From d82c62a03bac2cee925975927b212f09ac257771 Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Fri, 21 Jun 2013 09:40:43 +0000 Subject: [PATCH] Removed spaces at ends of lines --- examples/osggeometry/osggeometry.cpp | 210 +++++++++++++-------------- 1 file changed, 105 insertions(+), 105 deletions(-) diff --git a/examples/osggeometry/osggeometry.cpp b/examples/osggeometry/osggeometry.cpp index 80bcc0ab0..5af88e367 100644 --- a/examples/osggeometry/osggeometry.cpp +++ b/examples/osggeometry/osggeometry.cpp @@ -39,9 +39,9 @@ // This demo illustrates how to create the various different types of geometry that -// the osg::Geometry class can represent. This demo uses the OpenGL red book diagram of different -// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives. The OpenSceneGraph -// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also +// the osg::Geometry class can represent. This demo uses the OpenGL red book diagram of different +// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives. The OpenSceneGraph +// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also // wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familiarity with // OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you // havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL @@ -51,7 +51,7 @@ // a draw method for drawing objects in the scene. osg::Geometry contains all the vertex, normal // color and texture coordinate arrays required to specify the coordinates of your objects, and the // primitives join these coordinates together as the points, lines or surfaces that you will see -// rendered on your screen. +// rendered on your screen. // // This demo is split into two functions, the createScene() function which creates the scene graph // with the various primitives in it, and the main() which sets up a basic viewer window and @@ -60,7 +60,7 @@ struct NormalPrint { - void operator() (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool) const + void operator() (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool) const { osg::Vec3 normal = (v2-v1)^(v3-v2); normal.normalize(); @@ -72,10 +72,10 @@ struct NormalPrint void printTriangles(const std::string& name, osg::Drawable& drawable) { std::cout< tf; drawable.accept(tf); - + std::cout<. osg::Array's are reference counted and hence sharable, // which std::vector<> provides all the convenience, flexibility and robustness // of the most popular of all STL containers. @@ -106,25 +106,25 @@ osg::Node* createScene() vertices->push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179)); vertices->push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735)); vertices->push_back(osg::Vec3(-0.790982, 9.18133e-09, 0.959889)); - + // pass the created vertex array to the points geometry object. pointsGeom->setVertexArray(vertices); - - - + + + // create the color of the geometry, one single for the whole geometry. // for consistency of design even one single color must added as an element // in a color array. osg::Vec4Array* colors = new osg::Vec4Array; // add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on. colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); - + // pass the color array to points geometry, note the binding to tell the geometry // that only use one color for the whole object. pointsGeom->setColorArray(colors); pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - - + + // set the normal in the same way color. osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f)); @@ -138,8 +138,8 @@ osg::Node* createScene() // parameter is the index position into the vertex array of the first point // to draw, and the third parameter is the number of points to draw. pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,vertices->size())); - - + + // add the points geometry to the geode. geode->addDrawable(pointsGeom); } @@ -148,7 +148,7 @@ osg::Node* createScene() { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* linesGeom = new osg::Geometry(); - + // this time we'll preallocate the vertex array to the size we // need and then simple set them as array elements, 8 points // makes 4 line segments. @@ -162,16 +162,16 @@ osg::Node* createScene() (*vertices)[6].set(-1.07936, 9.18133e-09, 0.317217); (*vertices)[7].set(-0.700348, 9.18133e-09, 0.362533); - + // pass the created vertex array to the points geometry object. linesGeom->setVertexArray(vertices); - + // set the colors as before, plus using the above osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); linesGeom->setColorArray(colors); linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - + // set the normal in the same way color. osg::Vec3Array* normals = new osg::Vec3Array; @@ -180,21 +180,21 @@ osg::Node* createScene() linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - // This time we simply use primitive, and hardwire the number of coords to use + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,8)); - - + + // add the points geometry to the geode. geode->addDrawable(linesGeom); } - + // create LINE_STRIP { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* linesGeom = new osg::Geometry(); - - // this time we'll preallocate the vertex array to the size + + // this time we'll preallocate the vertex array to the size // and then use an iterator