OpenSceneGraph/examples/osgspheresegment/osgspheresegment.cpp

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/* OpenSceneGraph example, osgspheresegment.
*
* 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 <osgViewer/Viewer>
#include <osg/Group>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Texture2D>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <osg/Geometry>
#include <osgUtil/SmoothingVisitor>
#include <osgDB/ReadFile>
#include <osgText/Text>
#include <osgSim/SphereSegment>
#include <osgSim/OverlayNode>
#include <osgParticle/ExplosionEffect>
#include <osgParticle/SmokeEffect>
#include <osgParticle/FireEffect>
#include <osgParticle/ParticleSystemUpdater>
#include <osg/io_utils>
#include <iostream>
// for the grid data..
#include "../osghangglide/terrain_coords.h"
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);
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;
}
class IntersectionUpdateCallback : public osg::NodeCallback
{
virtual void operator()(osg::Node* /*node*/, osg::NodeVisitor* nv)
{
if (!root_ || !terrain_ || !ss_ || !intersectionGroup_)
{
osg::notify(osg::NOTICE)<<"IntersectionUpdateCallback not set up correctly."<<std::endl;
return;
}
//traverse(node,nv);
frameCount_++;
if (frameCount_ > 200)
{
// first we need find the transformation matrix that takes
// the terrain into the coordinate frame of the sphere segment.
osg::Matrixd terrainLocalToWorld;
osg::MatrixList terrain_worldMatrices = terrain_->getWorldMatrices(root_.get());
if (terrain_worldMatrices.empty()) terrainLocalToWorld.makeIdentity();
else if (terrain_worldMatrices.size()==1) terrainLocalToWorld = terrain_worldMatrices.front();
else
{
osg::notify(osg::NOTICE)<<"IntersectionUpdateCallback: warning cannot interestect with multiple terrain instances, just uses first one."<<std::endl;
terrainLocalToWorld = terrain_worldMatrices.front();
}
// sphere segment is easier as this callback is attached to the node, so the node visitor has the unique path to it already.
osg::Matrixd ssWorldToLocal = osg::computeWorldToLocal(nv->getNodePath());
// now we can compute the terrain to ss transform
osg::Matrixd possie = terrainLocalToWorld*ssWorldToLocal;
osgSim::SphereSegment::LineList lines = ss_->computeIntersection(possie, terrain_.get());
if (!lines.empty())
{
if (intersectionGroup_.valid())
{
// now we need to place the intersections which are in the SphereSegmenet's coordinate frame into
// to the final position.
osg::MatrixTransform* mt = new osg::MatrixTransform;
mt->setMatrix(osg::computeLocalToWorld(nv->getNodePath()));
intersectionGroup_->addChild(mt);
// std::cout<<"matrix = "<<mt->getMatrix()<<std::endl;
osg::Geode* geode = new osg::Geode;
mt->addChild(geode);
geode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
for(osgSim::SphereSegment::LineList::iterator itr=lines.begin();
itr!=lines.end();
++itr)
{
osg::Geometry* geom = new osg::Geometry;
geode->addDrawable(geom);
osg::Vec3Array* vertices = itr->get();
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, vertices->getNumElements()));
}
}
}
else
{
osg::notify(osg::NOTICE)<<"No intersections found"<<std::endl;
}
frameCount_ = 0;
}
}
public:
osg::observer_ptr<osg::Group> root_;
osg::observer_ptr<osg::Geode> terrain_;
osg::observer_ptr<osgSim::SphereSegment> ss_;
osg::observer_ptr<osg::Group> intersectionGroup_;
unsigned frameCount_;
};
osg::Node* createMovingModel(const osg::Vec3& center, float radius, osg::Geode * terrainGeode, osg::Group * root, bool createMovingRadar = false)
{
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
osg::Group* model = new osg::Group;
osg::Node* glider = osgDB::readNodeFile("glider.osg");
if (glider)
{
const osg::BoundingSphere& bs = glider->getBound();
float size = radius/bs.radius()*0.3f;
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));
positioned->addChild(glider);
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
xform->addChild(positioned);
model->addChild(xform);
}
if (createMovingRadar)
{
// The IntersectionUpdateCallback has to have a safe place to put all its generated geometry into,
// and this group can't be in the parental chain of the callback otherwise we will end up invalidating
// traversal iterators.
