Fixed support for NodeTrackerManipulator.

This commit is contained in:
Robert Osfield 2004-10-28 19:09:32 +00:00
parent 2b8140e125
commit 12793c0580

View File

@ -18,6 +18,7 @@
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGA/NodeTrackerManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
@ -29,26 +30,7 @@ static osg::Vec3 defaultPos( 0.0f, 0.0f, 0.0f );
static osg::Vec3 centerScope(0.0f, 0.0f, 0.0f);
osg::Group* createSunLight()
{
osg::Group* lightNode = new osg::Group;
osg::Light* sunLight = new osg::Light;
sunLight->setPosition( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
sunLight->setAmbient( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
osg::LightSource* sunLightSource = new osg::LightSource;
sunLightSource->setLight( sunLight );
lightNode->addChild( sunLightSource );
osg::LightModel* lightModel = new osg::LightModel;
lightModel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
lightNode->getOrCreateStateSet()->setAttribute(lightModel);
return lightNode;
}// end createSunLight
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
@ -79,108 +61,6 @@ osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,dou
}// end createAnimationPath
osg::MatrixTransform* createEarthTranslationAndTilt( double RorbitEarth, double tiltEarth )
{
osg::MatrixTransform* earthPositioned = new osg::MatrixTransform;
//earthPositioned->setDataVariance(osg::Object::STATIC);
earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitEarth, 0.0 ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees( tiltEarth ),0.0f,0.0f,1.0f));
return earthPositioned;
}// end createEarthTranslationAndTilt
osg::MatrixTransform* createRotation( double orbit, double speed )
{
osg::Vec3 center( 0.0, 0.0, 0.0 );
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath( center, orbit, animationLength );
osg::MatrixTransform* rotation = new osg::MatrixTransform;
rotation->setUpdateCallback( new osg::AnimationPathCallback( animationPath, 0.0f, speed ) );
return rotation;
}// end createEarthRotation
osg::MatrixTransform* createMoonTranslation( double RorbitMoon )
{
osg::MatrixTransform* moonPositioned = new osg::MatrixTransform;
//earthPositioned->setDataVariance(osg::Object::STATIC);
//earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( RorbitEarth, 0.0, 0.0 ) )*
moonPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitMoon, 0.0 ) )*
//earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, 0.0, RorbitEarth ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees(0.0f),0.0f,0.0f,1.0f));
return moonPositioned;
}// end createMoonTranslation
osg::Geode* createSpace( double radius, const std::string& name, const std::string& textureName )
{
osg::Sphere *spaceSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius );
osg::ShapeDrawable *sSpaceSphere = new osg::ShapeDrawable( spaceSphere );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
sSpaceSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
sSpaceSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
osg::Geode* geodeSpace = new osg::Geode();
geodeSpace->setName( name );
geodeSpace->addDrawable( sSpaceSphere );
return( geodeSpace );
}// end createSpace
osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName )
{
// create a cube shape
osg::Sphere *planetSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius );
// create a container that makes the sphere drawable
osg::ShapeDrawable *sPlanetSphere = new osg::ShapeDrawable( planetSphere );
// set the object color
sPlanetSphere->setColor( color );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
sPlanetSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
sPlanetSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
// create a geode object to as a container for our drawable sphere object
osg::Geode* geodePlanet = new osg::Geode();
geodePlanet->setName( name );
// add our drawable sphere to the geode container
geodePlanet->addDrawable( sPlanetSphere );
return( geodePlanet );
}// end createPlanet
class SolarSystem
{
@ -211,73 +91,13 @@ public:
_radiusSpace = 300.0;
}
osg::Group* built()
{
osg::Group* thisSystem = new osg::Group;
osg::StateSet* sunStateSet = new osg::StateSet;
osg::Material* material = new osg::Material;
material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) );
sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
// create the sun
osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 0, 0, 0, 1.0f), "" );
sun->setStateSet( sunStateSet );
