OpenSceneGraph/examples/osgspheresegment/osgspheresegment.cpp

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#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/Geometry>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/BlendFunc>
#include <osg/ClearNode>
#include <osgUtil/Tesselator>
#include <osgUtil/TransformCallback>
#include <osgUtil/CullVisitor>
#include <osgText/Text>
#include <osgGA/TrackballManipulator>
#include <osgProducer/Viewer>
#include <osgDB/ReadFile>
#include <osgSim/SphereSegment>
using namespace osgSim;
class MyNodeCallback: public osg::NodeCallback
{
void operator()(osg::Node*,osg::NodeVisitor*);
};
// void MyNodeCallback::operator()(osg::Node* n,osg::NodeVisitor* nv)
// {
// if(osgSim::SphereSegment* ss=dynamic_cast<osgSim::SphereSegment*>(n))
// {
// osg::Vec3 vec;
// float azRange, elevRange;
// ss->getArea(vec,azRange,elevRange);
//
// float azRangeDeg = osg::RadiansToDegrees(azRange);
//
// static bool azAscending = false;
//
// if(azAscending){
// azRangeDeg += 1.0f;
// if(azRangeDeg>89.0f) azAscending = false;
// }else{
// azRangeDeg -= 1.0f;
// if(azRangeDeg<2.0f) azAscending = true;
// }
//
// ss->setArea(vec,osg::DegreesToRadians(azRangeDeg),elevRange);
//
// }
// traverse(n,nv);
// }
void MyNodeCallback::operator()(osg::Node* n,osg::NodeVisitor* nv)
{
if(osgSim::SphereSegment* ss=dynamic_cast<osgSim::SphereSegment*>(n))
{
osg::Vec3 vec;
float azRange, elevRange;
ss->getArea(vec,azRange,elevRange);
static float angle = 0.0f;
if(++angle > 359.0f) angle = 0.0f;
vec.set(sin(osg::DegreesToRadians(angle)),cos(osg::DegreesToRadians(angle)),0.0f);
std::cout<<"angle "<<angle<<" degrees, vec is "<<vec
<<", azRange is "<<osg::RadiansToDegrees(azRange)
<<", elevRange is "<<osg::RadiansToDegrees(elevRange)
<<std::endl;
ss->setArea(vec,azRange,elevRange);
}
traverse(n,nv);
}
osg::Node* createSphereSegment()
{
SphereSegment* ss = new SphereSegment(osg::Vec3(0.0f,0.0f,0.0f), 1.0f,
osg::Vec3(0.0f,1.0f,0.0f),
osg::DegreesToRadians(90.0f),
osg::DegreesToRadians(45.0f),
60);
ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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ss->setSideColor(osg::Vec4(0.0f,0.0f,1.0f,0.1f));
//ss->setDrawMask(SphereSegment::DrawMask(SphereSegment::SPOKES | SphereSegment::EDGELINE));
//ss->setUpdateCallback(new MyNodeCallback);
return ss;
}
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 both text, animation and billboard via custom transform to create the OpenSceneGraph logo..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("ps","Render the Professional Services logo");
// construct 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;
}
osg::Node* node = createSphereSegment();
// add model to viewer.
viewer.setSceneData( node );
// create the windows and run the threads.
viewer.realize();
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;
}