osg::Group* intersectionGroup = new osg::Group;
root->addChild(intersectionGroup);
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
osgSim::SphereSegment * ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0),
700.0f, // radius
osg::DegreesToRadians(135.0f),
osg::DegreesToRadians(240.0f),
osg::DegreesToRadians(-60.0f),
osg::DegreesToRadians(-40.0f),
60);
IntersectionUpdateCallback * iuc = new IntersectionUpdateCallback;
iuc->frameCount_ = 0;
iuc->root_ = root;
iuc->terrain_ = terrainGeode;
iuc->ss_ = ss;
iuc->intersectionGroup_ = intersectionGroup;
ss->setUpdateCallback(iuc);
ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f));
ss->setSideColor(osg::Vec4(0.5f,1.0f,1.0f,0.1f));
xform->addChild(ss);
model->addChild(xform);
}
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
osgText::Text* text = new osgText::Text;
float size = radius/bs.radius()*0.3f;
text->setPosition(bs.center());
text->setText("Cessna");
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::SCREEN);
text->setCharacterSize(40.0f);
text->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(text);
osg::LOD* lod = new osg::LOD;
lod->setRangeMode(osg::LOD::PIXEL_SIZE_ON_SCREEN);
lod->setRadius(cessna->getBound().radius());
lod->addChild(geode,0.0f,100.0f);
lod->addChild(cessna,100.0f,10000.0f);
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));
//positioned->addChild(cessna);
positioned->addChild(lod);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
model->addChild(xform);
}
return model;
}
osg::Group* createOverlay(const osg::Vec3& center, float radius)
{
osg::Group* group = new osg::Group;
// create a grid of lines.
{
osg::Geometry* geom = new osg::Geometry;
unsigned int num_rows = 10;
osg::Vec3 left = center+osg::Vec3(-radius,-radius,0.0f);
osg::Vec3 right = center+osg::Vec3(radius,-radius,0.0f);
osg::Vec3 delta_row = osg::Vec3(0.0f,2.0f*radius/float(num_rows-1),0.0f);
osg::Vec3 top = center+osg::Vec3(-radius,radius,0.0f);
osg::Vec3 bottom = center+osg::Vec3(-radius,-radius,0.0f);
osg::Vec3 delta_column = osg::Vec3(2.0f*radius/float(num_rows-1),0.0f,0.0f);
osg::Vec3Array* vertices = new osg::Vec3Array;
for(unsigned int i=0; i<num_rows; ++i)
{
vertices->push_back(left);
vertices->push_back(right);
left += delta_row;
right += delta_row;
vertices->push_back(top);
vertices->push_back(bottom);
top += delta_column;
bottom += delta_column;
}
geom->setVertexArray(vertices);
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
color[0].set(0,0,0,255);
geom->setColorArray(&color);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,vertices->getNumElements()));
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geom->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geom);
group->addChild(geode);
}
return group;
}
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();
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector =
new osgUtil::LineSegmentIntersector(osg::Vec3(x,y,zMin),osg::Vec3(x,y,zMax));
osgUtil::IntersectionVisitor iv(intersector.get());
subgraph->accept(iv);
if (intersector->containsIntersections())
{
return intersector->getFirstIntersection().getWorldIntersectPoint();
}
return osg::Vec3(x,y,0.0f);
}
//////////////////////////////////////////////////////////////////////////////
// MAIN SCENE GRAPH BUILDING FUNCTION
//////////////////////////////////////////////////////////////////////////////
void build_world(osg::Group *root, unsigned int testCase, bool useOverlay, osgSim::OverlayNode::OverlayTechnique technique)
{
// create terrain
osg::ref_ptr<osg::Geode> terrainGeode = 0;
{
terrainGeode = new osg::Geode;
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);
}
terrainGeode->setStateSet( stateset );
{
unsigned int numColumns = 38;
unsigned int numRows = 39;
unsigned int r, c;
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 size(1000.0f,1000.0f,250.0f);
osg::Geometry* geometry = new osg::Geometry;
osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
osg::Vec2Array& tc = *(new osg::Vec2Array(numColumns*numRows));
osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
color[0].set(255,255,255,255);
float rowCoordDelta = size.y()/(float)(numRows-1);
float columnCoordDelta = size.x()/(float)(numColumns-1);
float rowTexDelta = 1.0f/(float)(numRows-1);
float columnTexDelta = 1.0f/(float)(numColumns-1);
// compute z range of z values of grid data so we can scale it.
