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/* OpenSceneGraph example, osgparticleeffects.
*
* 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 .
*/
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# include <osgViewer/Viewer>
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# include <osg/Group>
# include <osg/Geode>
# include <osg/ShapeDrawable>
# include <osg/Texture2D>
# include <osg/PositionAttitudeTransform>
# include <osg/MatrixTransform>
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# include <osg/io_utils>
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# include <osgUtil/Optimizer>
# include <osgDB/ReadFile>
# include <osgText/Text>
# include <osgParticle/ExplosionEffect>
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# include <osgParticle/ExplosionDebrisEffect>
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# include <osgParticle/SmokeEffect>
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# include <osgParticle/SmokeTrailEffect>
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# include <osgParticle/FireEffect>
// for the grid data..
# include "../osghangglide/terrain_coords.h"
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osg : : Vec3 wind ( 1.0f , 0.0f , 0.0f ) ;
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osg : : AnimationPath * createAnimationPath ( const osg : : Vec3 & center , float radius , double looptime )
{
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// set up the animation path
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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 ) ;
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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 ) ) ) ;
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animationPath - > insert ( time , osg : : AnimationPath : : ControlPoint ( position , rotation ) ) ;
yaw + = yaw_delta ;
time + = time_delta ;
}
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return animationPath ;
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}
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 ;
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osg : : Node * glider = osgDB : : readNodeFile ( " glider.osgt " ) ;
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if ( glider )
{
const osg : : BoundingSphere & bs = glider - > getBound ( ) ;
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float size = radius / bs . radius ( ) * 0.15f ;
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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 ) ) ;
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positioned - > addChild ( glider ) ;
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osg : : PositionAttitudeTransform * xform = new osg : : PositionAttitudeTransform ;
xform - > setDataVariance ( osg : : Object : : DYNAMIC ) ;
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xform - > getOrCreateStateSet ( ) - > setMode ( GL_NORMALIZE , osg : : StateAttribute : : ON ) ;
xform - > setUpdateCallback ( new osg : : AnimationPathCallback ( animationPath , 0.0 , 0.5 ) ) ;
xform - > addChild ( positioned ) ;
model - > addChild ( xform ) ;
}
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osg : : Node * cessna = osgDB : : readNodeFile ( " cessna.osgt " ) ;
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if ( cessna )
{
const osg : : BoundingSphere & bs = cessna - > getBound ( ) ;
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float size = radius / bs . radius ( ) * 0.15f ;
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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 ) ) ;
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//positioned->addChild(cessna);
positioned - > addChild ( cessna ) ;
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osg : : MatrixTransform * xform = new osg : : MatrixTransform ;
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xform - > setDataVariance ( osg : : Object : : DYNAMIC ) ;
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xform - > setUpdateCallback ( new osg : : AnimationPathCallback ( animationPath , 0.0f , 1.0 ) ) ;
xform - > addChild ( positioned ) ;
model - > addChild ( xform ) ;
}
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return model ;
}
osg : : Vec3 computeTerrainIntersection ( osg : : Node * subgraph , float x , float y )
{
const osg : : BoundingSphere & bs = subgraph - > getBound ( ) ;
float zMax = bs . center ( ) . z ( ) + bs . radius ( ) ;
float zMin = bs . center ( ) . z ( ) - bs . radius ( ) ;
