/* OpenSceneGraph example, osgsequence. * * 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 // create text drawable at 'pos' osg::Geode* createText(const std::string& str, const osg::Vec3& pos) { // text drawable osgText::Text* text = new osgText::Text; text->setFont(std::string("fonts/arial.ttf")); text->setPosition(pos); text->setText(str); // geode osg::Geode* geode = new osg::Geode; geode->addDrawable(text); return geode; } osg::Node* createTextGroup(const char** text) { osg::Group* group = new osg::Group; osg::Vec3 pos(120.0f, 800.0f, 0.0f); const osg::Vec3 delta(0.0f, -60.0f, 0.0f); // header const char** t = text; group->addChild(createText(*t++, pos)); pos += delta; // remainder of text under sequence osg::Sequence* seq = new osg::Sequence; group->addChild(seq); while (*t) { seq->addChild(createText(*t++, pos)); seq->setTime(seq->getNumChildren()-1, 2.0f); pos += delta; } // loop through all children seq->setInterval(osg::Sequence::LOOP, 0,-1); // real-time playback, repeat indefinitively seq->setDuration(1.0f, -1); // must be started explicitly seq->setMode(osg::Sequence::START); return group; } osg::Node* createHUD(osg::Node* node) { // absolute transform osg::MatrixTransform* modelview_abs = new osg::MatrixTransform; modelview_abs->setReferenceFrame(osg::Transform::ABSOLUTE_RF); modelview_abs->setMatrix(osg::Matrix::identity()); modelview_abs->addChild(node); // 2D projection node osg::Projection* projection = new osg::Projection; projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); projection->addChild(modelview_abs); // turn off lighting and depth test osg::StateSet* state = modelview_abs->getOrCreateStateSet(); state->setMode(GL_LIGHTING, osg::StateAttribute::OFF); state->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); return projection; } osg::Node* createScaledNode(osg::Node* node, float targetScale) { // create scale matrix osg::MatrixTransform* transform = new osg::MatrixTransform; const osg::BoundingSphere& bsphere = node->getBound(); float scale = targetScale / bsphere._radius; transform->setMatrix(osg::Matrix::scale(scale,scale,scale)); transform->setDataVariance(osg::Object::STATIC); transform->addChild(node); // rescale normals osg::StateSet* state = transform->getOrCreateStateSet(); state->setMode(GL_NORMALIZE, osg::StateAttribute::ON); return transform; } osg::Sequence* createSequence(osg::ArgumentParser& arguments) { // assumes any remaining parameters are models osg::Sequence* seq = new osg::Sequence; typedef std::vector Filenames; Filenames filenames; if (arguments.argc() > 1) { for (int i = 1; i < arguments.argc(); ++i) { filenames.push_back(arguments[i]); } } else { filenames.push_back("cow.osgt"); filenames.push_back("dumptruck.osgt"); filenames.push_back("cessna.osgt"); filenames.push_back("glider.osgt"); } for(Filenames::iterator itr = filenames.begin(); itr != filenames.end(); ++itr) { // load model osg::Node* node = osgDB::readNodeFile(*itr); if (node) { seq->addChild(createScaledNode(node, 100.0f)); seq->setTime(seq->getNumChildren()-1, 1.0f); } } // loop through all children seq->setInterval(osg::Sequence::LOOP, 0,-1); // real-time playback, repeat indefinitively seq->setDuration(1.0f, -1); seq->setMode(osg::Sequence::START); return seq; } // event handler to control sequence class SequenceEventHandler : public osgGA::GUIEventHandler { public: SequenceEventHandler(osg::Sequence* seq) { _seq = seq; } // handle keydown events virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&) { if (ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN) { switch (ea.getKey()) { case 's': { osg::Sequence::SequenceMode mode = _seq->getMode(); if (mode == osg::Sequence::STOP) { mode = osg::Sequence::START; std::cerr << "Start" << std::endl; } else if (mode == osg::Sequence::PAUSE) { mode = osg::Sequence::RESUME; std::cerr << "Resume" << std::endl; } else { mode = osg::Sequence::PAUSE; std::cerr << "Pause" << std::endl; } _seq->setMode(mode); } break; case 'l': { osg::Sequence::LoopMode mode; int begin, end; _seq->getInterval(mode, begin, end); if (mode == osg::Sequence::LOOP) { mode = osg::Sequence::SWING; std::cerr << "Swing" << std::endl; } else { mode = osg::Sequence::LOOP; std::cerr << "Loop" << std::endl; } _seq->setInterval(mode, begin, end); } break; default: break; } } return false; } private: osg::ref_ptr _seq; }; 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; // root osg::Group* rootNode = new osg::Group; // create info display const char* text[] = { "osg::Sequence Mini-Howto", "- can be used for simple flip-book-style animation", "- is subclassed from osg::Switch", "- assigns a display duration to each child", "- can loop or swing through an interval of it's children", "- can repeat the interval a number of times or indefinitively", "- press 's' to start/pause/resume", "- press 'l' to toggle loop/swing mode", NULL }; rootNode->addChild(createHUD(createTextGroup(text))); // add sequence of models from command line osg::Sequence* seq = createSequence(arguments); rootNode->addChild(seq); // add model to viewer. viewer.setSceneData(rootNode); // add event handler to control sequence viewer.addEventHandler(new SequenceEventHandler(seq)); return viewer.run(); }