float min_z = FLT_MAX;
float max_z = -FLT_MAX;
for(r=0;r<numRows;++r)
{
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for(c=0;c<numColumns;++c)
{
min_z = osg::minimum(min_z,vertex[r+c*numRows][2]);
max_z = osg::maximum(max_z,vertex[r+c*numRows][2]);
}
}
float scale_z = size.z()/(max_z-min_z);
osg::Vec3 pos = origin;
osg::Vec2 tex(0.0f,0.0f);
int vi=0;
for(r=0;r<numRows;++r)
{
pos.x() = origin.x();
tex.x() = 0.0f;
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for(c=0;c<numColumns;++c)
{
v[vi].set(pos.x(),pos.y(),pos.z()+(vertex[r+c*numRows][2]-min_z)*scale_z);
tc[vi] = tex;
pos.x()+=columnCoordDelta;
tex.x()+=columnTexDelta;
++vi;
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}
pos.y() += rowCoordDelta;
tex.y() += rowTexDelta;
}
geometry->setVertexArray(&v);
geometry->setTexCoordArray(0, &tc);
geometry->setColorArray(&color);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
for(r=0;r<numRows-1;++r)
{
osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns));
geometry->addPrimitiveSet(&drawElements);
int ei=0;
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for(c=0;c<numColumns;++c)
{
drawElements[ei++] = (r+1)*numColumns+c;
drawElements[ei++] = (r)*numColumns+c;
}
}
osgUtil::SmoothingVisitor smoother;
smoother.smooth(*geometry);
terrainGeode->addDrawable(geometry);
}
}
// create sphere segment
osg::ref_ptr<osgSim::SphereSegment> ss = 0;
{
osg::Matrix terrainToSS;
switch(testCase)
{
case(0):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(135.0f),
osg::DegreesToRadians(240.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
root->addChild(ss.get());
break;
case(1):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(45.0f),
osg::DegreesToRadians(240.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
root->addChild(ss.get());
break;
case(2):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(5.0f),
osg::DegreesToRadians(355.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
root->addChild(ss.get());
break;
case(3):
ss = new osgSim::SphereSegment(
computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
510.0f, // radius
osg::DegreesToRadians(0.0f),
osg::DegreesToRadians(360.0f),
osg::DegreesToRadians(-10.0f),
osg::DegreesToRadians(30.0f),
60);
root->addChild(ss.get());
break;
case(4):
{
ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0),
700.0f, // radius
osg::DegreesToRadians(135.0f),
osg::DegreesToRadians(240.0f),
osg::DegreesToRadians(-60.0f),
osg::DegreesToRadians(-40.0f),
60);
osg::ref_ptr<osg::MatrixTransform> mt = new osg::MatrixTransform;
mt->setMatrix(osg::Matrix(-0.851781, 0.156428, -0.5, 0,
-0.180627, -0.983552, -6.93889e-18, 0,
-0.491776, 0.0903136, 0.866025, 0,
598.217, 481.957, 100, 1));
mt->addChild(ss.get());
terrainToSS.invert(mt->getMatrix());
root->addChild(mt.get());
break;
}
case(5):
{
ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0),
700.0f, // radius
osg::DegreesToRadians(35.0f),
osg::DegreesToRadians(135.0f),
osg::DegreesToRadians(-60.0f),
osg::DegreesToRadians(-40.0f),
60);
osg::ref_ptr<osg::MatrixTransform> mt = new osg::MatrixTransform;
mt->setMatrix(osg::Matrix(-0.851781, 0.156428, -0.5, 0,
-0.180627, -0.983552, -6.93889e-18, 0,
-0.491776, 0.0903136, 0.866025, 0,
598.217, 481.957, 100, 1));
mt->addChild(ss.get());
terrainToSS.invert(mt->getMatrix());
root->addChild(mt.get());
break;
}
case(6):
{
ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0),
700.0f, // radius
osg::DegreesToRadians(-45.0f),
osg::DegreesToRadians(45.0f),
osg::DegreesToRadians(-60.0f),
osg::DegreesToRadians(-40.0f),
60);