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osg : : ref_ptr < osgUtil : : LineSegmentIntersector > intersector =
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new osgUtil : : LineSegmentIntersector ( osg : : Vec3 ( x , y , zMin ) , osg : : Vec3 ( x , y , zMax ) ) ;
osgUtil : : IntersectionVisitor iv ( intersector . get ( ) ) ;
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subgraph - > accept ( iv ) ;
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if ( intersector - > containsIntersections ( ) )
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{
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return intersector - > getFirstIntersection ( ) . getWorldIntersectPoint ( ) ;
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}
return osg : : Vec3 ( x , y , 0.0f ) ;
}
//////////////////////////////////////////////////////////////////////////////
// MAIN SCENE GRAPH BUILDING FUNCTION
//////////////////////////////////////////////////////////////////////////////
void build_world ( osg : : Group * root )
{
osg : : Geode * terrainGeode = new osg : : Geode ;
// create terrain
{
osg : : StateSet * stateset = new osg : : StateSet ( ) ;
osg : : Image * image = osgDB : : readImageFile ( " Images/lz.rgb " ) ;
if ( image )
{
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osg : : Texture2D * texture = new osg : : Texture2D ;
texture - > setImage ( image ) ;
stateset - > setTextureAttributeAndModes ( 0 , texture , osg : : StateAttribute : : ON ) ;
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}
terrainGeode - > setStateSet ( stateset ) ;
float size = 1000 ; // 10km;
float scale = size / 39.0f ; // 10km;
float z_scale = scale * 3.0f ;
osg : : HeightField * grid = new osg : : HeightField ;
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grid - > allocate ( 38 , 39 ) ;
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grid - > setXInterval ( scale ) ;
grid - > setYInterval ( scale ) ;
for ( unsigned int r = 0 ; r < 39 ; + + r )
{
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for ( unsigned int c = 0 ; c < 38 ; + + c )
{
grid - > setHeight ( c , r , z_scale * vertex [ r + c * 39 ] [ 2 ] ) ;
}
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}
terrainGeode - > addDrawable ( new osg : : ShapeDrawable ( grid ) ) ;
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root - > addChild ( terrainGeode ) ;
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}
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// create particle effects
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{
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osg : : Vec3 position = computeTerrainIntersection ( terrainGeode , 100.0f , 100.0f ) ;
osgParticle : : ExplosionEffect * explosion = new osgParticle : : ExplosionEffect ( position , 10.0f ) ;
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osgParticle : : ExplosionDebrisEffect * explosionDebri = new osgParticle : : ExplosionDebrisEffect ( position , 10.0f ) ;
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osgParticle : : SmokeEffect * smoke = new osgParticle : : SmokeEffect ( position , 10.0f ) ;
osgParticle : : FireEffect * fire = new osgParticle : : FireEffect ( position , 10.0f ) ;
explosion - > setWind ( wind ) ;
explosionDebri - > setWind ( wind ) ;
smoke - > setWind ( wind ) ;
fire - > setWind ( wind ) ;
root - > addChild ( explosion ) ;
root - > addChild ( explosionDebri ) ;
root - > addChild ( smoke ) ;
root - > addChild ( fire ) ;
}
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// create particle effects
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{
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osg : : Vec3 position = computeTerrainIntersection ( terrainGeode , 200.0f , 100.0f ) ;
osgParticle : : ExplosionEffect * explosion = new osgParticle : : ExplosionEffect ( position , 1.0f ) ;
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osgParticle : : ExplosionDebrisEffect * explosionDebri = new osgParticle : : ExplosionDebrisEffect ( position , 1.0f ) ;
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osgParticle : : SmokeEffect * smoke = new osgParticle : : SmokeEffect ( position , 1.0f ) ;
osgParticle : : FireEffect * fire = new osgParticle : : FireEffect ( position , 1.0f ) ;
explosion - > setWind ( wind ) ;
explosionDebri - > setWind ( wind ) ;
smoke - > setWind ( wind ) ;
fire - > setWind ( wind ) ;
root - > addChild ( explosion ) ;
root - > addChild ( explosionDebri ) ;
root - > addChild ( smoke ) ;
root - > addChild ( fire ) ;
}
// create the moving models.