to fill in the values, a bit perverse // but does demonstrate that we have just a standard std::vector underneath. osg::Vec3Array* vertices = new osg::Vec3Array(5); @@ -204,10 +204,10 @@ osg::Node* createScene() (vitr++)->set(0.164788, -2.15188e-09, 0.366653); (vitr++)->set(-0.0288379, -2.15188e-09, 0.333695); (vitr++)->set(-0.0453167, -2.15188e-09, 0.280139); - + // pass the created vertex array to the points geometry object. linesGeom->setVertexArray(vertices); - + // set the colors as before, plus using the above osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); @@ -222,11 +222,11 @@ osg::Node* createScene() linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - // This time we simply use primitive, and hardwire the number of coords to use + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5)); - - + + // add the points geometry to the geode. geode->addDrawable(linesGeom); } @@ -235,9 +235,9 @@ osg::Node* createScene() { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* linesGeom = new osg::Geometry(); - + // this time we'll a C arrays to initialize the vertices. - + osg::Vec3 myCoords[] = { osg::Vec3(0.741546, -2.15188e-09, 0.453167), @@ -247,33 +247,33 @@ osg::Node* createScene() osg::Vec3(0.968129, -2.15188e-09, 0.337815), osg::Vec3(0.869256, -2.15188e-09, 0.531441) }; - + int numCoords = sizeof(myCoords)/sizeof(osg::Vec3); - + osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords); - + // pass the created vertex array to the points geometry object. linesGeom->setVertexArray(vertices); - + // set the colors as before, plus using the above osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); linesGeom->setColorArray(colors); linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - + // set the normal in the same way color. osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f)); linesGeom->setNormalArray(normals); linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - - // This time we simply use primitive, and hardwire the number of coords to use + + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,numCoords)); - - + + // add the points geometry to the geode. geode->addDrawable(linesGeom); } @@ -301,17 +301,17 @@ osg::Node* createScene() // According to the OpenGL diagram vertices should be specified in a clockwise direction. // In reality you need to specify coords for polygons in a anticlockwise direction // for their front face to be pointing towards you; get this wrong and you could - // find back face culling removing the wrong faces of your models. The OpenGL diagram + // find back face culling removing the wrong faces of your models. The OpenGL diagram // is just plain wrong, but it's a nice diagram so we'll keep it for now! // create POLYGON { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* polyGeom = new osg::Geometry(); - + // this time we'll use C arrays to initialize the vertices. // note, anticlockwise ordering. - // note II, OpenGL polygons must be convex, planar polygons, otherwise + // note II, OpenGL polygons must be convex, planar polygons, otherwise // undefined results will occur. If you have concave polygons or ones // that cross over themselves then use the osgUtil::Tessellator to fix // the polygons into a set of valid polygons. @@ -323,30 +323,30 @@ osg::Node* createScene() osg::Vec3(-0.766264, 0.0f, -0.0576758), osg::Vec3(-0.980488, 0.0f, -0.094753) }; - + int numCoords = sizeof(myCoords)/sizeof(osg::Vec3); - + osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords); - + // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); - + // use the shared color array. polyGeom->setColorArray(shared_colors.get()); polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - + // use the shared normal array. polyGeom->setNormalArray(shared_normals.get()); polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - - // This time we simply use primitive, and hardwire the number of coords to use + + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords)); printTriangles("Polygon",*polyGeom); - + // add the points geometry to the geode. geode->addDrawable(polyGeom); } @@ -356,7 +356,7 @@ osg::Node* createScene() { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* polyGeom = new osg::Geometry(); - + // note, anticlockwise ordering. osg::Vec3 myCoords[] = { @@ -370,29 +370,29 @@ osg::Node* createScene() osg::Vec3(0.164788, 0.0f, -0.0453167), osg::Vec3(0.13595, 0.0f, -0.255421) }; - + int numCoords = sizeof(myCoords)/sizeof(osg::Vec3); - + osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords); - + // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); - + // use the shared color array. polyGeom->setColorArray(shared_colors.get()); polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - + // use the shared normal array. polyGeom->setNormalArray(shared_normals.get()); polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - - // This time we simply use primitive, and hardwire the number of coords to use + + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,numCoords)); - - + + printTriangles("Quads",*polyGeom); // add the points geometry to the geode. @@ -403,7 +403,7 @@ osg::Node* createScene() { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* polyGeom = new osg::Geometry(); - + // note, first coord at top, second