#include #include #include #include #include #include #include // for the grid data.. #include "../osghangglide/terrain_coords.h" osg::Geode* createShapes( char* img_filename ) { osg::Geode* geode = new osg::Geode(); // --------------------------------------- // Set up a StateSet to texture the objects // --------------------------------------- osg::StateSet* stateset = new osg::StateSet(); if( ! img_filename ) img_filename = "Images/lz.rgb"; osg::Image* image = osgDB::readImageFile( img_filename ); if (image) { osg::Texture2D* texture = new osg::Texture2D; texture->setImage(image); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); } geode->setStateSet( stateset ); float radius = 0.8f; float height = 1.0f; osg::TessellationHints* hints = new osg::TessellationHints; hints->setDetailRatio(0.5f); geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius),hints)); geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(2.0f,0.0f,0.0f),2*radius),hints)); geode->addDrawable(new osg::ShapeDrawable(new osg::Cone(osg::Vec3(4.0f,0.0f,0.0f),radius,height),hints)); geode->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(6.0f,0.0f,0.0f),radius,height),hints)); geode->addDrawable(new osg::ShapeDrawable(new osg::Capsule(osg::Vec3(8.0f,0.0f,0.0f),radius,height),hints)); osg::HeightField* grid = new osg::HeightField; grid->allocate(38,39); grid->setXInterval(0.28f); grid->setYInterval(0.28f); for(unsigned int r=0;r<39;++r) { for(unsigned int c=0;c<38;++c) { grid->setHeight(c,r,vertex[r+c*39][2]); } } geode->addDrawable(new osg::ShapeDrawable(grid)); osg::ConvexHull* mesh = new osg::ConvexHull; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0].set(9.0+0.0f,-1.0f+2.0f,-1.0f+0.0f); (*vertices)[1].set(9.0+1.0f,-1.0f+0.0f,-1.0f+0.0f); (*vertices)[2].set(9.0+2.0f,-1.0f+2.0f,-1.0f+0.0f); (*vertices)[3].set(9.0+1.0f,-1.0f+1.0f,-1.0f+2.0f); osg::UByteArray* indices = new osg::UByteArray(12); (*indices)[0]=0; (*indices)[1]=2; (*indices)[2]=1; (*indices)[3]=0; (*indices)[4]=1; (*indices)[5]=3; (*indices)[6]=1; (*indices)[7]=2; (*indices)[8]=3; (*indices)[9]=2; (*indices)[10]=0; (*indices)[11]=3; mesh->setVertices(vertices); mesh->setIndices(indices); geode->addDrawable(new osg::ShapeDrawable(mesh)); return geode; } 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 the osg::Shape classes."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [image_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); // 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; } char* img_filename = 0; for( int pos = 1; pos < arguments.argc(); ++pos ) { if( arguments.isString(pos) ) { img_filename = arguments[pos]; break; } } osg::Node* node = createShapes( img_filename ); // add model to viewer. viewer.setSceneData( node ); // 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; }