/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include #include #include #include #include float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; } struct DrawCallback : public osg::Drawable::DrawCallback { DrawCallback(): _firstTime(true) {} virtual void drawImplementation(osg::State& state,const osg::Drawable* drawable) const { if (!_firstTime) { _previousModelViewMatrix = _currentModelViewMatrix; _currentModelViewMatrix = state.getModelViewMatrix(); _inverseModelViewMatrix.invert(_currentModelViewMatrix); osg::Matrix T(_previousModelViewMatrix*_inverseModelViewMatrix); osg::Geometry* geometry = dynamic_cast(const_cast(drawable)); osg::Vec3Array* vertices = dynamic_cast(geometry->getVertexArray()); for(unsigned int i=0;i+1size();i+=2) { (*vertices)[i+1] = (*vertices)[i]*T; } } else { _currentModelViewMatrix = state.getModelViewMatrix(); } _firstTime = false; drawable->drawImplementation(state); } mutable bool _firstTime; mutable osg::Matrix _currentModelViewMatrix; mutable osg::Matrix _inverseModelViewMatrix; mutable osg::Matrix _previousModelViewMatrix; }; osg::Node* createScene(unsigned int noStars) { osg::Geometry* geometry = new osg::Geometry; // set up vertices osg::Vec3Array* vertices = new osg::Vec3Array(noStars*2); geometry->setVertexArray(vertices); float min = -1.0f; float max = 1.0f; unsigned int j = 0; unsigned int i = 0; for(i=0;isetColorArray(colours); geometry->setColorBinding(osg::Geometry::BIND_OVERALL); (*colours)[0].set(1.0f,1.0f,1.0f,1.0f); // set up the primitive set to draw lines geometry->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,noStars*2)); // set up the points for the stars. osg::DrawElementsUShort* points = new osg::DrawElementsUShort(GL_POINTS,noStars); geometry->addPrimitiveSet(points); for(i=0;isetUseDisplayList(false); geometry->setDrawCallback(new DrawCallback); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); osg::Group* group = new osg::Group; group->addChild(geode); return group; } 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()->setApplicationName(arguments.getApplicationName()); arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // 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; } // report any errors if they have occured when parsing the program aguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } // read the scene from the list of file specified commandline args. osg::ref_ptr loadedModel = createScene(50000); // if no model has been successfully loaded report failure. if (!loadedModel) { std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl; 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); } // set the scene to render viewer.setSceneData(loadedModel.get()); // 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; }