osg::ref_ptr<osg::MatrixTransform> mt = new osg::MatrixTransform;
mt->setMatrix(osg::Matrix(-0.851781, 0.156428, -0.5, 0,
-0.180627, -0.983552, -6.93889e-18, 0,
-0.491776, 0.0903136, 0.866025, 0,
598.217, 481.957, 100, 1));
mt->addChild(ss.get());
terrainToSS.invert(mt->getMatrix());
root->addChild(mt.get());
break;
}
};
if (ss.valid())
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{
ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f));
ss->setSideColor(osg::Vec4(0.0f,1.0f,1.0f,0.1f));
if (!ss->getParents().empty())
{
ss->getParent(0)->addChild(ss->computeIntersectionSubgraph(terrainToSS, terrainGeode.get()));
}
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}
}
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if (useOverlay)
{
osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique);
overlayNode->getOrCreateStateSet()->setTextureAttribute(1, new osg::TexEnv(osg::TexEnv::DECAL));
const osg::BoundingSphere& bs = terrainGeode->getBound();
osg::Group* overlaySubgraph = createOverlay(bs.center(), bs.radius()*0.5f);
overlaySubgraph->addChild(ss.get());
overlayNode->setOverlaySubgraph(overlaySubgraph);
overlayNode->setOverlayTextureSizeHint(1024);
overlayNode->setOverlayBaseHeight(0.0);
overlayNode->addChild(terrainGeode.get());
root->addChild(overlayNode);
}
else
{
root->addChild(terrainGeode.get());
}
// create particle effects
{
osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),100.0f,100.0f);
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f);
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f);
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 10.0f);
root->addChild(explosion);
root->addChild(smoke);
root->addChild(fire);
}
// create particle effects
{
osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),200.0f,100.0f);
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f);
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f);
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1.0f);
root->addChild(explosion);
root->addChild(smoke);
root->addChild(fire);
}
bool createMovingRadar = true;
// create the moving models.
{
root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f, terrainGeode.get(), root, createMovingRadar));
}
}
//////////////////////////////////////////////////////////////////////////////
// main()
//////////////////////////////////////////////////////////////////////////////
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()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of particle systems.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgViewer::Viewer viewer(arguments);
// if user request help write it out to cout.
unsigned int testCase = 0;
while (arguments.read("-t", testCase)) {}
bool useOverlay = false;
osgSim::OverlayNode::OverlayTechnique technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY;
while (arguments.read("--object")) { useOverlay = true; technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; }
while (arguments.read("--ortho") || arguments.read("--orthographic")) { useOverlay = true; technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; }
while (arguments.read("--persp") || arguments.read("--perspective")) { useOverlay = true; technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY; }
// 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 occurred when parsing the program arguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
osg::Group *root = new osg::Group;
build_world(root, testCase, useOverlay, technique);
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData(root);
return viewer.run();
}