/* OpenSceneGraph example, osgspheresegment. * * 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 #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; } class IntersectionUpdateCallback : public osg::NodeCallback { virtual void operator()(osg::Node* /*node*/, osg::NodeVisitor* nv) { if (!root_ || !terrain_ || !ss_ || !intersectionGroup_) { osg::notify(osg::NOTICE)<<"IntersectionUpdateCallback not set up correctly."< 200) { // first we need find the transformation matrix that takes // the terrain into the coordinate frame of the sphere segment. osg::Matrixd terrainLocalToWorld; osg::MatrixList terrain_worldMatrices = terrain_->getWorldMatrices(root_.get()); if (terrain_worldMatrices.empty()) terrainLocalToWorld.makeIdentity(); else if (terrain_worldMatrices.size()==1) terrainLocalToWorld = terrain_worldMatrices.front(); else { osg::notify(osg::NOTICE)<<"IntersectionUpdateCallback: warning cannot interestect with multiple terrain instances, just uses first one."<getNodePath()); // now we can compute the terrain to ss transform osg::Matrixd possie = terrainLocalToWorld*ssWorldToLocal; osgSim::SphereSegment::LineList lines = ss_->computeIntersection(possie, terrain_.get()); if (!lines.empty()) { if (intersectionGroup_.valid()) { // now we need to place the intersections which are in the SphereSegmenet's coordinate frame into // to the final position. osg::MatrixTransform* mt = new osg::MatrixTransform; mt->setMatrix(osg::computeLocalToWorld(nv->getNodePath())); intersectionGroup_->addChild(mt); // std::cout<<"matrix = "<getMatrix()<addChild(geode); geode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); for(osgSim::SphereSegment::LineList::iterator itr=lines.begin(); itr!=lines.end(); ++itr) { osg::Geometry* geom = new osg::Geometry; geode->addDrawable(geom); osg::Vec3Array* vertices = itr->get(); geom->setVertexArray(vertices); geom->addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, vertices->getNumElements())); } } } else { osg::notify(osg::NOTICE)<<"No intersections found"< root_; osg::observer_ptr terrain_; osg::observer_ptr ss_; osg::observer_ptr intersectionGroup_; unsigned frameCount_; }; osg::Node* createMovingModel(const osg::Vec3& center, float radius, osg::Geode * terrainGeode, osg::Group * root, bool createMovingRadar = false) { 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); } if (createMovingRadar) { // The IntersectionUpdateCallback has to have a safe place to put all its generated geometry into, // and this group can't be in the parental chain of the callback otherwise we will end up invalidating // traversal iterators. osg::Group* intersectionGroup = new osg::Group; root->addChild(intersectionGroup); osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform; xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0)); osgSim::SphereSegment * ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0), 700.0f, // radius osg::DegreesToRadians(135.0f), osg::DegreesToRadians(240.0f), osg::DegreesToRadians(-60.0f), osg::DegreesToRadians(-40.0f), 60); IntersectionUpdateCallback * iuc = new IntersectionUpdateCallback; iuc->frameCount_ = 0; iuc->root_ = root; iuc->terrain_ = terrainGeode; iuc->ss_ = ss; iuc->intersectionGroup_ = intersectionGroup; ss->setUpdateCallback(iuc); ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); ss->setSideColor(osg::Vec4(0.5f,1.0f,1.0f,0.1f)); xform->addChild(ss); 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::OBJECT_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->setRadius(cessna->getBound().radius()); 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::Group* createOverlay(const osg::Vec3& center, float radius) { osg::Group* group = new osg::Group; // create a grid of lines. { osg::Geometry* geom = new osg::Geometry; unsigned int num_rows = 10; osg::Vec3 left = center+osg::Vec3(-radius,-radius,0.0f); osg::Vec3 right = center+osg::Vec3(radius,-radius,0.0f); osg::Vec3 delta_row = osg::Vec3(0.0f,2.0f*radius/float(num_rows-1),0.0f); osg::Vec3 top = center+osg::Vec3(-radius,radius,0.0f); osg::Vec3 bottom = center+osg::Vec3(-radius,-radius,0.0f); osg::Vec3 delta_column = osg::Vec3(2.0f*radius/float(num_rows-1),0.0f,0.0f); osg::Vec3Array* vertices = new osg::Vec3Array; for(unsigned int i=0; ipush_back(left); vertices->push_back(right); left += delta_row; right += delta_row; vertices->push_back(top); vertices->push_back(bottom); top += delta_column; bottom += delta_column; } geom->setVertexArray(vertices); osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1)); color[0].set(0,0,0,255); geom->setColorArray(&color); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,vertices->getNumElements())); geom->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Geode* geode = new osg::Geode; geode->addDrawable(geom); group->addChild(geode); } return group; } 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, unsigned int testCase, bool useOverlay, osgSim::OverlayNode::OverlayTechnique technique) { // create terrain osg::ref_ptr terrainGeode = 0; { terrainGeode = new osg::Geode; 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 ); { unsigned int numColumns = 38; unsigned int numRows = 39; unsigned int r, c; osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 size(1000.0f,1000.0f,250.0f); osg::Geometry* geometry = new osg::Geometry; osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows)); osg::Vec2Array& tc = *(new osg::Vec2Array(numColumns*numRows)); osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1)); color[0].set(255,255,255,255); float rowCoordDelta = size.y()/(float)(numRows-1); float columnCoordDelta = size.x()/(float)(numColumns-1); float rowTexDelta = 1.0f/(float)(numRows-1); float columnTexDelta = 1.0f/(float)(numColumns-1); // compute z range of z values of grid data so we can scale it. float min_z = FLT_MAX; float max_z = -FLT_MAX; for(r=0;rsetVertexArray(&v); geometry->setTexCoordArray(0, &tc); geometry->setColorArray(&color); geometry->setColorBinding(osg::Geometry::BIND_OVERALL); for(r=0;raddPrimitiveSet(&drawElements); int ei=0; for(c=0;caddDrawable(geometry); } } // create sphere segment osg::ref_ptr ss = 0; { osg::Matrix terrainToSS; switch(testCase) { case(0): ss = new osgSim::SphereSegment( computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center 510.0f, // radius osg::DegreesToRadians(135.0f), osg::DegreesToRadians(240.0f), osg::DegreesToRadians(-10.0f), osg::DegreesToRadians(30.0f), 60); root->addChild(ss.get()); break; case(1): ss = new osgSim::SphereSegment( computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center 510.0f, // radius osg::DegreesToRadians(45.0f), osg::DegreesToRadians(240.0f), osg::DegreesToRadians(-10.0f), osg::DegreesToRadians(30.0f), 60); root->addChild(ss.get()); break; case(2): ss = new osgSim::SphereSegment( computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center 510.0f, // radius osg::DegreesToRadians(5.0f), osg::DegreesToRadians(355.0f), osg::DegreesToRadians(-10.0f), osg::DegreesToRadians(30.0f), 60); root->addChild(ss.get()); break; case(3): ss = new osgSim::SphereSegment( computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center 510.0f, // radius osg::DegreesToRadians(0.0f), osg::DegreesToRadians(360.0f), osg::DegreesToRadians(-10.0f), osg::DegreesToRadians(30.0f), 60); root->addChild(ss.get()); break; case(4): { ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0), 700.0f, // radius osg::DegreesToRadians(135.0f), osg::DegreesToRadians(240.0f), osg::DegreesToRadians(-60.0f), osg::DegreesToRadians(-40.0f), 60); osg::ref_ptr mt = new osg::MatrixTransform; mt->setMatrix(osg::Matrix(-0.851781, 0.156428, -0.5, 0, -0.180627, -0.983552, -6.93889e-18, 0, -0.491776, 0.0903136, 0.866025, 0, 598.217, 481.957, 100, 1)); mt->addChild(ss.get()); terrainToSS.invert(mt->getMatrix()); root->addChild(mt.get()); break; } case(5): { ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0), 700.0f, // radius osg::DegreesToRadians(35.0f), osg::DegreesToRadians(135.0f), osg::DegreesToRadians(-60.0f), osg::DegreesToRadians(-40.0f), 60); osg::ref_ptr mt = new osg::MatrixTransform; mt->setMatrix(osg::Matrix(-0.851781, 0.156428, -0.5, 0, -0.180627, -0.983552, -6.93889e-18, 0, -0.491776, 0.0903136, 0.866025, 0, 598.217, 481.957, 100, 1)); mt->addChild(ss.get()); terrainToSS.invert(mt->getMatrix()); root->addChild(mt.get()); break; } case(6): { ss = new osgSim::SphereSegment(osg::Vec3d(0.0,0.0,0.0), 700.0f, // radius osg::DegreesToRadians(-45.0f), osg::DegreesToRadians(45.0f), osg::DegreesToRadians(-60.0f), osg::DegreesToRadians(-40.0f), 60); osg::ref_ptr mt = new osg::MatrixTransform; mt->setMatrix(osg::Matrix(-0.851781, 0.156428, -0.5, 0, -0.180627, -0.983552, -6.93889e-18, 0, -0.491776, 0.0903136, 0.866025, 0, 598.217, 481.957, 100, 1)); mt->addChild(ss.get()); terrainToSS.invert(mt->getMatrix()); root->addChild(mt.get()); break; } }; if (ss.valid()) { ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); ss->setSideColor(osg::Vec4(0.0f,1.0f,1.0f,0.1f)); if (!ss->getParents().empty()) { ss->getParent(0)->addChild(ss->computeIntersectionSubgraph(terrainToSS, terrainGeode.get())); } } } if (useOverlay) { osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique); overlayNode->getOrCreateStateSet()->setTextureAttribute(1, new osg::TexEnv(osg::TexEnv::DECAL)); const osg::BoundingSphere& bs = terrainGeode->getBound(); osg::Group* overlaySubgraph = createOverlay(bs.center(), bs.radius()*0.5f); overlaySubgraph->addChild(ss.get()); overlayNode->setOverlaySubgraph(overlaySubgraph); overlayNode->setOverlayTextureSizeHint(1024); overlayNode->setOverlayBaseHeight(0.0); overlayNode->addChild(terrainGeode.get()); root->addChild(overlayNode); } else { root->addChild(terrainGeode.get()); } // create particle effects { osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),100.0f,100.0f); osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f); osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f); osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 10.0f); root->addChild(explosion); root->addChild(smoke); root->addChild(fire); } // create particle effects { osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),200.0f,100.0f); osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f); osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f); osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1.0f); root->addChild(explosion); root->addChild(smoke); root->addChild(fire); } bool createMovingRadar = true; // create the moving models. { root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f, terrainGeode.get(), root, createMovingRadar)); } } ////////////////////////////////////////////////////////////////////////////// // 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. osgViewer::Viewer viewer(arguments); // if user request help write it out to cout. unsigned int testCase = 0; while (arguments.read("-t", testCase)) {} bool useOverlay = false; osgSim::OverlayNode::OverlayTechnique technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; while (arguments.read("--object")) { useOverlay = true; technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; } while (arguments.read("--ortho") || arguments.read("--orthographic")) { useOverlay = true; technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; } while (arguments.read("--persp") || arguments.read("--perspective")) { useOverlay = true; technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY; } // 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 occurred when parsing the program arguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } osg::Group *root = new osg::Group; build_world(root, testCase, useOverlay, technique); // add a viewport to the viewer and attach the scene graph. viewer.setSceneData(root); return viewer.run(); }