Updates for Rainer, and with a few changes by Robert.
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@ -7,6 +7,10 @@
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/Material>
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#include <osg/Light>
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#include <osg/LightSource>
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#include <osg/LightModel>
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#include <osgUtil/Optimizer>
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@ -21,6 +25,32 @@
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#include <osgProducer/Viewer>
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static osg::Vec3 defaultPos( 0.0f, 0.0f, 0.0f );
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static osg::Vec3 centerScope(0.0f, 0.0f, 0.0f);
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osg::Group* createSunLight()
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{
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osg::Group* lightNode = new osg::Group;
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osg::Light* sunLight = new osg::Light;
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sunLight->setPosition( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
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sunLight->setAmbient( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
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osg::LightSource* sunLightSource = new osg::LightSource;
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sunLightSource->setLight( sunLight );
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lightNode->addChild( sunLightSource );
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osg::LightModel* lightModel = new osg::LightModel;
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lightModel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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lightNode->getOrCreateStateSet()->setAttribute(lightModel);
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return lightNode;
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}// end createSunLight
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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@ -88,6 +118,34 @@ osg::MatrixTransform* createMoonTranslation( double RorbitMoon )
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}// end createMoonTranslation
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osg::Geode* createSpace( double radius, const std::string& name, const std::string& textureName )
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{
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osg::Sphere *spaceSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius );
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osg::ShapeDrawable *sSpaceSphere = new osg::ShapeDrawable( spaceSphere );
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if( !textureName.empty() )
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{
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osg::Image* image = osgDB::readImageFile( textureName );
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if ( image )
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{
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sSpaceSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
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// reset the object color to white to allow the texture to set the colour.
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sSpaceSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
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}
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}
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osg::Geode* geodeSpace = new osg::Geode();
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geodeSpace->setName( name );
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geodeSpace->addDrawable( sSpaceSphere );
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return( geodeSpace );
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}// end createSpace
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osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName )
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{
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// create a cube shape
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@ -120,9 +178,9 @@ osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec
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geodePlanet->addDrawable( sPlanetSphere );
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return( geodePlanet );
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}// end createPlanet
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//--radiusSun 5.0 --radiusEarth 2.0 --RorbitEarth 10.0 --RorbitMoon 2.0 --radiusMoon 0.5 --tiltEarth 18.0 --rotateSpeedEarth 1.0
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//--rotateSpeedMoon 1.0 --rotateSpeedEarthAndMoon 1.0
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class SolarSystem
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{
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@ -137,6 +195,7 @@ public:
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double _radiusMoon;
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double _RorbitMoon;
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double _rotateSpeedMoon;
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double _radiusSpace;
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SolarSystem()
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{
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@ -149,20 +208,30 @@ public:
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_radiusMoon = 0.5;
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_RorbitMoon = 2.0;
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_rotateSpeedMoon = 1.0;
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_radiusSpace = 300.0;
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}
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osg::Group* built()
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{
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osg::Group* thisSystem = new osg::Group;
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osg::StateSet* sunStateSet = new osg::StateSet;
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osg::Material* material = new osg::Material;
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material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) );
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sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
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// create the sun
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osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 1.0f, 1.0f, 0.5f, 1.0f), "" );
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osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 0, 0, 0, 1.0f), "" );
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sun->setStateSet( sunStateSet );
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// stick sun right under root, no transformations for the sun
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thisSystem->addChild( sun );
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// create light source in the sun
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osg::Group* sunLight = createSunLight();
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//creating right side of the graph with earth and moon and the rotations above it
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@ -196,8 +265,16 @@ public:
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earthPosition->addChild( earthMoonGroup );
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aroundSunRotation->addChild( earthPosition );
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sunLight->addChild( aroundSunRotation );
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thisSystem->addChild( aroundSunRotation );
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thisSystem->addChild( sunLight );
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#if 0
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// add space, but don't light it, as its not illuminated by our sun
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osg::Node* space = createSpace( _radiusSpace, "Space", "Images/spacemap1.jpg" );
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space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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thisSystem->addChild( space );
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#endif
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return( thisSystem );
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}
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@ -213,6 +290,8 @@ public:
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std::cout << "radiusMoon\t= " << _radiusMoon << std::endl;
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std::cout << "RorbitMoon\t= " << _RorbitMoon << std::endl;
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std::cout << "rotateSpeedMoon\t= " << _rotateSpeedMoon << std::endl;
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std::cout << "radiusSpace\t= " << _radiusSpace << std::endl;
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}
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}; // end SolarSystem
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@ -248,6 +327,8 @@ int main( int argc, char **argv )
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while (arguments.read("--radiusMoon",solarSystem._radiusMoon)) { }
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while (arguments.read("--RorbitMoon",solarSystem._RorbitMoon)) { }
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while (arguments.read("--rotateSpeedMoon",solarSystem._rotateSpeedMoon)) { }
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while (arguments.read("--radiusSpace",solarSystem._radiusSpace)) { }
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solarSystem.printParameters();
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@ -264,6 +345,8 @@ int main( int argc, char **argv )
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std::cout << "--radiusMoon: double" << std::endl;
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std::cout << "--RorbitMoon: double" << std::endl;
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std::cout << "--rotateSpeedMoon: double" << std::endl;
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std::cout << "--radiusSpace: double" << std::endl;
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return 1;
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}
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@ -298,6 +381,13 @@ int main( int argc, char **argv )
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// create the windows and run the threads.
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viewer.realize();
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osg::Matrix lookAt;
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lookAt.makeLookAt( osg::Vec3(0.0f, -80.0f, 0.0f), centerScope, osg::Vec3(0.0f, 0.0f, 1.0f ) );
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viewer.setView( lookAt );
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viewer.setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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