#include #include #include #include #include #include #include #include #include #include #include #include #include #include // for the grid data.. #include "../osghangglide/terrain_coords.h" osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime) { // set up the animation path osg::AnimationPath* animationPath = new osg::AnimationPath; animationPath->setLoopMode(osg::AnimationPath::LOOP); int numSamples = 40; float yaw = 0.0f; float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f); float roll = osg::inDegrees(30.0f); double time=0.0f; double time_delta = looptime/(double)numSamples; for(int i=0;iinsert(time,osg::AnimationPath::ControlPoint(position,rotation)); yaw += yaw_delta; time += time_delta; } return animationPath; } osg::Node* createMovingModel(const osg::Vec3& center, float radius) { float animationLength = 10.0f; osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength); osg::Group* model = new osg::Group; osg::Node* glider = osgDB::readNodeFile("glider.osg"); if (glider) { const osg::BoundingSphere& bs = glider->getBound(); float size = radius/bs.radius()*0.3f; osg::MatrixTransform* positioned = new osg::MatrixTransform; positioned->setDataVariance(osg::Object::STATIC); positioned->setMatrix(osg::Matrix::translate(-bs.center())* osg::Matrix::scale(size,size,size)* osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f)); positioned->addChild(glider); osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform; xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0)); xform->addChild(positioned); model->addChild(xform); } osg::Node* cessna = osgDB::readNodeFile("cessna.osg"); if (cessna) { const osg::BoundingSphere& bs = cessna->getBound(); osgText::Text* text = new osgText::Text; float size = radius/bs.radius()*0.3f; text->setPosition(bs.center()); text->setText("Cessna"); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::SCREEN); text->setCharacterSize(40.0f); text->setCharacterSizeMode(osgText::Text::SCREEN_COORDS); osg::Geode* geode = new osg::Geode; geode->addDrawable(text); osg::LOD* lod = new osg::LOD; lod->setRangeMode(osg::LOD::PIXEL_SIZE_ON_SCREEN); lod->addChild(geode,0.0f,100.0f); lod->addChild(cessna,100.0f,10000.0f); osg::MatrixTransform* positioned = new osg::MatrixTransform; positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); positioned->setDataVariance(osg::Object::STATIC); positioned->setMatrix(osg::Matrix::translate(-bs.center())* osg::Matrix::scale(size,size,size)* osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f)); //positioned->addChild(cessna); positioned->addChild(lod); osg::MatrixTransform* xform = new osg::MatrixTransform; xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0)); xform->addChild(positioned); model->addChild(xform); } return model; } osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y) { osgUtil::IntersectVisitor iv; osg::ref_ptr segDown = new osg::LineSegment; const osg::BoundingSphere& bs = subgraph->getBound(); float zMax = bs.center().z()+bs.radius(); float zMin = bs.center().z()-bs.radius(); segDown->set(osg::Vec3(x,y,zMin),osg::Vec3(x,y,zMax)); iv.addLineSegment(segDown.get()); subgraph->accept(iv); if (iv.hits()) { osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get()); if (!hitList.empty()) { osg::Vec3 ip = hitList.front().getWorldIntersectPoint(); return ip; } } return osg::Vec3(x,y,0.0f); } ////////////////////////////////////////////////////////////////////////////// // MAIN SCENE GRAPH BUILDING FUNCTION ////////////////////////////////////////////////////////////////////////////// void build_world(osg::Group *root) { osg::Geode* terrainGeode = new osg::Geode; // create terrain { osg::StateSet* stateset = new osg::StateSet(); osg::Image* image = osgDB::readImageFile("Images/lz.rgb"); if (image) { osg::Texture2D* texture = new osg::Texture2D; texture->setImage(image); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); } terrainGeode->setStateSet( stateset ); float size = 1000; // 10km; float scale = size/39.0f; // 10km; float z_scale = scale*3.0f; osg::HeightField* grid = new osg::HeightField; grid->allocateGrid(38,39); grid->setXInterval(scale); grid->setYInterval(scale); for(unsigned int r=0;r<39;++r) { for(unsigned int c=0;c<38;++c) { grid->setHeight(c,r,z_scale*vertex[r+c*39][2]); } } terrainGeode->addDrawable(new osg::ShapeDrawable(grid)); root->addChild(terrainGeode); } // create sphere segment { osgSim::SphereSegment* ss = new osgSim::SphereSegment( computeTerrainIntersection(terrainGeode,550.0f,780.0f), // center 500.0f, // radius osg::DegreesToRadians(135.0f), osg::DegreesToRadians(245.0f), osg::DegreesToRadians(-10.0f), osg::DegreesToRadians(30.0f), 60); ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); ss->setSideColor(osg::Vec4(0.0f,1.0f,1.0f,0.1f)); root->addChild(ss); } // create particle effects { osg::PositionAttitudeTransform* positionEffects = new osg::PositionAttitudeTransform; positionEffects->setPosition(computeTerrainIntersection(terrainGeode,100.0f,100.0f)); root->addChild(positionEffects); osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect; osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect; osgParticle::FireEffect* fire = new osgParticle::FireEffect; osg::Geode* geode = new osg::Geode; geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),10.0f))); positionEffects->addChild(geode); positionEffects->addChild(explosion); positionEffects->addChild(smoke); positionEffects->addChild(fire); osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater; psu->addParticleSystem(explosion->getParticleSystem()); psu->addParticleSystem(smoke->getParticleSystem()); psu->addParticleSystem(fire->getParticleSystem()); // add the updater node to the scene graph root->addChild(psu); } // create the moving models. { root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f)); } } ////////////////////////////////////////////////////////////////////////////// // main() ////////////////////////////////////////////////////////////////////////////// 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 of particle systems."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye"); 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); // 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; } osg::Group *root = new osg::Group; build_world(root); // add a viewport to the viewer and attach the scene graph. viewer.setSceneData(root); // 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; }