OpenSceneGraph/examples/osgoccluder/osgoccluder.cpp

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#include <osgProducer/Viewer>
#include <osg/MatrixTransform>
#include <osg/Billboard>
#include <osg/Geode>
#include <osg/Group>
#include <osg/Notify>
#include <osg/LineSegment>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgUtil/Optimizer>
#include <osgUtil/IntersectVisitor>
#include <osg/OccluderNode>
#include <osg/Geometry>
class OccluderEventHandler : public osgGA::GUIEventHandler
{
public:
OccluderEventHandler(osgUtil::SceneView* sceneview,osg::Group* rootnode):_sceneview(sceneview),_rootnode(rootnode) {}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&);
virtual void accept(osgGA::GUIEventHandlerVisitor& v)
{
v.visit(*this);
}
void addPoint(const osg::Vec3& pos);
void endOccluder();
osg::ref_ptr<osgUtil::SceneView> _sceneview;
osg::ref_ptr<osg::Group> _rootnode;
osg::ref_ptr<osg::Group> _occluders;
osg::ref_ptr<osg::ConvexPlanarOccluder> _convexPlanarOccluder;
};
bool OccluderEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='a')
{
int x = ea.getX();
int y = ea.getY();
osg::Vec3 near_point,far_point;
if (!_sceneview->projectWindowXYIntoObject(x,ea.getYmax()-y,near_point,far_point))
{
return true;
}
osg::ref_ptr<osg::LineSegment> lineSegment = new osg::LineSegment;
lineSegment->set(near_point,far_point);
osgUtil::IntersectVisitor iv;
iv.addLineSegment(lineSegment.get());
_rootnode->accept(iv);
if (iv.hits())
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(lineSegment.get());
if (!hitList.empty())
{
osgUtil::Hit& hit = hitList.front();
addPoint(hit.getWorldIntersectPoint());
}
}
return true;
}
else if (ea.getKey()=='e')
{
endOccluder();
return true;
}
else if (ea.getKey()=='O')
{
if (_occluders.valid())
{
std::cout<<"saving occluders to 'saved_occluders.osg'"<<std::endl;
osgDB::writeNodeFile(*_occluders,"saved_occluders.osg");
}
else
{
std::cout<<"no occluders to save"<<std::endl;
}
return true;
}
return false;
}
default:
return false;
}
}
void OccluderEventHandler::addPoint(const osg::Vec3& pos)
{
std::cout<<"add point "<<pos<<std::endl;
if (!_convexPlanarOccluder.valid()) _convexPlanarOccluder = new osg::ConvexPlanarOccluder;
osg::ConvexPlanarPolygon& occluder = _convexPlanarOccluder->getOccluder();
occluder.add(pos);
}
void OccluderEventHandler::endOccluder()
{
if (_convexPlanarOccluder.valid())
{
if (_convexPlanarOccluder->getOccluder().getVertexList().size()>=3)
{
osg::OccluderNode* occluderNode = new osg::OccluderNode;
occluderNode->setOccluder(_convexPlanarOccluder.get());
if (!_occluders.valid())
{
_occluders = new osg::Group;
_rootnode->addChild(_occluders.get());
}
_occluders->addChild(occluderNode);
std::cout<<"created occluder"<<std::endl;
}
else
{
std::cout<<"Occluder requires at least 3 points to create occluder."<<std::endl;
}
}
else
{
std::cout<<"No occluder points to create occluder with."<<std::endl;
}
// reset current occluder.
_convexPlanarOccluder = NULL;
}
osg::Node* createOccluder(const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3,const osg::Vec3& v4,float holeRatio=-1.0f)
{
// create and occluder which will site along side the loadmodel model.
osg::OccluderNode* occluderNode = new osg::OccluderNode;
// create the convex planer occluder
osg::ConvexPlanarOccluder* cpo = new osg::ConvexPlanarOccluder;
// attach it to the occluder node.
occluderNode->setOccluder(cpo);
occluderNode->setName("occluder");
// set the occluder up for the front face of the bounding box.
osg::ConvexPlanarPolygon& occluder = cpo->getOccluder();
occluder.add(v1);
occluder.add(v2);
occluder.add(v3);
occluder.add(v4);
// create a whole at the center of the occluder if needed.
if (holeRatio>0.0f)
{
// create hole.
float ratio = holeRatio;
float one_minus_ratio = 1-ratio;
osg::Vec3 center = (v1+v2+v3+v4)*0.25f;
osg::Vec3 v1dash = v1*ratio + center*one_minus_ratio;
osg::Vec3 v2dash = v2*ratio + center*one_minus_ratio;
osg::Vec3 v3dash = v3*ratio + center*one_minus_ratio;
osg::Vec3 v4dash = v4*ratio + center*one_minus_ratio;
osg::ConvexPlanarPolygon hole;
hole.add(v1dash);
hole.add(v2dash);
hole.add(v3dash);
hole.add(v4dash);
cpo->addHole(hole);
}
// create a drawable for occluder.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(occluder.getVertexList().begin(),occluder.getVertexList().end());
geom->setVertexArray(coords);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,0.5f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geom);
osg::StateSet* stateset = new osg::StateSet;
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
geom->setStateSet(stateset);
// add the occluder geode as a child of the occluder,
// as the occluder can't self occlude its subgraph the
// geode will never be occluder by this occluder.
occluderNode->addChild(geode);
return occluderNode;
}
osg::Group* createOccludersAroundModel(osg::Node* model)
{
osg::Group* scene = new osg::Group;
scene->setName("rootgroup");
// add the loaded model into a the scene group.
scene->addChild(model);
model->setName("model");
// get the bounding volume of the model.
const osg::BoundingSphere bs = model->getBound();
// create a bounding box around the sphere.
osg::BoundingBox bb;
bb.expandBy(bs);
// front
scene->addChild(createOccluder(bb.corner(0),
bb.corner(1),
bb.corner(5),
bb.corner(4)));
// right side
scene->addChild(createOccluder(bb.corner(1),
bb.corner(3),
bb.corner(7),
bb.corner(5)));
// left side
scene->addChild(createOccluder(bb.corner(2),
bb.corner(0),
bb.corner(4),
bb.corner(6)));
// back side
scene->addChild(createOccluder(bb.corner(3),
bb.corner(2),
bb.corner(6),
bb.corner(7),
0.5f)); // create a hole half the size of the occluder.
return scene;
}
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.getProgramName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("-c","Mannually create occluders");
// initialize the viewer.
osgProducer::Viewer viewer(arguments);
bool manuallyCreateOccluders = false;
while (arguments.read("-c")) { manuallyCreateOccluders = true; }
// register trackball, flight and drive.
// 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;
}
// load the nodes from the commandline arguments.
osg::Node* loadedmodel = osgDB::readNodeFiles(arguments);
if (!loadedmodel)
{
// write_usage(osg::notify(osg::NOTICE),argv[0]);
return 1;
}
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(loadedmodel);
// add the occluders to the loaded model.
osg::Group* rootnode = NULL;
if (manuallyCreateOccluders)
{
rootnode = new osg::Group;
rootnode->addChild(loadedmodel);
}
else
{
rootnode = createOccludersAroundModel(loadedmodel);
}
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData( rootnode );
// create the windows and run the threads.
viewer.realize(Producer::CameraGroup::ThreadPerCamera);
if (manuallyCreateOccluders)
{
osgUtil::SceneView* sceneview = viewer.getSceneHandlerList()[0].get();
viewer.getEventHandlerList().push_front(new OccluderEventHandler(sceneview,rootnode));
}
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();
}
return 0;
}