303 lines
10 KiB
C++
303 lines
10 KiB
C++
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/* OpenSceneGraph example, osghud.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osgUtil/Optimizer>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <osgViewer/CompositeViewer>
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#include <osgGA/TrackballManipulator>
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#include <osg/Material>
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#include <osg/Geode>
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#include <osg/BlendFunc>
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#include <osg/Depth>
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#include <osg/PolygonOffset>
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#include <osg/MatrixTransform>
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#include <osg/Camera>
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#include <osg/RenderInfo>
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#include <osgDB/WriteFile>
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#include <osgText/Text>
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#include <osgGA/MultiTouchTrackballManipulator>
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#include <osg/ShapeDrawable>
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#ifdef __APPLE__
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#include <osgViewer/api/Cocoa/GraphicsWindowCocoa>
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#endif
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osg::Camera* createHUD(unsigned int w, unsigned int h)
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{
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// create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD
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osg::Camera* camera = new osg::Camera;
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// set the projection matrix
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camera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
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// set the view matrix
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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// only clear the depth buffer
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// draw subgraph after main camera view.
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camera->setRenderOrder(osg::Camera::POST_RENDER);
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// we don't want the camera to grab event focus from the viewers main camera(s).
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camera->setAllowEventFocus(false);
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// add to this camera a subgraph to render
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{
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osg::Geode* geode = new osg::Geode();
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std::string timesFont("fonts/arial.ttf");
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// turn lighting off for the text and disable depth test to ensure it's always ontop.
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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osg::Vec3 position(50.0f,h-50,0.0f);
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{
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText("A simple multi-touch-example\n1 touch = rotate, \n2 touches = drag + scale, \n3 touches = home");
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}
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camera->addChild(geode);
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}
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return camera;
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}
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class TestMultiTouchEventHandler : public osgGA::GUIEventHandler {
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public:
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TestMultiTouchEventHandler(osg::Group* parent_group)
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: osgGA::GUIEventHandler(),
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_cleanupOnNextFrame(false)
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{
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createTouchRepresentations(parent_group, 10);
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}
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private:
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void createTouchRepresentations(osg::Group* parent_group, unsigned int num_objects)
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{
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// create some geometry which is shown for every touch-point
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for(unsigned int i = 0; i != num_objects; ++i)
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{
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std::ostringstream ss;
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osg::Geode* geode = new osg::Geode();
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osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100));
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drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1));
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geode->addDrawable(drawable);
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ss << "Touch " << i;
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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drawable->setDataVariance(osg::Object::DYNAMIC);
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_drawables.push_back(drawable);
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text->setFont("fonts/arial.ttf");
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text->setPosition(osg::Vec3(110,0,0));
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text->setText(ss.str());
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_texts.push_back(text);
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text->setDataVariance(osg::Object::DYNAMIC);
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osg::MatrixTransform* mat = new osg::MatrixTransform();
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mat->addChild(geode);
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mat->setNodeMask(0x0);
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_mats.push_back(mat);
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parent_group->addChild(mat);
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}
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parent_group->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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}
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virtual bool handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &aa, osg::Object *, osg::NodeVisitor *)
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{
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switch(ea.getEventType())
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{
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case osgGA::GUIEventAdapter::FRAME:
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if (_cleanupOnNextFrame) {
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cleanup(0);
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_cleanupOnNextFrame = false;
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}
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break;
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case osgGA::GUIEventAdapter::PUSH:
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case osgGA::GUIEventAdapter::DRAG:
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case osgGA::GUIEventAdapter::RELEASE:
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{
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// is this a multi-touch event?
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if (!ea.isMultiTouchEvent())
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return false;
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unsigned int j(0);
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// iterate over all touch-points and update the geometry
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unsigned num_touch_ended(0);
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for(osgGA::GUIEventAdapter::TouchData::iterator i = ea.getTouchData()->begin(); i != ea.getTouchData()->end(); ++i, ++j)
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{
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const osgGA::GUIEventAdapter::TouchData::TouchPoint& tp = (*i);
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_mats[j]->setMatrix(osg::Matrix::translate(tp.x, ea.getWindowHeight() - tp.y, 0));
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_mats[j]->setNodeMask(0xffff);
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std::ostringstream ss;
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ss << "Touch " << tp.id;
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_texts[j]->setText(ss.str());
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switch (tp.phase)
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{
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case osgGA::GUIEventAdapter::TOUCH_BEGAN:
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_drawables[j]->setColor(osg::Vec4(0,1,0,1));
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break;
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case osgGA::GUIEventAdapter::TOUCH_MOVED:
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_drawables[j]->setColor(osg::Vec4(1,1,1,1));
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break;
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case osgGA::GUIEventAdapter::TOUCH_ENDED:
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_drawables[j]->setColor(osg::Vec4(1,0,0,1));
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++num_touch_ended;
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break;
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case osgGA::GUIEventAdapter::TOUCH_STATIONERY:
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_drawables[j]->setColor(osg::Vec4(0.8,0.8,0.8,1));
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break;
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default:
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break;
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}
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}
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// hide unused geometry
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cleanup(j);
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//check if all touches ended
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if ((ea.getTouchData()->getNumTouchPoints() > 0) && (ea.getTouchData()->getNumTouchPoints() == num_touch_ended))
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{
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_cleanupOnNextFrame = true;
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}
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// reposition mouse-pointer
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aa.requestWarpPointer((ea.getWindowX() + ea.getWindowWidth()) / 2.0, (ea.getWindowY() + ea.getWindowHeight()) / 2.0);
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}
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break;
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default:
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break;
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}
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return false;
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}
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void cleanup(unsigned int j)
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{
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for(unsigned k = j; k < _mats.size(); ++k) {
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_mats[k]->setNodeMask(0x0);
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}
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}
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std::vector<osg::ShapeDrawable*> _drawables;
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std::vector<osg::MatrixTransform*> _mats;
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std::vector<osgText::Text*> _texts;
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bool _cleanupOnNextFrame;
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};
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// read the scene from the list of file specified commandline args.
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osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
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// if not loaded assume no arguments passed in, try use default model instead.
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if (!scene) scene = osgDB::readNodeFile("dumptruck.osgt");
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if (!scene)
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{
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osg::Geode* geode = new osg::Geode();
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osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100));
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drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1));
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geode->addDrawable(drawable);
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scene = geode;
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}
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// construct the viewer.
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osgViewer::Viewer viewer;
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osg::ref_ptr<osg::Group> group = new osg::Group;
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// add the HUD subgraph.
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if (scene.valid()) group->addChild(scene.get());
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viewer.setCameraManipulator(new osgGA::MultiTouchTrackballManipulator());
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viewer.realize();
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osg::GraphicsContext* gc = viewer.getCamera()->getGraphicsContext();
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#ifdef __APPLE__
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// as multitouch is disabled by default, enable it now
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osgViewer::GraphicsWindowCocoa* win = dynamic_cast<osgViewer::GraphicsWindowCocoa*>(gc);
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if (win) win->setMultiTouchEnabled(true);
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#endif
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std::cout << "creating hud with " << gc->getTraits()->width << "x" << gc->getTraits()->height << std::endl;
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osg::Camera* hud_camera = createHUD(gc->getTraits()->width, gc->getTraits()->height);
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viewer.addEventHandler(new TestMultiTouchEventHandler(hud_camera));
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group->addChild(hud_camera);
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// set the scene to render
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viewer.setSceneData(group.get());
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return viewer.run();
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}
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