2003-12-16 00:46:06 +08:00
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// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
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//
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// Simple example of use of Producer::RenderSurface + KeyboardMouseCallback + SceneView
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// example that provides the user with control over view position with basic picking.
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#include <Producer/RenderSurface>
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#include <Producer/KeyboardMouse>
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#include <Producer/Trackball>
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#include <osg/Timer>
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#include <osgUtil/SceneView>
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#include <osgUtil/IntersectVisitor>
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#include <osgDB/ReadFile>
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#include <osgFX/Scribe>
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class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback
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{
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public:
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MyKeyboardMouseCallback(osgUtil::SceneView* sceneView) :
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Producer::KeyboardMouseCallback(),
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_mx(0.0f),_my(0.0f),_mbutton(0),
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_done(false),
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_trackBall(new Producer::Trackball),
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_sceneView(sceneView)
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{
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resetTrackball();
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_mouseMovingOnPreviousRelease = false;
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}
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virtual void specialKeyPress( Producer::KeyCharacter key )
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{
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if (key==Producer::KeyChar_Escape)
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shutdown();
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}
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virtual void shutdown()
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{
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_done = true;
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}
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virtual void keyPress( Producer::KeyCharacter key)
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{
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if (key==' ') resetTrackball();
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}
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virtual void mouseMotion( float mx, float my )
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{
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_mx = mx;
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_my = my;
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}
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virtual void buttonPress( float mx, float my, unsigned int mbutton )
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{
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_mx = mx;
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_my = my;
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_mbutton |= (1<<(mbutton-1));
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_mx_buttonPress = _mx;
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_my_buttonPress = _my;
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}
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virtual void buttonRelease( float mx, float my, unsigned int mbutton )
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{
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_mx = mx;
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_my = my;
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_mbutton &= ~(1<<(mbutton-1));
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if (_mx==_mx_buttonPress && _my_buttonPress==_my)
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{
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if (!_mouseMovingOnPreviousRelease)
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{
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// button press and release without moving so assume this means
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// the users wants to pick.
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pick(_mx,_my);
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}
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_mouseMovingOnPreviousRelease = false;
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}
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else
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{
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_mouseMovingOnPreviousRelease = true;
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}
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}
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bool done() { return _done; }
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float mx() { return _mx; }
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float my() { return _my; }
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unsigned int mbutton() { return _mbutton; }
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void resetTrackball()
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{
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osg::Node* scene = _sceneView->getSceneData();
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if (scene)
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{
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const osg::BoundingSphere& bs = scene->getBound();
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_trackBall->reset();
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_trackBall->setOrientation( Producer::Trackball::Z_UP );
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_trackBall->setDistance(bs.radius()*2.0f);
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_trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z());
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}
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}
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osg::Matrixd getViewMatrix()
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{
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_trackBall->input( mx(), my(), mbutton() );
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return osg::Matrixd(_trackBall->getMatrix().ptr());
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}
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void pick(float x, float y)
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{
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osg::Node* scene = _sceneView->getSceneData();
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if (scene)
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{
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std::cout<<"Picking "<<x<<"\t"<<y<<std::endl;
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int origX, origY, width, height;
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_sceneView->getViewport(origX,origY,width,height);
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// convert Produce's non dimensional x,y coords back into pixel coords.
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int winX = (int)((x+1.0f)*0.5f*(float)width);
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int winY = (int)((y+1.0f)*0.5f*(float)height);
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osg::Vec3 nearPoint, farPoint;
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_sceneView->projectWindowXYIntoObject(winX,winY,nearPoint,farPoint);
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std::cout<<"nearPoint "<<nearPoint<<" farPoint "<<farPoint<<std::endl;
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// make a line segment
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osg::ref_ptr<osg::LineSegment> lineSegment = new osg::LineSegment(nearPoint,farPoint);
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// create the IntersectVisitor to do the line intersection traversals.
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osgUtil::IntersectVisitor intersector;
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intersector.addLineSegment(lineSegment.get());
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scene->accept(intersector);
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osgUtil::IntersectVisitor::HitList& hits=intersector.getHitList(lineSegment.get());
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if (!hits.empty())
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{
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std::cout<<"Got hits"<<std::endl;
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// just take the first hit - nearest the eye point.
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osgUtil::Hit& hit = hits.front();
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osg::NodePath& nodePath = hit._nodePath;
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osg::Node* node = (nodePath.size()>=1)?nodePath[nodePath.size()-1]:0;
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osg::Group* parent = (nodePath.size()>=2)?dynamic_cast<osg::Group*>(nodePath[nodePath.size()-2]):0;
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if (parent && node)
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{
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std::cout<<"Hits "<<node->className()<<std::endl;
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std::cout<<" parent "<<parent->className()<<std::endl;
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osgFX::Scribe* parentAsScribe = dynamic_cast<osgFX::Scribe*>(parent);
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if (!parentAsScribe)
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{
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// node not already picked, so highlight it with an osgFX::Scribe
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osgFX::Scribe* scribe = new osgFX::Scribe();
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scribe->addChild(node);
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parent->replaceChild(node,scribe);
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}
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else
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{
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// node already picked so we want to remove scribe to unpick it.
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osg::Node::ParentList parentList = parentAsScribe->getParents();
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for(osg::Node::ParentList::iterator itr=parentList.begin();
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itr!=parentList.end();
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++itr)
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{
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(*itr)->replaceChild(parentAsScribe,node);
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}
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}
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}
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}
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}
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}
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private:
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float _mx, _my;
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float _mx_buttonPress, _my_buttonPress;
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unsigned int _mbutton;
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bool _mouseMovingOnPreviousRelease;
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bool _done;
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osg::ref_ptr<Producer::Trackball> _trackBall;
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osg::ref_ptr<osgUtil::SceneView> _sceneView;
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};
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int main( int argc, char **argv )
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{
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if (argc<2)
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{
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std::cout << argv[0] <<": requires filename argument." << std::endl;
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return 1;
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}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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// create the window to draw to.
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osg::ref_ptr<Producer::RenderSurface> renderSurface = new Producer::RenderSurface;
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2003-12-17 07:43:37 +08:00
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renderSurface->setWindowName("osgkeyboardmouse");
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2003-12-16 00:46:06 +08:00
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renderSurface->setWindowRectangle(100,100,800,600);
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renderSurface->useBorder(true);
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renderSurface->realize();
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// create the view of the scene.
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osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setSceneData(loadedModel.get());
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// set up a KeyboardMouse to manage the events comming in from the RenderSurface
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osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
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// create a KeyboardMouseCallback to handle the mouse events within this applications
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osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(sceneView.get());
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( renderSurface->isRealized() && !kbmcb->done())
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::FrameStamp* frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp);
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// pass any keyboard mouse events onto the local keyboard mouse callback.
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kbm->update( *kbmcb );
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// set the view
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sceneView->setViewMatrix(kbmcb->getViewMatrix());
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// update the viewport dimensions, incase the window has been resized.
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sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
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// do the update traversal the scene graph - such as updating animations
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sceneView->update();
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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sceneView->cull();
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// draw the rendering bins.
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sceneView->draw();
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// Swap Buffers
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renderSurface->swapBuffers();
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}
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return 0;
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}
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