#include #include #include #include #include #include #include #include #include #include #include #include "GliderManipulator.h" extern osg::Node *makeTerrain( void ); extern osg::Node *makeTrees( void ); extern osg::Node *makeTank( void ); extern osg::Node *makeWindsocks( void ); extern osg::Node *makeGliders( void ); extern osg::Node *makeGlider( void ); extern osg::Node *makeSky( void ); extern osg::Node *makeBase( void ); extern osg::Node *makeClouds( void ); class MoveEarthySkyWithEyePointTransform : public osg::Transform { public: /** Get the transformation matrix which moves from local coords to world coords.*/ virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const { osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv) { osg::Vec3 eyePointLocal = cv->getEyeLocal(); matrix.preMult(osg::Matrix::translate(eyePointLocal.x(),eyePointLocal.y(),0.0f)); } return true; } /** Get the transformation matrix which moves from world coords to local coords.*/ virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const { std::cout<<"computing transform"<(nv); if (cv) { osg::Vec3 eyePointLocal = cv->getEyeLocal(); matrix.postMult(osg::Matrix::translate(-eyePointLocal.x(),-eyePointLocal.y(),0.0f)); } return true; } }; osg::Group* createModel() { // no database loaded so automatically create Ed Levin Park.. osg::Group* group = new osg::Group; // the base and sky subgraphs go to set the earth sky of the // model and clear the color and depth buffer for us, by using // osg::Depth, and setting their bin numbers to less than 0, // to force them to draw before the rest of the scene. osg::ClearNode* clearNode = new osg::ClearNode; clearNode->setRequiresClear(false); // we've got base and sky to do it. // use a transform to make the sky and base around with the eye point. osg::Transform* transform = new MoveEarthySkyWithEyePointTransform; // transform's value isn't knowm until in the cull traversal so its bounding // volume is can't be determined, therefore culling will be invalid, // so switch it off, this cause all our paresnts to switch culling // off as well. But don't worry culling will be back on once underneath // this node or any other branch above this transform. transform->setCullingActive(false); // add the sky and base layer. transform->addChild(makeSky()); // bin number -2 so drawn first. transform->addChild(makeBase()); // bin number -1 so draw second. // add the transform to the earth sky. clearNode->addChild(transform); // add to earth sky to the scene. group->addChild(clearNode); // the rest of the scene drawn after the base and sky above. group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1) group->addChild(makeTerrain()); // will drop into default bin - state sorted 0 group->addChild(makeTank()); // will drop into default bin - state sorted 0 // add the following in the future... // makeGliders // makeClouds 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()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site."); 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); unsigned int pos = viewer.addCameraManipulator(new GliderManipulator()); viewer.selectCameraManipulator(pos); // 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; } // 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); return 1; } // load the nodes from the commandline arguments. osg::Node* rootnode = osgDB::readNodeFiles(arguments); if (!rootnode) rootnode = createModel(); viewer.setSceneData( rootnode ); // 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(); // run a clean up frame to delete all OpenGL objects. viewer.cleanup_frame(); // wait for all the clean up frame to complete. viewer.sync(); return 0; }