/* OpenSceneGraph example, osgsharedarray. * * 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 /** This class is an example of how to create your own subclass of osg::Array. This * is useful if your application has data in its own form of storage and you don't * want to make another copy into one of the predefined osg::Array classes. * * @note This is not really intended to be a useful subclass of osg::Array. It * doesn't do anything smart about memory management. It is simply intended as * an example you can follow to create your own subclasses of osg::Array for * your application's storage requirements. */ class MyArray : public osg::Array { public: /** Default ctor. Creates an empty array. */ MyArray() : osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT), _numElements(0), _ptr(NULL) { } /** "Normal" ctor. * * @param no The number of elements in the array. * @param ptr Pointer to the data. This class just keeps that * pointer. It doesn't manage the memory. */ MyArray(unsigned int no, osg::Vec3* ptr) : osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT), _numElements(no), _ptr(ptr) { } /** Copy ctor. */ MyArray(const MyArray& other, const osg::CopyOp& /*copyop*/) : osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT), _numElements(other._numElements), _ptr(other._ptr) { } /** What type of object would clone return? */ virtual Object* cloneType() const { return new MyArray(); } /** Create a copy of the object. */ virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new MyArray(*this,copyop); } /** Accept method for ArrayVisitors. * * @note This will end up in ArrayVisitor::apply(osg::Array&). */ virtual void accept(osg::ArrayVisitor& av) { av.apply(*this); } /** Const accept method for ArrayVisitors. * * @note This will end up in ConstArrayVisitor::apply(const osg::Array&). */ virtual void accept(osg::ConstArrayVisitor& cav) const { cav.apply(*this); } /** Accept method for ValueVisitors. */ virtual void accept(unsigned int index, osg::ValueVisitor& vv) { vv.apply(_ptr[index]); } /** Const accept method for ValueVisitors. */ virtual void accept(unsigned int index, osg::ConstValueVisitor& cvv) const { cvv.apply(_ptr[index]); } /** Compare method. * Return -1 if lhs element is less than rhs element, 0 if equal, * 1 if lhs element is greater than rhs element. */ virtual int compare(unsigned int lhs,unsigned int rhs) const { const osg::Vec3& elem_lhs = _ptr[lhs]; const osg::Vec3& elem_rhs = _ptr[rhs]; if (elem_lhs geom(new osg::Geometry()); // add vertices using MyArray class unsigned int numVertices = sizeof(myVertices)/sizeof(myVertices[0]); geom->setVertexArray(new MyArray(numVertices,const_cast(&myVertices[0]))); // add normals unsigned int numNormals = sizeof(myNormals)/sizeof(myNormals[0]); geom->setNormalArray(new osg::Vec3Array(numNormals,const_cast(&myNormals[0])), osg::Array::BIND_PER_VERTEX); // add colors unsigned int numColors = sizeof(myColors)/sizeof(myColors[0]); osg::Vec4Array* normal_array = new osg::Vec4Array(numColors,const_cast(&myColors[0])); geom->setColorArray(normal_array, osg::Array::BIND_PER_VERTEX); // add PrimitiveSet geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, numVertices)); // Changing these flags will tickle different cases in // Geometry::drawImplementation. They should all work fine // with the shared array. geom->setUseVertexBufferObjects(false); geom->setUseDisplayList(false); geode->addDrawable( geom.get() ); return geode; } int main(int , char **) { // construct the viewer. osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData( createGeometry() ); // create the windows and run the threads. return viewer.run(); }