at bottom, reverse to that buggy OpenGL image.. osg::Vec3 myCoords[] = { @@ -419,29 +419,29 @@ osg::Node* createScene() osg::Vec3(1.11232, -2.15188e-09, 0.0123591), osg::Vec3(1.12468, 9.18133e-09, -0.164788), }; - + int numCoords = sizeof(myCoords)/sizeof(osg::Vec3); - + osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords); - + // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); - + // use the shared color array. polyGeom->setColorArray(shared_colors.get()); polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - + // use the shared normal array. polyGeom->setNormalArray(shared_normals.get()); polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - - // This time we simply use primitive, and hardwire the number of coords to use + + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,numCoords)); - - + + printTriangles("Quads strip",*polyGeom); // add the points geometry to the geode. @@ -452,7 +452,7 @@ osg::Node* createScene() { // create Geometry object to store all the vertices and lines primitive. osg::Geometry* polyGeom = new osg::Geometry(); - + // note, first coord at top, second at bottom, reverse to that buggy OpenGL image.. osg::Vec3 myCoords[] = { @@ -468,7 +468,7 @@ osg::Node* createScene() osg::Vec3(-1.067, 9.18133e-09, -0.609715), // TRIANGLE STRIP 6 vertices, v6..v11 - // note defined top point first, + // note defined top point first, // then anticlockwise for the next two points, // then alternating to bottom there after. osg::Vec3(-0.160668, -2.15188e-09, -0.531441), @@ -487,46 +487,46 @@ osg::Node* createScene() osg::Vec3(0.840418, -2.15188e-09, -0.506723), }; - + int numCoords = sizeof(myCoords)/sizeof(osg::Vec3); - + osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords); - + // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); - + // use the shared color array. polyGeom->setColorArray(shared_colors.get()); polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL); - + // use the shared normal array. polyGeom->setNormalArray(shared_normals.get()); polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL); - - // This time we simply use primitive, and hardwire the number of coords to use + + // This time we simply use primitive, and hardwire the number of coords to use // since we know up front, polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,6)); polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,6,6)); polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,12,5)); - + // polygon stipple osg::StateSet* stateSet = new osg::StateSet(); polyGeom->setStateSet(stateSet); - - #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) + + #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) osg::PolygonStipple* polygonStipple = new osg::PolygonStipple; stateSet->setAttributeAndModes(polygonStipple,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); #endif - + printTriangles("Triangles/Strip/Fan",*polyGeom); // add the points geometry to the geode. geode->addDrawable(polyGeom); } - - return geode; + + return geode; } @@ -543,33 +543,33 @@ class MyTransformCallback : public osg::NodeCallback virtual void operator() (osg::Node* node, osg::NodeVisitor* nv) { - osg::MatrixTransform* transform = dynamic_cast(node); + osg::MatrixTransform* transform = dynamic_cast(node); if (nv && transform && nv->getFrameStamp()) { double time = nv->getFrameStamp()->getSimulationTime(); transform->setMatrix(osg::Matrix::translate(0.0f,1.0f+cosf(time*_angular_velocity),0.0f)); } - + // must continue subgraph traversal. - traverse(node,nv); - + traverse(node,nv); + } - + protected: - + float _angular_velocity; }; osg::Node* createBackground() -{ +{ - // we'll create a texture mapped quad to sit behind the Geometry + // we'll create a texture mapped quad to sit behind the Geometry osg::Image* image = osgDB::readImageFile("Images/primitives.gif"); if (!image) return NULL; - - + + // create Geometry object to store all the vertices and lines primitive. osg::Geometry* polyGeom = new osg::Geometry(); @@ -626,11 +626,11 @@ osg::Node* createBackground() // There are three variants of the DrawElements osg::Primitive, UByteDrawElements which // contains unsigned char indices, UShortDrawElements which contains unsigned short indices, - // and UIntDrawElements which contains ... unsigned int indices. - // The first parameter to DrawElements is + // and UIntDrawElements which contains ... unsigned int indices. + // The first parameter to DrawElements is polyGeom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_STRIP,numIndices,myIndices)); - // new we need to add the texture to the Drawable, we do so by creating a + // new we need to add the texture to the Drawable, we do so by creating a // StateSet to contain the Texture2D StateAttribute. osg::StateSet* stateset = new osg::StateSet; @@ -642,7 +642,7 @@ osg::Node* createBackground() polyGeom->setStateSet(stateset); - + // create the Geode (Geometry Node) to contain all our osg::Geometry objects. osg::Geode* geode = new osg::Geode(); @@ -652,7 +652,7 @@ osg::Node* createBackground() //return geode; // create a transform to move the background back and forward with. - + osg::MatrixTransform* transform = new osg::MatrixTransform(); transform->setUpdateCallback(new MyTransformCallback(1.0f)); transform->addChild(geode);