// stick sun right under root, no transformations for the sun
thisSystem->addChild( sun );
// create light source in the sun
osg::Group* sunLight = createSunLight();
//creating right side of the graph with earth and moon and the rotations above it
// create earth and moon
osg::Node* earth = createPlanet( _radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg" );
osg::Node* moon = createPlanet( _radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" );
// create transformations for the earthMoonGroup
osg::MatrixTransform* aroundSunRotation = createRotation( _RorbitEarth, _rotateSpeedEarthAndMoon );
osg::MatrixTransform* earthPosition = createEarthTranslationAndTilt( _RorbitEarth, _tiltEarth );
//Group with earth and moon under it
osg::Group* earthMoonGroup = new osg::Group;
//transformation to rotate the earth around itself
osg::MatrixTransform* earthRotationAroundItself = createRotation ( 0.0, _rotateSpeedEarth );
//transformations for the moon
osg::MatrixTransform* moonAroundEarthXform = createRotation( _RorbitMoon, _rotateSpeedMoon );
osg::MatrixTransform* moonTranslation = createMoonTranslation( _RorbitMoon );
moonTranslation->addChild( moon );
moonAroundEarthXform->addChild( moonTranslation );
earthMoonGroup->addChild( moonAroundEarthXform );
earthRotationAroundItself->addChild( earth );
earthMoonGroup->addChild( earthRotationAroundItself );
earthPosition->addChild( earthMoonGroup );
aroundSunRotation->addChild( earthPosition );
sunLight->addChild( aroundSunRotation );
thisSystem->addChild( sunLight );
#if 0
// add space, but don't light it, as its not illuminated by our sun
osg::Node* space = createSpace( _radiusSpace, "Space", "Images/spacemap1.jpg" );
space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
thisSystem->addChild( space );
#endif
return( thisSystem );
}
osg::MatrixTransform* createEarthTranslationAndTilt();
osg::MatrixTransform* createRotation( double orbit, double speed );
osg::MatrixTransform* createMoonTranslation();
osg::Geode* createSpace( const std::string& name, const std::string& textureName );
osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName );
osg::Group* createSunLight();
osg::Group* built();
void printParameters()
{
@ -296,6 +116,27 @@ public:
}; // end SolarSystem
class FindNamedNodeVisitor : public osg::NodeVisitor
{
public:
FindNamedNodeVisitor(const std::string& name):
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_name(name) {}
virtual void apply(osg::Node& node)
{
if (node.getName()==_name)
{
_foundNodes.push_back(&node);
}
traverse(node);
}
typedef std::vector< osg::ref_ptr<osg::Node> > NodeList;
std::string _name;
NodeList _foundNodes;
};
int main( int argc, char **argv )
{
@ -311,7 +152,7 @@ int main( int argc, char **argv )
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
viewer.setUpViewer(osgProducer::Viewer::ESCAPE_SETS_DONE | osgProducer::Viewer::VIEWER_MANIPULATOR | osgProducer::Viewer::STATE_MANIPULATOR);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
@ -330,6 +171,39 @@ int main( int argc, char **argv )
while (arguments.read("--radiusSpace",solarSystem._radiusSpace)) { }
osgGA::NodeTrackerManipulator::TrackerMode trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER_AND_ROTATION;
std::string mode;
while (arguments.read("--tracker-mode",mode))
{
if (mode=="NODE_CENTER_AND_ROTATION") trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER_AND_ROTATION;
else if (mode=="NODE_CENTER_AND_AZIM") trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER_AND_AZIM;
else if (mode=="NODE_CENTER") trackerMode = osgGA::NodeTrackerManipulator::NODE_CENTER;
else
{
std::cout<<"Unrecognized --tracker-mode option "<<mode<<", valid options are:"<<std::endl;
std::cout<<" NODE_CENTER_AND_ROTATION"<<std::endl;
std::cout<<" NODE_CENTER_AND_AZIM"<<std::endl;
std::cout<<" NODE_CENTER"<<std::endl;
return 1;
}
}
osgGA::NodeTrackerManipulator::RotationMode rotationMode = osgGA::NodeTrackerManipulator::TRACKBALL;
while (arguments.read("--rotation-mode",mode))
{
if (mode=="TRACKBALL") rotationMode = osgGA::NodeTrackerManipulator::TRACKBALL;
else if (mode=="ELEVATION_AZIM") rotationMode = osgGA::NodeTrackerManipulator::ELEVATION_AZIM;
else
{
std::cout<<"Unrecognized --rotation-mode option "<<mode<<", valid options are:"<<std::endl;
std::cout<<" TRACKBALL"<<std::endl;
std::cout<<" ELEVATION_AZIM"<<std::endl;
return 1;
}
}
solarSystem.printParameters();
// if user request help write it out to cout.
