg::Geode* geodePlanet = new osg::Geode();
geodePlanet->setName( name );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
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geodePlanet->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
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//sPlanetSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
// add our drawable sphere to the geode container
geodePlanet->addDrawable( sPlanetSphere );
return( geodePlanet );
}// end SolarSystem::createPlanet
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osg::Geode* SolarSystem::createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName1, const std::string& textureName2)
{
osg::Geode* geodePlanet = createPlanet( radius, name, color , textureName1);
if( !textureName2.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName2 );
if ( image )
{
osg::StateSet* stateset = geodePlanet->getOrCreateStateSet();
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osg::TexEnvCombine* texenv = new osg::TexEnvCombine;
texenv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
texenv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
texenv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
texenv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
texenv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
texenv->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
texenv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
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stateset->setTextureAttribute( 1, texenv );
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stateset->setTextureAttributeAndModes( 1, new osg::Texture2D( image ), osg::StateAttribute::ON );
}
}
return( geodePlanet );
}// end SolarSystem::createPlanet
osg::Group* SolarSystem::createSunLight()
{
osg::LightSource* sunLightSource = new osg::LightSource;
osg::Light* sunLight = sunLightSource->getLight();
sunLight->setPosition( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
sunLight->setAmbient( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
sunLightSource->setLight( sunLight );
sunLightSource->setLocalStateSetModes( osg::StateAttribute::ON );
sunLightSource->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
osg::LightModel* lightModel = new osg::LightModel;
lightModel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
sunLightSource->getOrCreateStateSet()->setAttribute(lightModel);
return sunLightSource;
}// end SolarSystem::createSunLight
/*
osg::Group* SolarSystem::built()
{
osg::Group* thisSystem = new osg::Group;
// create light source in the sun
osg::Group* sunLight = createSunLight();
thisSystem->addChild( sunLight );
// create the sun
osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 0, 0, 0, 1.0f), "" );
osg::StateSet* sunStateSet = sun->getOrCreateStateSet();
osg::Material* material = new osg::Material;
material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) );
sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
if( !sun )
{
std::cout << "Sonne konnte nicht erstellt werden!" << std::endl;
exit(0);
}
sun->setStateSet( sunStateSet );
// stick sun right under root, no transformations for the sun
sunLight->addChild(sun);
//creating right side of the graph with earth and moon and the rotations above it
// create earth and moon
osg::Node* earth = createPlanet( _radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg" );
osg::Node* moon = createPlanet( _radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" );
// create transformations for the earthMoonGroup
osg::MatrixTransform* aroundSunRotation = createRotation( _RorbitEarth, _rotateSpeedEarthAndMoon );
osg::MatrixTransform* earthPosition = createEarthTranslationAndTilt( _RorbitEarth, _tiltEarth );
//Group with earth and moon under it
osg::Group* earthMoonGroup = new osg::Group;
//transformation to rotate the earth around itself
osg::MatrixTransform* earthRotationAroundItself = createRotation ( 0.0, _rotateSpeedEarth );
//transformations for the moon
osg::MatrixTransform* moonAroundEarthXform = createRotation( _RorbitMoon, _rotateSpeedMoon );
osg::MatrixTransform* moonTranslation = createMoonTranslation( _RorbitMoon );
moonTranslation->addChild( moon );
moonAroundEarthXform->addChild( moonTranslation );
earthMoonGroup->addChild( moonAroundEarthXform );
earthRotationAroundItself->addChild( earth );
earthMoonGroup->addChild( earthRotationAroundItself );
earthPosition->addChild( earthMoonGroup );
aroundSunRotation->addChild( earthPosition );
sunLight->addChild( aroundSunRotation );
// add space, but don't light it, as its not illuminated by our sun
osg::Node* space = createSpace( _radiusSpace, "Space", "Images/spacemap.jpg" );
space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
thisSystem->addChild( space );
return( thisSystem );
}// end SolarSystem::built()
*/