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forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
195 lines
6.9 KiB
C++
195 lines
6.9 KiB
C++
/* OpenSceneGraph example, osgthirdpersonview.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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// This code is originally Copyright (c) 2008 Skew Matrix Software LLC,
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// but you may use the code under the terms of the OSGPL as described above.
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// This example demonstrates how CompositeViewer can be used to
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// provide a third person view of another view, including eyepoint and
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// view frustum.
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//
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// The code creates a CompositeViewer with two Views. Each of the two
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// Views has its own window. One View is the typical scene view,
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// showing the loaded model(s).
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//
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// The second View is a third person view showing not just the loaded
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// model(s), but also a wireframe representation of the first View's
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// frustum. Interactions with the first View are reflect5ed in the
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// second View's displayed frustum.
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//
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// Command line arguments are taken to be models for display. If you
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// specify no command line arguments, the code attempts to load cow.osgt.
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#include <osg/Geometry>
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#include <osg/DisplaySettings>
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#include <osg/MatrixTransform>
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#include <osg/LineWidth>
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#include <osgDB/ReadFile>
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#include <osgViewer/CompositeViewer>
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#include <osgGA/TrackballManipulator>
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// Given a Camera, create a wireframe representation of its
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// view frustum. Create a default representation if camera==NULL.
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osg::Node*
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makeFrustumFromCamera( osg::Camera* camera )
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{
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// Projection and ModelView matrices
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osg::Matrixd proj;
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osg::Matrixd mv;
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if (camera)
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{
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proj = camera->getProjectionMatrix();
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mv = camera->getViewMatrix();
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}
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else
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{
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// Create some kind of reasonable default Projection matrix.
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proj.makePerspective( 30., 1., 1., 10. );
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// leave mv as identity
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}
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// Get near and far from the Projection matrix.
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const double near = proj(3,2) / (proj(2,2)-1.0);
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const double far = proj(3,2) / (1.0+proj(2,2));
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// Get the sides of the near plane.
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const double nLeft = near * (proj(2,0)-1.0) / proj(0,0);
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const double nRight = near * (1.0+proj(2,0)) / proj(0,0);
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const double nTop = near * (1.0+proj(2,1)) / proj(1,1);
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const double nBottom = near * (proj(2,1)-1.0) / proj(1,1);
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// Get the sides of the far plane.
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const double fLeft = far * (proj(2,0)-1.0) / proj(0,0);
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const double fRight = far * (1.0+proj(2,0)) / proj(0,0);
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const double fTop = far * (1.0+proj(2,1)) / proj(1,1);
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const double fBottom = far * (proj(2,1)-1.0) / proj(1,1);
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// Our vertex array needs only 9 vertices: The origin, and the
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// eight corners of the near and far planes.
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osg::Vec3Array* v = new osg::Vec3Array;
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v->resize( 9 );
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(*v)[0].set( 0., 0., 0. );
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(*v)[1].set( nLeft, nBottom, -near );
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(*v)[2].set( nRight, nBottom, -near );
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(*v)[3].set( nRight, nTop, -near );
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(*v)[4].set( nLeft, nTop, -near );
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(*v)[5].set( fLeft, fBottom, -far );
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(*v)[6].set( fRight, fBottom, -far );
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(*v)[7].set( fRight, fTop, -far );
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(*v)[8].set( fLeft, fTop, -far );
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osg::Geometry* geom = new osg::Geometry;
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geom->setUseDisplayList( false );
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geom->setVertexArray( v );
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osg::Vec4Array* c = new osg::Vec4Array;
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c->push_back( osg::Vec4( 1., 1., 1., 1. ) );
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geom->setColorArray( c, osg::Array::BIND_OVERALL );
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GLushort idxLines[8] = {
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0, 5, 0, 6, 0, 7, 0, 8 };
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GLushort idxLoops0[4] = {
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1, 2, 3, 4 };
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GLushort idxLoops1[4] = {
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5, 6, 7, 8 };
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geom->addPrimitiveSet( new osg::DrawElementsUShort( osg::PrimitiveSet::LINES, 8, idxLines ) );
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geom->addPrimitiveSet( new osg::DrawElementsUShort( osg::PrimitiveSet::LINE_LOOP, 4, idxLoops0 ) );
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geom->addPrimitiveSet( new osg::DrawElementsUShort( osg::PrimitiveSet::LINE_LOOP, 4, idxLoops1 ) );
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable( geom );
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geode->getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED );
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// Create parent MatrixTransform to transform the view volume by
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// the inverse ModelView matrix.
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osg::MatrixTransform* mt = new osg::MatrixTransform;
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mt->setMatrix( osg::Matrixd::inverse( mv ) );
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mt->addChild( geode );
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return mt;
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}
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int
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main( int argc,
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char ** argv )
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{
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osg::ArgumentParser arguments( &argc, argv );
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osg::ref_ptr< osg::Group > root = new osg::Group;
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// Child 0: We'll replace this every frame with an updated representation
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// of the view frustum.
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root->addChild( makeFrustumFromCamera( NULL ) );
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osg::ref_ptr< osg::Node > scene = osgDB::readRefNodeFiles( arguments );
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if (!scene)
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{
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// User didn't specify anything, or file(s) didn't exist.
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// Try to load the cow...
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osg::notify( osg::WARN ) << arguments.getApplicationName() << ": Could not find specified files. Trying \"cow.osgt\" instead." << std::endl;
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scene = osgDB::readRefNodeFile("cow.osgt");
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if (!scene)
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{
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osg::notify( osg::FATAL ) << arguments.getApplicationName() << ": No data loaded." << std::endl;
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return 1;
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}
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}
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root->addChild( scene );
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osgViewer::CompositeViewer viewer( arguments );
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// Turn on FSAA, makes the lines look better.
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osg::DisplaySettings::instance()->setNumMultiSamples( 4 );
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// Create View 0 -- Just the loaded model.
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{
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osgViewer::View* view = new osgViewer::View;
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viewer.addView( view );
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view->setUpViewInWindow( 10, 10, 640, 480 );
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view->setSceneData( scene.get() );
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view->setCameraManipulator( new osgGA::TrackballManipulator );
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}
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// Create view 1 -- Contains the loaded moel, as well as a wireframe frustum derived from View 0's Camera.
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{
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osgViewer::View* view = new osgViewer::View;
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viewer.addView( view );
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view->setUpViewInWindow( 10, 510, 640, 480 );
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view->setSceneData( root.get() );
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view->setCameraManipulator( new osgGA::TrackballManipulator );
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}
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while (!viewer.done())
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{
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// Update the wireframe frustum
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root->removeChild( 0, 1 );
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root->insertChild( 0, makeFrustumFromCamera(
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viewer.getView( 0 )->getCamera() ) );
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viewer.frame();
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}
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return 0;
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}
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