/* 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 "terrain_coords.h" #include "terrain_texcoords.h" using namespace osg; void getDatabaseCenterRadius( float dbcenter[3], float *dbradius ) { int i; double n=0.0; double center[3] = { 0.0f, 0.0f, 0.0f }; float cnt; cnt = 39 * 38; for( i = 0; i < cnt; i++ ) { center[0] += (double)vertex[i][0]; center[1] += (double)vertex[i][1]; center[2] += (double)vertex[i][2]; n = n + 1.0; } center[0] /= n; center[1] /= n; center[2] /= n; float r = 0.0; // for( i = 0; i < sizeof( vertex ) / (sizeof( float[3] )); i++ ) for( i = 0; i < cnt; i++ ) { double d = sqrt( (((double)vertex[i][0] - center[0]) * ((double)vertex[i][0] - center[0])) + (((double)vertex[i][1] - center[1]) * ((double)vertex[i][1] - center[1])) + (((double)vertex[i][2] - center[2]) * ((double)vertex[i][2] - center[2])) ); if( d > (double)r ) r = (float)d; } *dbradius = r; dbcenter[0] = (float)center[0]; dbcenter[1] = (float)center[1]; dbcenter[2] = (float)center[2]; int index = 19 * 39 + 19; dbcenter[0] = vertex[index][0] - 0.15; dbcenter[1] = vertex[index][1]; dbcenter[2] = vertex[index][2] + 0.35; } Node *makeTerrain( void ) { int m, n; int i, j; float dbcenter[3]; float dbradius; getDatabaseCenterRadius( dbcenter, &dbradius ); m = (sizeof( vertex ) /(sizeof( float[3])))/39; n = 39; Vec3Array& v = *(new Vec3Array(m*n)); Vec2Array& t = *(new Vec2Array(m*n)); Vec4Array& col = *(new Vec4Array(1)); col[0][0] = col[0][1] = col[0][2] = col[0][3] = 1.0f; for( i = 0; i < m * n; i++ ) { float* vc = vertex[i]; v[i][0] = vc[0] - dbcenter[0]; v[i][1] = vc[1] - dbcenter[1]; v[i][2] = vc[2]; float* tc = texcoord[i]; t[i][0] = tc[0]; t[i][1] = tc[1]; } Geometry *geom = new Geometry; geom->setVertexArray( &v ); geom->setTexCoordArray( 0, &t ); geom->setColorArray( &col, Array::BIND_OVERALL ); for( i = 0; i < m-2; i++ ) { DrawElementsUShort* elements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP); elements->reserve(39*2); for( j = 0; j < n; j++ ) { elements->push_back((i+0)*n+j); elements->push_back((i+1)*n+j); } geom->addPrimitiveSet(elements); } Texture2D *tex = new Texture2D; tex->setImage(osgDB::readRefImageFile("Images/lz.rgb")); StateSet *dstate = new StateSet; dstate->setMode( GL_LIGHTING, StateAttribute::OFF ); dstate->setTextureAttributeAndModes(0, tex, StateAttribute::ON ); dstate->setTextureAttribute(0, new TexEnv ); geom->setStateSet( dstate ); Geode *geode = new Geode; geode->addDrawable( geom ); return geode; }