#include #include #include #include #include #include #include #include #include #include "TestManipulator.h" #include #include // container storing all house nodes typedef osg::ref_ptr NodePtr; typedef std::list NodeContainer; typedef NodeContainer::iterator NodeIterator; NodeContainer nodes; // osg::Group * Root = 0; const int HOUSES_SIZE = 25000; // total number of houses double XDim = 5000.0f; // area dimension +/- XDim double ZDim = 5000.0f; // area dimension +/- YDim int GridX = 20; // number of grids in x direction int GridY = 20; // number of grids in y direction bool UseImpostor = true; // use impostor (or do not use) float Threshold = 3000.0f; // distance where impostor are shown // create houses and store nodes in container void CreateHouses() { int i; GLubyte indices[48] = { 0, 2, 1, 3, 2, 0, 0, 4, 7, 7, 3, 0, 0, 1, 5, 5, 4, 0, 1, 6, 5, 2, 6, 1, 2, 3, 7, 2, 7, 6, 4, 8, 7, 5, 6, 9, 4, 5, 8, 8, 5, 9, 6, 7, 8, 8, 9, 6 }; // use the same color, normal and indices for all houses. osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0] = osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f); // normals osg::Vec3Array * normals = new osg::Vec3Array(16); (*normals)[0] = osg::Vec3( 0.0f, -0.0f, -1.0f); (*normals)[1] = osg::Vec3( 0.0f, -0.0f, -1.0f); (*normals)[2] = osg::Vec3( 0.0f, -1.0f, 0.0f); (*normals)[3] = osg::Vec3( 0.0f, -1.0f, 0.0f); (*normals)[4] = osg::Vec3( 1.0f, -0.0f, 0.0f); (*normals)[5] = osg::Vec3( 1.0f, -0.0f, 0.0f); (*normals)[6] = osg::Vec3( 0.0f, 1.0f, 0.0f); (*normals)[7] = osg::Vec3( 0.0f, 1.0f, 0.0f); (*normals)[8] = osg::Vec3(-1.0f, -0.0f, 0.0f); (*normals)[9] = osg::Vec3(-1.0f, -0.0f, 0.0f); (*normals)[10] = osg::Vec3( 0.0f, -0.928477f, 0.371391f); (*normals)[11] = osg::Vec3( 0.0f, 0.928477f, 0.371391f); (*normals)[12] = osg::Vec3( 0.707107f, 0.0f, 0.707107f); (*normals)[13] = osg::Vec3( 0.707107f, 0.0f, 0.707107f); (*normals)[14] = osg::Vec3(-0.707107f, 0.0f, 0.707107f); (*normals)[15] = osg::Vec3(-0.707107f, 0.0f, 0.707107f); // coordIndices osg::UByteArray* coordIndices = new osg::UByteArray(48,indices); // share the primtive set. osg::PrimitiveSet* primitives = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,48); for (int q = 0; q < HOUSES_SIZE; q++) { float xPos = ((static_cast (rand()) / static_cast (RAND_MAX)) * 2.0 * XDim) - XDim; float yPos = ((static_cast (rand()) / static_cast (RAND_MAX)) * 2 * ZDim) - ZDim; float scale = 10.0f; osg::Vec3 offset(xPos,yPos,0.0f); // coords osg::Vec3Array* coords = new osg::Vec3Array(10); (*coords)[0] = osg::Vec3( 0.5f, -0.7f, 0.0f); (*coords)[1] = osg::Vec3( 0.5f, 0.7f, 0.0f); (*coords)[2] = osg::Vec3(-0.5f, 0.7f, 0.0f); (*coords)[3] = osg::Vec3(-0.5f, -0.7f, 0.0f); (*coords)[4] = osg::Vec3( 0.5f, -0.7f, 1.0f); (*coords)[5] = osg::Vec3( 0.5f, 0.7f, 1.0f); (*coords)[6] = osg::Vec3(-0.5f, 0.7f, 1.0f); (*coords)[7] = osg::Vec3(-0.5f, -0.7f, 1.0f); (*coords)[8] = osg::Vec3( 0.0f, -0.5f, 1.5f); (*coords)[9] = osg::Vec3( 0.0f, 0.5f, 1.5f); for (i = 0; i < 10; i++) { (*coords)[i] = (*coords)[i] * scale + offset; } // create geometry osg::Geometry * geometry = new osg::Geometry(); geometry->addPrimitiveSet(primitives); geometry->setVertexArray(coords); geometry->setVertexIndices(coordIndices); geometry->setColorArray(colors); geometry->setColorBinding(osg::Geometry::BIND_OVERALL); geometry->setNormalArray(normals); geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); osg::Geode * geode = new osg::Geode(); geode->addDrawable(geometry); nodes.push_back(geode); } } void LayoutAsGrid() { // calculate bounding box osg::BoundingBox bbox; for (NodeIterator node = nodes.begin(); node != nodes.end(); ++node) bbox.expandBy((*node)->getBound()); // setup grid information