{
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root - > addChild ( createMovingModel ( osg : : Vec3 ( 500.0f , 500.0f , 500.0f ) , 300.0f ) ) ;
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}
}
// class to handle events with a pick
class PickHandler : public osgGA : : GUIEventHandler {
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public :
PickHandler ( ) { }
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bool handle ( const osgGA : : GUIEventAdapter & ea , osgGA : : GUIActionAdapter & aa )
{
switch ( ea . getEventType ( ) )
{
case ( osgGA : : GUIEventAdapter : : PUSH ) :
{
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osgViewer : : Viewer * viewer = dynamic_cast < osgViewer : : Viewer * > ( & aa ) ;
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pick ( viewer , ea ) ;
}
return false ;
default :
return false ;
}
}
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void pick ( osgViewer : : Viewer * viewer , const osgGA : : GUIEventAdapter & ea )
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{
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osg : : Group * root = dynamic_cast < osg : : Group * > ( viewer - > getSceneData ( ) ) ;
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if ( ! root ) return ;
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osgUtil : : LineSegmentIntersector : : Intersections intersections ;
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if ( viewer - > computeIntersections ( ea , intersections ) )
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{
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const osgUtil : : LineSegmentIntersector : : Intersection & hit = * intersections . begin ( ) ;
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bool handleMovingModels = false ;
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const osg : : NodePath & nodePath = hit . nodePath ;
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for ( osg : : NodePath : : const_iterator nitr = nodePath . begin ( ) ;
nitr ! = nodePath . end ( ) ;
+ + nitr )
{
const osg : : Transform * transform = dynamic_cast < const osg : : Transform * > ( * nitr ) ;
if ( transform )
{
if ( transform - > getDataVariance ( ) = = osg : : Object : : DYNAMIC ) handleMovingModels = true ;
}
}
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osg : : Vec3 position = handleMovingModels ? hit . getLocalIntersectPoint ( ) : hit . getWorldIntersectPoint ( ) ;
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float scale = 10.0f * ( ( float ) rand ( ) / ( float ) RAND_MAX ) ;
float intensity = 1.0f ;
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osgParticle : : ExplosionEffect * explosion = new osgParticle : : ExplosionEffect ( position , scale , intensity ) ;
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osgParticle : : ExplosionDebrisEffect * explosionDebri = new osgParticle : : ExplosionDebrisEffect ( position , scale , intensity ) ;
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osgParticle : : FireEffect * fire = new osgParticle : : FireEffect ( position , scale , intensity ) ;
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osgParticle : : ParticleEffect * smoke = 0 ;
if ( handleMovingModels )
smoke = new osgParticle : : SmokeTrailEffect ( position , scale , intensity ) ;
else
smoke = new osgParticle : : SmokeEffect ( position , scale , intensity ) ;
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explosion - > setWind ( wind ) ;
explosionDebri - > setWind ( wind ) ;
smoke - > setWind ( wind ) ;
fire - > setWind ( wind ) ;
osg : : Group * effectsGroup = new osg : : Group ;
effectsGroup - > addChild ( explosion ) ;
effectsGroup - > addChild ( explosionDebri ) ;
effectsGroup - > addChild ( smoke ) ;
effectsGroup - > addChild ( fire ) ;
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if ( handleMovingModels )
{
// insert particle effects alongside the hit node, therefore able to track that nodes movement,
// however, this does require us to insert the ParticleSystem itself into the root of the scene graph
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// separately from the main particle effects group which contains the emitters and programs.
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// the follow code block implements this, note the path for handling particle effects which arn't attached to
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// moving models is easy - just a single line of code!
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// tell the effects not to attach to the particle system locally for rendering, as we'll handle add it into the
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// scene graph ourselves.
explosion - > setUseLocalParticleSystem ( false ) ;
explosionDebri - > setUseLocalParticleSystem ( false ) ;
smoke - > setUseLocalParticleSystem ( false ) ;
fire - > setUseLocalParticleSystem ( false ) ;
// find a place to insert the particle effects group alongside the hit node.
// there are two possible ways that this can be done, either insert it into
// a pre-existing group along side the hit node, or if no pre existing group
// is found then this needs to be inserted above the hit node, and then the
// particle effect can be inserted into this.
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osg : : ref_ptr < osg : : Node > hitNode = hit . nodePath . back ( ) ;
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osg : : Node : : ParentList parents = hitNode - > getParents ( ) ;
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osg : : Group * insertGroup = 0 ;
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unsigned int numGroupsFound = 0 ;
for ( osg : : Node : : ParentList : : iterator itr = parents . begin ( ) ;
itr ! = parents . end ( ) ;
+ + itr )
{
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osg : : Group * parent = ( * itr ) ;
if ( typeid ( * parent ) = = typeid ( osg : : Group ) )
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{
+ + numGroupsFound ;
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insertGroup = parent ;
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}
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}
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if ( numGroupsFound = = parents . size ( ) & & numGroupsFound = = 1 & & insertGroup )
{
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osg : : notify ( osg : : INFO ) < < " PickHandler::pick(,) hit node's parent is a single osg::Group so we can simple the insert the particle effects group here. " < < std : : endl ;
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// just reuse the existing group.