@ -362,30 +236,129 @@ int main( int argc, char **argv )
}
osg::Group* root = solarSystem.built();
osg::Group* root = new osg::Group;
/*
// tilt the scene so the default eye position is looking down on the model.
osg::MatrixTransform* rootnode = new osg::MatrixTransform;
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
rootnode->addChild(model);
*/
osg::Group* sunLight = solarSystem.createSunLight();
root->addChild(sunLight);
// create the sun
osg::Node* sun = solarSystem.createPlanet( solarSystem._radiusSun, "Sun", osg::Vec4( 1.0, 1.0, 0, 1.0f), "" );
osg::StateSet* sunStateSet = sun->getOrCreateStateSet();
osg::Material* material = new osg::Material;
material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) );
sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
// stick sun right under root, no transformations for the sun
sunLight->addChild( sun );
// create light source in the sun
// create earth and moon
osg::Node* earth = solarSystem.createPlanet( solarSystem._radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg" );
osg::Node* moon = solarSystem.createPlanet( solarSystem._radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" );
// create transformations for the earthMoonGroup
osg::MatrixTransform* aroundSunRotation = solarSystem.createRotation( solarSystem._RorbitEarth, solarSystem._rotateSpeedEarthAndMoon );
osg::MatrixTransform* earthPosition = solarSystem.createEarthTranslationAndTilt();
//Group with earth and moon under it
osg::Group* earthMoonGroup = new osg::Group;
//transformation to rotate the earth around itself
osg::MatrixTransform* earthRotationAroundItself = solarSystem.createRotation ( 0.0, solarSystem._rotateSpeedEarth );
//transformations for the moon
osg::MatrixTransform* moonAroundEarthXform = solarSystem.createRotation( solarSystem._RorbitMoon, solarSystem._rotateSpeedMoon );
osg::MatrixTransform* moonTranslation = solarSystem.createMoonTranslation();
moonTranslation->addChild( moon );
moonAroundEarthXform->addChild( moonTranslation );
earthMoonGroup->addChild( moonAroundEarthXform );
earthRotationAroundItself->addChild( earth );
earthMoonGroup->addChild( earthRotationAroundItself );
earthPosition->addChild( earthMoonGroup );
aroundSunRotation->addChild( earthPosition );
sunLight->addChild( aroundSunRotation );
#if 0
// add space, but don't light it, as its not illuminated by our sun
osg::Node* space = solarSystem.createSpace( "Space", "Images/spacemap.jpg" );
space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
root->addChild( space );
#endif
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
//optimzer.optimize( dynamic_cast<osg::CoordinateSystemNode*>( root.get() ) );
optimzer.optimize( root );
// set the scene to render
viewer.setSceneData( root );
// set up tracker manipulators, once for each astral body
{
FindNamedNodeVisitor fnnv("Sun");
root->accept(fnnv);
if (!fnnv._foundNodes.empty())
{
// set up the node tracker.
osgGA::NodeTrackerManipulator* tm = new osgGA::NodeTrackerManipulator;
tm->setTrackerMode( trackerMode );
tm->setRotationMode( rotationMode );
tm->setTrackNode( fnnv._foundNodes.front().get() );
unsigned int num = viewer.addCameraManipulator( tm );
viewer.selectCameraManipulator( num );
}
}
{
FindNamedNodeVisitor fnnv("Moon");
root->accept(fnnv);
if (!fnnv._foundNodes.empty())
{
// set up the node tracker.
osgGA::NodeTrackerManipulator* tm = new osgGA::NodeTrackerManipulator;
tm->setTrackerMode( trackerMode );
tm->setRotationMode( rotationMode );
tm->setTrackNode( fnnv._foundNodes.front().get() );
unsigned int num = viewer.addCameraManipulator( tm );
viewer.selectCameraManipulator( num );
}
}
{
FindNamedNodeVisitor fnnv("Earth");
root->accept(fnnv);
if (!fnnv._foundNodes.empty())
{
// set up the node tracker.
osgGA::NodeTrackerManipulator* tm = new osgGA::NodeTrackerManipulator;
tm->setTrackerMode( trackerMode );
tm->setRotationMode( rotationMode );
tm->setTrackNode( fnnv._foundNodes.front().get() );
unsigned int num = viewer.addCameraManipulator( tm );
viewer.selectCameraManipulator( num );
}
}
// create the windows and run the threads.