osg::Group ** groups = new osg::Group*[GridX * GridY]; int i; for (i = 0; i < GridX * GridY; i++) groups[i] = new osg::Group(); float xGridStart = bbox.xMin(); float xGridSize = (bbox.xMax() - bbox.xMin()) / GridX; float yGridStart = bbox.yMin(); float yGridSize = (bbox.yMax() - bbox.yMin()) / GridY; // arrange buildings into right grid for (NodeIterator nodeIter = nodes.begin(); nodeIter != nodes.end(); ++nodeIter) { osg::Node * node = nodeIter->get(); osg::Vec3 center = node->getBound().center(); int x = (int)floor((center.x() - xGridStart) / xGridSize); int z = (int)floor((center.y() - yGridStart) / yGridSize); groups[z * GridX + x]->addChild(node); } // add nodes to building root for (i = 0; i < GridX * GridY; i++) { osg::StateSet * stateset = new osg::StateSet(); osg::Material * material = new osg::Material(); osg::Vec4 color = osg::Vec4( 0.5f + (static_cast (rand()) / (2.0*static_cast (RAND_MAX))), 0.5f + (static_cast (rand()) / (2.0*static_cast (RAND_MAX))), 0.5f + (static_cast (rand()) / ( 2.0*static_cast(RAND_MAX))), 1.0f); material->setAmbient(osg::Material::FRONT_AND_BACK, color); material->setDiffuse(osg::Material::FRONT_AND_BACK, color); stateset->setAttributeAndModes(material, osg::StateAttribute::ON); groups[i]->setStateSet(stateset); if (UseImpostor) { osgSim::Impostor * impostor = new osgSim::Impostor(); impostor->setImpostorThreshold(static_cast (Threshold)); impostor->addChild(groups[i]); impostor->setRange(0, 0.0f, 1e7f); impostor->setCenter(groups[i]->getBound().center()); Root->addChild(impostor); } else { Root->addChild(groups[i]); } } delete[] groups; } 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 local test manipulator more suitable for testing impostors. viewer.setCameraManipulator(new TestManipulator); // load the nodes from the commandline arguments. osg::Node* model = osgDB::readNodeFiles(arguments); if (model) { // the osgSim::InsertImpostorsVisitor used lower down to insert impostors // only operators on subclass of Group's, if the model top node is not // a group then it won't be able to insert an impostor. We therefore // manually insert an impostor above the model. if (dynamic_cast(model)==0) { const osg::BoundingSphere& bs = model->getBound(); if (bs.valid()) { osgSim::Impostor* impostor = new osgSim::Impostor; // standard LOD settings impostor->addChild(model); impostor->setRange(0,0.0f,1e7f); impostor->setCenter(bs.center()); // impostor specfic settings. impostor->setImpostorThresholdToBound(5.0f); model = impostor; } } // we insert an impostor node above the model, so we keep a handle // on the rootnode of the model, the is required since the // InsertImpostorsVisitor can add a new root in automatically and // we would know about it, other than by following the parent path // up from model. This is really what should be done, but I'll pass // on it right now as it requires a getRoots() method to be added to // osg::Node, and we're about to make a release so no new features! osg::Group* rootnode = new osg::Group; rootnode->addChild(model); // now insert impostors in the model using the InsertImpostorsVisitor. osgSim::InsertImpostorsVisitor ov; // traverse the model and collect all osg::Group's and osg::LOD's. // however, don't traverse the rootnode since we want to keep it as // the start of traversal, otherwise the insertImpostor could insert // and Impostor above the current root, making it nolonger a root! model->accept(ov); // insert the Impostors above groups and LOD's ov.insertImpostors(); } else { // no user model so we'll create our own world. model = Root = new osg::Group(); CreateHouses(); LayoutAsGrid(); } // add model to viewer. viewer.setSceneData(model); return viewer.run(); }