OpenSceneGraph/examples/osgbillboard/osgbillboard.cpp

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#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/Billboard>
#include <osg/LineWidth>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
/** create quad at specified position. */
osg::Drawable* createSquare(const osg::Vec3& corner,const osg::Vec3& width,const osg::Vec3& height, osg::Image* image=NULL)
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(4);
(*coords)[0] = corner;
(*coords)[1] = corner+width;
(*coords)[2] = corner+width+height;
(*coords)[3] = corner+height;
geom->setVertexArray(coords);
osg::Vec3Array* norms = new osg::Vec3Array(1);
(*norms)[0] = width^height;
(*norms)[0].normalize();
geom->setNormalArray(norms);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec2Array* tcoords = new osg::Vec2Array(4);
(*tcoords)[0].set(0.0f,0.0f);
(*tcoords)[1].set(1.0f,0.0f);
(*tcoords)[2].set(1.0f,1.0f);
(*tcoords)[3].set(0.0f,1.0f);
geom->setTexCoordArray(0,tcoords);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
if (image)
{
osg::StateSet* stateset = new osg::StateSet;
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
geom->setStateSet(stateset);
}
return geom;
}
osg::Drawable* createAxis(const osg::Vec3& corner,const osg::Vec3& xdir,const osg::Vec3& ydir,const osg::Vec3& zdir)
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(6);
(*coords)[0] = corner;
(*coords)[1] = corner+xdir;
(*coords)[2] = corner;
(*coords)[3] = corner+ydir;
(*coords)[4] = corner;
(*coords)[5] = corner+zdir;
geom->setVertexArray(coords);
osg::Vec4 x_color(0.0f,1.0f,1.0f,1.0f);
osg::Vec4 y_color(0.0f,1.0f,1.0f,1.0f);
osg::Vec4 z_color(1.0f,0.0f,0.0f,1.0f);
osg::Vec4Array* color = new osg::Vec4Array(6);
(*color)[0] = x_color;
(*color)[1] = x_color;
(*color)[2] = y_color;
(*color)[3] = y_color;
(*color)[4] = z_color;
(*color)[5] = z_color;
geom->setColorArray(color);
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
osg::StateSet* stateset = new osg::StateSet;
osg::LineWidth* linewidth = new osg::LineWidth();
linewidth->setWidth(4.0f);
stateset->setAttributeAndModes(linewidth,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
geom->setStateSet(stateset);
return geom;
}
osg::Node* createModel()
{
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
// add the drawable into a single goede to be shared...
osg::Billboard* center = new osg::Billboard();
center->setMode(osg::Billboard::POINT_ROT_EYE);
center->addDrawable(
createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Images/reflect.rgb")),
osg::Vec3(0.0f,0.0f,0.0f));
osg::Billboard* x_arrow = new osg::Billboard();
x_arrow->setMode(osg::Billboard::AXIAL_ROT);
x_arrow->setAxis(osg::Vec3(1.0f,0.0f,0.0f));
x_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));
x_arrow->addDrawable(
createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posx.png")),
osg::Vec3(5.0f,0.0f,0.0f));
osg::Billboard* y_arrow = new osg::Billboard();
y_arrow->setMode(osg::Billboard::AXIAL_ROT);
y_arrow->setAxis(osg::Vec3(0.0f,1.0f,0.0f));
y_arrow->setNormal(osg::Vec3(1.0f,0.0f,0.0f));
y_arrow->addDrawable(
createSquare(osg::Vec3(0.0f,-0.5f,-0.5f),osg::Vec3(0.0f,1.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posy.png")),
osg::Vec3(0.0f,5.0f,0.0f));
osg::Billboard* z_arrow = new osg::Billboard();
z_arrow->setMode(osg::Billboard::AXIAL_ROT);
z_arrow->setAxis(osg::Vec3(0.0f,0.0f,1.0f));
z_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));
z_arrow->addDrawable(
createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posz.png")),
osg::Vec3(0.0f,0.0f,5.0f));
osg::Geode* axis = new osg::Geode();
axis->addDrawable(createAxis(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(5.0f,0.0f,0.0f),osg::Vec3(0.0f,5.0f,0.0f),osg::Vec3(0.0f,0.0f,5.0f)));
root->addChild(center);
root->addChild(x_arrow);
root->addChild(y_arrow);
root->addChild(z_arrow);
root->addChild(axis);
return root;
}
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()->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::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.
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;
}
// create a model from the images.
osg::Node* rootNode = createModel();
// set the scene to render
viewer.setSceneData(rootNode);
// create the windows and run the threads.
viewer.realize(Producer::CameraGroup::ThreadPerCamera);
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;
}