/* OpenSceneGraph example, osghangglide. * * 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 #include #include #include "GliderManipulator.h" #include 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.preMultTranslate(osg::Vec3(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.postMultTranslate(osg::Vec3(-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 move 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 causes 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 is 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 programmatically, 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. osgViewer::Viewer viewer; // if user requests help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } bool customWindows = false; while(arguments.read("-2")) customWindows = true; if (customWindows) { osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); if (!wsi) { osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."< traits = new osg::GraphicsContext::Traits; traits->x = 250; traits->y = 200; traits->width = 800; traits->height = 600; traits->windowDecoration = true; traits->doubleBuffer = true; traits->sharedContext = 0; traits->readDISPLAY(); traits->setUndefinedScreenDetailsToDefaultScreen(); osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (gc.valid()) { // need to ensure that the window is cleared make sure that the complete window is set the correct colour // rather than just the parts of the window that are under the camera's viewports gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f)); gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else { osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."< camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport((i* traits->width)/numCameras,(i* traits->height)/numCameras, traits->width/numCameras, traits->height/numCameras)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0)); } } else { viewer.setUpViewAcrossAllScreens(); } // set up the camera manipulation with our custom manipultor viewer.setCameraManipulator(new GliderManipulator()); // pass the scene graph to the viewer viewer.setSceneData( createModel() ); return viewer.run(); }