#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include osg::Node* decorate_with_clip_node(osg::Node* subgraph) { osg::Group* rootnode = new osg::Group; // create wireframe view of the model so the user can see // what parts are being culled away. osg::StateSet* stateset = new osg::StateSet; //osg::Material* material = new osg::Material; osg::PolygonMode* polymode = new osg::PolygonMode; polymode->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE); stateset->setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); osg::Group* wireframe_subgraph = new osg::Group; wireframe_subgraph->setStateSet(stateset); wireframe_subgraph->addChild(subgraph); rootnode->addChild(wireframe_subgraph); /* // simple approach to adding a clipnode above a subrgaph. // create clipped part. osg::ClipNode* clipped_subgraph = new osg::ClipNode; osg::BoundingSphere bs = subgraph->getBound(); bs.radius()*= 0.4f; osg::BoundingBox bb; bb.expandBy(bs); clipped_subgraph->createClipBox(bb); clipped_subgraph->addChild(subgraph); rootnode->addChild(clipped_subgraph); */ // more complex approach to managing ClipNode, allowing // ClipNode node to be transformed independantly from the subgraph // that it is clipping. osg::MatrixTransform* transform= new osg::MatrixTransform; osg::NodeCallback* nc = new osgUtil::TransformCallback(subgraph->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f)); transform->setUpdateCallback(nc); osg::ClipNode* clipnode = new osg::ClipNode; osg::BoundingSphere bs = subgraph->getBound(); bs.radius()*= 0.4f; osg::BoundingBox bb; bb.expandBy(bs); clipnode->createClipBox(bb); clipnode->setCullingActive(false); transform->addChild(clipnode); rootnode->addChild(transform); // create clipped part. osg::Group* clipped_subgraph = new osg::Group; clipped_subgraph->setStateSet(clipnode->getStateSet()); clipped_subgraph->addChild(subgraph); rootnode->addChild(clipped_subgraph); return rootnode; } 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 use multi-pass and osg::ClipNode to clip parts of the scene away.."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // initialize 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; } // 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; } if (arguments.argc()<=1) { arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION); return 1; } // load the nodes from the commandline arguments. osg::Node* loadedModel = osgDB::readNodeFiles(arguments); if (!loadedModel) { return 1; } // decorate the scenegraph with a clip node. osg::Node* rootnode = decorate_with_clip_node(loadedModel); // run optimization over the scene graph osgUtil::Optimizer optimzer; optimzer.optimize(rootnode); // set the scene to render 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(); return 0; }