insertGroup - > addChild ( effectsGroup ) ;
}
else
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{
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osg : : notify ( osg : : INFO ) < < " PickHandler::pick(,) hit node doesn't have an appropriate osg::Group node to insert particle effects into, inserting a new osg::Group. " < < std : : endl ;
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insertGroup = new osg : : Group ;
for ( osg : : Node : : ParentList : : iterator itr = parents . begin ( ) ;
itr ! = parents . end ( ) ;
+ + itr )
{
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( * itr ) - > replaceChild ( hit . nodePath . back ( ) , insertGroup ) ;
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}
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insertGroup - > addChild ( hitNode . get ( ) ) ;
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insertGroup - > addChild ( effectsGroup ) ;
}
// finally insert the particle systems into a Geode and attach to the root of the scene graph so the particle system
// can be rendered.
osg : : Geode * geode = new osg : : Geode ;
geode - > addDrawable ( explosion - > getParticleSystem ( ) ) ;
geode - > addDrawable ( explosionDebri - > getParticleSystem ( ) ) ;
geode - > addDrawable ( smoke - > getParticleSystem ( ) ) ;
geode - > addDrawable ( fire - > getParticleSystem ( ) ) ;
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root - > addChild ( geode ) ;
}
else
{
// when we don't have moving models we can simple insert the particle effect into the root of the scene graph
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osg : : notify ( osg : : INFO ) < < " PickHandler::pick(,) adding particle effects to root node. " < < std : : endl ;
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root - > addChild ( effectsGroup ) ;
}
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#if 0
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osg : : Geode * geode = new osg : : Geode ;
geode - > addDrawable ( new osg : : ShapeDrawable ( new osg : : Sphere ( position , scale ) ) ) ;
group - > addChild ( geode ) ;
# endif
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}
}
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protected :
virtual ~ PickHandler ( ) { }
} ;
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// function used in debugging
void insertParticle ( osg : : Group * root , const osg : : Vec3 & center , float radius )
{
bool handleMovingModels = false ;
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osg : : Vec3 position = center +
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osg : : Vec3 ( radius * ( ( ( float ) rand ( ) / ( float ) RAND_MAX ) - 0.5 ) * 2.0 ,
radius * ( ( ( float ) rand ( ) / ( float ) RAND_MAX ) - 0.5 ) * 2.0 ,
0.0f ) ;
float scale = 10.0f * ( ( float ) rand ( ) / ( float ) RAND_MAX ) ;
float intensity = 1.0f ;
osgParticle : : ExplosionEffect * explosion = new osgParticle : : ExplosionEffect ( position , scale , intensity ) ;
osgParticle : : ExplosionDebrisEffect * explosionDebri = new osgParticle : : ExplosionDebrisEffect ( position , scale , intensity ) ;
osgParticle : : FireEffect * fire = new osgParticle : : FireEffect ( position , scale , intensity ) ;
osgParticle : : ParticleEffect * smoke = 0 ;
if ( handleMovingModels )
smoke = new osgParticle : : SmokeTrailEffect ( position , scale , intensity ) ;
else
smoke = new osgParticle : : SmokeEffect ( position , scale , intensity ) ;
explosion - > setWind ( wind ) ;
explosionDebri - > setWind ( wind ) ;
smoke - > setWind ( wind ) ;
fire - > setWind ( wind ) ;
osg : : Group * effectsGroup = new osg : : Group ;
effectsGroup - > addChild ( explosion ) ;
effectsGroup - > addChild ( explosionDebri ) ;
effectsGroup - > addChild ( smoke ) ;
effectsGroup - > addChild ( fire ) ;
root - > addChild ( effectsGroup ) ;
}
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//////////////////////////////////////////////////////////////////////////////
// main()
//////////////////////////////////////////////////////////////////////////////
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int main ( int , char * * )
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{
// construct the viewer.
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osgViewer : : Viewer viewer ;
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// register the pick handler
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viewer . addEventHandler ( new PickHandler ( ) ) ;
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osg : : Group * root = new osg : : Group ;
build_world ( root ) ;
osgUtil : : Optimizer optimizer ;
optimizer . optimize ( root ) ;
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// add a viewport to the viewer and attach the scene graph.
viewer . setSceneData ( root ) ;
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return viewer . run ( ) ;
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}