/* OpenSceneGraph example, osgdepthpartion. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include const double r_earth = 6378.137; const double r_sun = 695990.0; const double AU = 149697900.0; osg::Node* createScene() { // Create the Earth, in blue osg::ShapeDrawable *earth_sd = new osg::ShapeDrawable; osg::Sphere* earth_sphere = new osg::Sphere; earth_sphere->setName("EarthSphere"); earth_sphere->setRadius(r_earth); earth_sd->setShape(earth_sphere); earth_sd->setColor(osg::Vec4(0, 0, 1.0, 1.0)); osg::Geode* earth_geode = new osg::Geode; earth_geode->setName("EarthGeode"); earth_geode->addDrawable(earth_sd); // Create the Sun, in yellow osg::ShapeDrawable *sun_sd = new osg::ShapeDrawable; osg::Sphere* sun_sphere = new osg::Sphere; sun_sphere->setName("SunSphere"); sun_sphere->setRadius(r_sun); sun_sd->setShape(sun_sphere); sun_sd->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0)); osg::Geode* sun_geode = new osg::Geode; sun_geode->setName("SunGeode"); sun_geode->addDrawable(sun_sd); // Move the sun behind the earth osg::PositionAttitudeTransform *pat = new osg::PositionAttitudeTransform; pat->setPosition(osg::Vec3d(0.0, AU, 0.0)); pat->addChild(sun_geode); osg::Geometry * unitCircle = new osg::Geometry(); { osg::Vec4Array * colours = new osg::Vec4Array(1); (*colours)[0] = osg::Vec4d(1.0,1.0,1.0,1.0); unitCircle->setColorArray(colours); unitCircle->setColorBinding(osg::Geometry::BIND_OVERALL); const unsigned int n_points = 1024; osg::Vec3Array * coords = new osg::Vec3Array(n_points); const double dx = 2.0*osg::PI/n_points; double s,c; for (unsigned int j=0; jsetVertexArray(coords); unitCircle->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); unitCircle->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,n_points)); } osg::Geometry *axes = new osg::Geometry; { osg::Vec4Array *colours = new osg::Vec4Array(1); (*colours)[0] = osg::Vec4d(1.0,0.0,0.0,1.0); axes->setColorArray(colours); axes->setColorBinding(osg::Geometry::BIND_OVERALL); osg::Vec3Array *coords = new osg::Vec3Array(6); (*coords)[0].set(osg::Vec3d(0.0, 0.0, 0.0)); (*coords)[1].set(osg::Vec3d(0.5, 0.0, 0.0)); (*coords)[2].set(osg::Vec3d(0.0, 0.0, 0.0)); (*coords)[3].set(osg::Vec3d(0.0, 0.5, 0.0)); (*coords)[4].set(osg::Vec3d(0.0, 0.0, 0.0)); (*coords)[5].set(osg::Vec3d(0.0, 0.0, 0.5)); axes->setVertexArray(coords); axes->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); axes->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6)); } // Earth orbit osg::Geode * earthOrbitGeode = new osg::Geode; earthOrbitGeode->addDrawable(unitCircle); earthOrbitGeode->addDrawable(axes); earthOrbitGeode->setName("EarthOrbitGeode"); osg::PositionAttitudeTransform * earthOrbitPAT = new osg::PositionAttitudeTransform; earthOrbitPAT->setScale(osg::Vec3d(AU,AU,AU)); earthOrbitPAT->setPosition(osg::Vec3d(0.0, AU, 0.0)); earthOrbitPAT->addChild(earthOrbitGeode); earthOrbitPAT->setName("EarthOrbitPAT"); osg::Group* scene = new osg::Group; scene->setName("SceneGroup"); scene->addChild(earth_geode); scene->addChild(pat); scene->addChild(earthOrbitPAT); return scene; } int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // construct the viewer. osgViewer::Viewer viewer; // add the state manipulator viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); // add stats viewer.addEventHandler( new osgViewer::StatsHandler() ); bool needToSetHomePosition = false; // read the scene from the list of file specified commandline args. osg::ref_ptr scene = osgDB::readNodeFiles(arguments); // if one hasn't been loaded create an earth and sun test model. if (!scene) { scene = createScene(); needToSetHomePosition = true; } // pass the loaded scene graph to the viewer. viewer.setSceneData(scene.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator); if (needToSetHomePosition) { viewer.getCameraManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0*r_earth,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0)); } double zNear=1.0, zMid=10.0, zFar=1000.0; if (arguments.read("--depth-partition",zNear, zMid, zFar)) { // set up depth partitioning osg::ref_ptr dps = new osgViewer::DepthPartitionSettings; dps->_mode = osgViewer::DepthPartitionSettings::FIXED_RANGE; dps->_zNear = zNear; dps->_zMid = zMid; dps->_zFar = zFar; viewer.setUpDepthPartition(dps.get()); } else { // set up depth partitioning with default settings viewer.setUpDepthPartition(); } return viewer.run(); }