viewer.realize();
osg::Matrix lookAt;
lookAt.makeLookAt( osg::Vec3(0.0f, -80.0f, 0.0f), centerScope, osg::Vec3(0.0f, 0.0f, 1.0f ) );
viewer.setView( lookAt );
viewer.setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
while( !viewer.done() )
@ -406,4 +379,198 @@ int main( int argc, char **argv )
viewer.sync();
return 0;
}
}// end main
osg::MatrixTransform* SolarSystem::createEarthTranslationAndTilt()
{
osg::MatrixTransform* earthPositioned = new osg::MatrixTransform;
earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, _RorbitEarth, 0.0 ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees( _tiltEarth ),0.0f,0.0f,1.0f));
return earthPositioned;
}// end SolarSystem::createEarthTranslationAndTilt
osg::MatrixTransform* SolarSystem::createRotation( double orbit, double speed )
{
osg::Vec3 center( 0.0, 0.0, 0.0 );
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath( center, orbit, animationLength );
osg::MatrixTransform* rotation = new osg::MatrixTransform;
rotation->setUpdateCallback( new osg::AnimationPathCallback( animationPath, 0.0f, speed ) );
return rotation;
}// end SolarSystem::createEarthRotation
osg::MatrixTransform* SolarSystem::createMoonTranslation()
{
osg::MatrixTransform* moonPositioned = new osg::MatrixTransform;
moonPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, _RorbitMoon, 0.0 ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees(0.0f),0.0f,0.0f,1.0f));
return moonPositioned;
}// end SolarSystem::createMoonTranslation
osg::Geode* SolarSystem::createSpace( const std::string& name, const std::string& textureName )
{
osg::Sphere *spaceSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), _radiusSpace );
osg::ShapeDrawable *sSpaceSphere = new osg::ShapeDrawable( spaceSphere );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
sSpaceSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
sSpaceSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
osg::Geode* geodeSpace = new osg::Geode();
geodeSpace->setName( name );
geodeSpace->addDrawable( sSpaceSphere );
return( geodeSpace );
}// end SolarSystem::createSpace
osg::Geode* SolarSystem::createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName )
{
// create a cube shape
osg::Sphere *planetSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius );
// create a container that makes the sphere drawable
osg::ShapeDrawable *sPlanetSphere = new osg::ShapeDrawable( planetSphere );
// set the object color
sPlanetSphere->setColor( color );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
sPlanetSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
sPlanetSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
// create a geode object to as a container for our drawable sphere object
osg::Geode* geodePlanet = new osg::Geode();
geodePlanet->setName( name );
// add our drawable sphere to the geode container
geodePlanet->addDrawable( sPlanetSphere );
return( geodePlanet );
}// end SolarSystem::createPlanet
osg::Group* SolarSystem::createSunLight()
{
osg::LightSource* sunLightSource = new osg::LightSource;
osg::Light* sunLight = sunLightSource->getLight();
sunLight->setPosition( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
sunLight->setAmbient( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
sunLightSource->setLight( sunLight );
sunLightSource->setLocalStateSetModes( osg::StateAttribute::ON );
sunLightSource->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
osg::LightModel* lightModel = new osg::LightModel;
lightModel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
sunLightSource->getOrCreateStateSet()->setAttribute(lightModel);
return sunLightSource;
}// end SolarSystem::createSunLight
/*
osg::Group* SolarSystem::built()
{
osg::Group* thisSystem = new osg::Group;
// create light source in the sun
osg::Group* sunLight = createSunLight();
thisSystem->addChild( sunLight );
// create the sun
osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 0, 0, 0, 1.0f), "" );
osg::StateSet* sunStateSet = sun->getOrCreateStateSet();
osg::Material* material = new osg::Material;
material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) );
sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
if( !sun )
{
std::cout << "Sonne konnte nicht erstellt werden!" << std::endl;
exit(0);
}
sun->setStateSet( sunStateSet );
// stick sun right under root, no transformations for the sun
sunLight->addChild(sun);
//creating right side of the graph with earth and moon and the rotations above it
// create earth and moon
osg::Node* earth = createPlanet( _radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg" );
osg::Node* moon = createPlanet( _radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" );
// create transformations for the earthMoonGroup
osg::MatrixTransform* aroundSunRotation = createRotation( _RorbitEarth, _rotateSpeedEarthAndMoon );
osg::MatrixTransform* earthPosition = createEarthTranslationAndTilt( _RorbitEarth, _tiltEarth );
//Group with earth and moon under it
osg::Group* earthMoonGroup = new osg::Group;
//transformation to rotate the earth around itself
osg::MatrixTransform* earthRotationAroundItself = createRotation ( 0.0, _rotateSpeedEarth );
//transformations for the moon
osg::MatrixTransform* moonAroundEarthXform = createRotation( _RorbitMoon, _rotateSpeedMoon );
osg::MatrixTransform* moonTranslation = createMoonTranslation( _RorbitMoon );
moonTranslation->addChild( moon );
moonAroundEarthXform->addChild( moonTranslation );
earthMoonGroup->addChild( moonAroundEarthXform );
earthRotationAroundItself->addChild( earth );
earthMoonGroup->addChild( earthRotationAroundItself );
earthPosition->addChild( earthMoonGroup );
aroundSunRotation->addChild( earthPosition );
sunLight->addChild( aroundSunRotation );
// add space, but don't light it, as its not illuminated by our sun
osg::Node* space = createSpace( _radiusSpace, "Space", "Images/spacemap.jpg" );
space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
thisSystem->addChild( space );
return( thisSystem );
}// end SolarSystem::built()
*/