eb4ad4229f
Clean up the source for remaining references to osgProducer/Producer.
161 lines
6.8 KiB
C++
161 lines
6.8 KiB
C++
#include <osg/Group>
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#include <osg/Node>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <osg/PositionAttitudeTransform>
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int main()
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{
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osgViewer::Viewer viewer;
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osg::Group* root = new osg::Group();
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osg::Geode* pyramidGeode = new osg::Geode();
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osg::Geometry* pyramidGeometry = new osg::Geometry();
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//Associate the pyramid geometry with the pyramid geode
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// Add the pyramid geode to the root node of the scene graph.
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pyramidGeode->addDrawable(pyramidGeometry);
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root->addChild(pyramidGeode);
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//Declare an array of vertices. Each vertex will be represented by
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//a triple -- an instances of the vec3 class. An instance of
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//osg::Vec3Array can be used to store these triples. Since
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//osg::Vec3Array is derived from the STL vector class, we can use the
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//push_back method to add array elements. Push back adds elements to
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//the end of the vector, thus the index of first element entered is
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//zero, the second entries index is 1, etc.
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//Using a right-handed coordinate system with 'z' up, array
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//elements zero..four below represent the 5 points required to create
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//a simple pyramid.
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osg::Vec3Array* pyramidVertices = new osg::Vec3Array;
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pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left
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pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right
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pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right
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pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left
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pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak
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//Associate this set of vertices with the geometry associated with the
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//geode we added to the scene.
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pyramidGeometry->setVertexArray( pyramidVertices );
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//Next, create a primitive set and add it to the pyramid geometry.
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//Use the first four points of the pyramid to define the base using an
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//instance of the DrawElementsUint class. Again this class is derived
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//from the STL vector, so the push_back method will add elements in
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//sequential order. To ensure proper backface cullling, vertices
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//should be specified in counterclockwise order. The arguments for the
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//constructor are the enumerated type for the primitive
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//(same as the OpenGL primitive enumerated types), and the index in
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//the vertex array to start from.
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osg::DrawElementsUInt* pyramidBase =
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new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
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pyramidBase->push_back(3);
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pyramidBase->push_back(2);
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pyramidBase->push_back(1);
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pyramidBase->push_back(0);
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pyramidGeometry->addPrimitiveSet(pyramidBase);
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//Repeat the same for each of the four sides. Again, vertices are
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//specified in counter-clockwise order.
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osg::DrawElementsUInt* pyramidFaceOne =
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new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
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pyramidFaceOne->push_back(0);
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pyramidFaceOne->push_back(1);
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pyramidFaceOne->push_back(4);
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pyramidGeometry->addPrimitiveSet(pyramidFaceOne);
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osg::DrawElementsUInt* pyramidFaceTwo =
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new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
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pyramidFaceTwo->push_back(1);
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pyramidFaceTwo->push_back(2);
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pyramidFaceTwo->push_back(4);
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pyramidGeometry->addPrimitiveSet(pyramidFaceTwo);
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osg::DrawElementsUInt* pyramidFaceThree =
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new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
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pyramidFaceThree->push_back(2);
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pyramidFaceThree->push_back(3);
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pyramidFaceThree->push_back(4);
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pyramidGeometry->addPrimitiveSet(pyramidFaceThree);
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osg::DrawElementsUInt* pyramidFaceFour =
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new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
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pyramidFaceFour->push_back(3);
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pyramidFaceFour->push_back(0);
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pyramidFaceFour->push_back(4);
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pyramidGeometry->addPrimitiveSet(pyramidFaceFour);
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//Declare and load an array of Vec4 elements to store colors.
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
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colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green
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colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue
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colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white
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//Declare the variable that will match vertex array elements to color
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//array elements. This vector should have the same number of elements
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//as the number of vertices. This vector serves as a link between
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//vertex arrays and color arrays. Entries in this index array
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//coorespond to elements in the vertex array. Their values coorespond
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//to the index in he color array. This same scheme would be followed
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//if vertex array elements were matched with normal or texture
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//coordinate arrays.
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// Note that in this case, we are assigning 5 vertices to four
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// colors. Vertex array element zero (bottom left) and four (peak)
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// are both assigned to color array element zero (red).
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osg::TemplateIndexArray
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<GLint, osg::Array::UIntArrayType,4,4> *colorIndexArray;
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colorIndexArray =
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new osg::TemplateIndexArray<GLint, osg::Array::UIntArrayType,4,4>;
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colorIndexArray->push_back(0); // vertex 0 assigned color array element 0
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colorIndexArray->push_back(1); // vertex 1 assigned color array element 1
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colorIndexArray->push_back(2); // vertex 2 assigned color array element 2
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colorIndexArray->push_back(3); // vertex 3 assigned color array element 3
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colorIndexArray->push_back(0); // vertex 4 assigned color array element 0
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//The next step is to associate the array of colors with the geometry,
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//assign the color indices created above to the geometry and set the
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//binding mode to _PER_VERTEX.
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pyramidGeometry->setColorArray(colors);
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pyramidGeometry->setColorIndices(colorIndexArray);
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pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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//Now that we have created a geometry node and added it to the scene
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//we can reuse this geometry. For example, if we wanted to put a
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//second pyramid 15 units to the right of the first one, we could add
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//this geode as the child of a transform node in our scene graph.
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// Declare and initialize a transform node.
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osg::PositionAttitudeTransform* pyramidTwoXForm =
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new osg::PositionAttitudeTransform();
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// Use the 'addChild' method of the osg::Group class to
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// add the transform as a child of the root node and the
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// pyramid node as a child of the transform.
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root->addChild(pyramidTwoXForm);
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pyramidTwoXForm->addChild(pyramidGeode);
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// Declare and initialize a Vec3 instance to change the
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// position of the tank model in the scene
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osg::Vec3 pyramidTwoPosition(15,0,0);
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pyramidTwoXForm->setPosition( pyramidTwoPosition );
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//The final step is to set up and enter a simulation loop.
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viewer.setSceneData( root );
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return viewer.run();
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}
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