OpenSceneGraph/examples/osghangglide/terrain.cpp

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/* OpenSceneGraph example, osghangglide.
*
* 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 <math.h>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/StateSet>
#include <osgDB/ReadFile>
#include "terrain_coords.h"
#include "terrain_texcoords.h"
using namespace osg;
void getDatabaseCenterRadius( float dbcenter[3], float *dbradius )
{
int i;
double n=0.0;
double center[3] = { 0.0f, 0.0f, 0.0f };
float cnt;
cnt = 39 * 38;
for( i = 0; i < cnt; i++ )
{
center[0] += (double)vertex[i][0];
center[1] += (double)vertex[i][1];
center[2] += (double)vertex[i][2];
n = n + 1.0;
}
center[0] /= n;
center[1] /= n;
center[2] /= n;
float r = 0.0;
// for( i = 0; i < sizeof( vertex ) / (sizeof( float[3] )); i++ )
for( i = 0; i < cnt; i++ )
{
double d = sqrt(
(((double)vertex[i][0] - center[0]) * ((double)vertex[i][0] - center[0])) +
(((double)vertex[i][1] - center[1]) * ((double)vertex[i][1] - center[1])) +
(((double)vertex[i][2] - center[2]) * ((double)vertex[i][2] - center[2])) );
if( d > (double)r ) r = (float)d;
}
*dbradius = r;
dbcenter[0] = (float)center[0];
dbcenter[1] = (float)center[1];
dbcenter[2] = (float)center[2];
int index = 19 * 39 + 19;
dbcenter[0] = vertex[index][0] - 0.15;
dbcenter[1] = vertex[index][1];
dbcenter[2] = vertex[index][2] + 0.35;
}
Node *makeTerrain( void )
{
int m, n;
int i, j;
float dbcenter[3];
float dbradius;
getDatabaseCenterRadius( dbcenter, &dbradius );
m = (sizeof( vertex ) /(sizeof( float[3])))/39;
n = 39;
Vec3Array& v = *(new Vec3Array(m*n));
Vec2Array& t = *(new Vec2Array(m*n));
Vec4Array& col = *(new Vec4Array(1));
col[0][0] = col[0][1] = col[0][2] = col[0][3] = 1.0f;
for( i = 0; i < m * n; i++ )
{
v[i][0] = vertex[i][0] - dbcenter[0];
v[i][1] = vertex[i][1] - dbcenter[1];
v[i][2] = vertex[i][2];
t[i][0] = texcoord[i][0] + 0.025;
t[i][1] = texcoord[i][1];
}
Geometry *geom = new Geometry;
geom->setVertexArray( &v );
geom->setTexCoordArray( 0, &t );
geom->setColorArray( &col, Array::BIND_OVERALL );
for( i = 0; i < m-2; i++ )
{
DrawElementsUShort* elements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP);
elements->reserve(39*2);
for( j = 0; j < n; j++ )
{
elements->push_back((i+0)*n+j);
elements->push_back((i+1)*n+j);
}
geom->addPrimitiveSet(elements);
}
Texture2D *tex = new Texture2D;
tex->setImage(osgDB::readImageFile("Images/lz.rgb"));
StateSet *dstate = new StateSet;
dstate->setMode( GL_LIGHTING, StateAttribute::OFF );
dstate->setTextureAttributeAndModes(0, tex, StateAttribute::ON );
dstate->setTextureAttribute(0, new TexEnv );
geom->setStateSet( dstate );
Geode *geode = new Geode;
geode->addDrawable( geom );
return geode;
}