1303 lines
58 KiB
C++
1303 lines
58 KiB
C++
/* OpenSceneGraph example, osgdelaunay.
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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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/** Example of use of delaunay triangulator with constraints.
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* this could be a method of generating terrains, a constraint forces certain edges to
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* exist in the triangulation.
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*/
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgViewer/Viewer>
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#include <osg/CoordinateSystemNode>
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#include <osgUtil/DelaunayTriangulator>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osg/Projection>
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#include <osg/MatrixTransform>
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#include <osgUtil/Tessellator> // tessellator triangulates the constrained triangles
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#include <osgText/Text>
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#include <sstream>
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#include <iostream>
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/** here are 2 common types of constraint
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* Area - forces an area to be filled; replacement geometry is a canopy and optional wall
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* Linear - constructs a closed loop of constant width around a line.
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*/
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class WallConstraint: public osgUtil::DelaunayConstraint { // forces lines to eb edge
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// wall constraint - can generate a wall at the coordinates of the constraint
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public:
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/** if you derive a class from DelaunayConstraint then you can create
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* a specific geometry creation routine.
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*/
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WallConstraint() : height(0), txxrepWall(10), txyrepWall(10) { }
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/** or create a wall around the constraint area: */
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virtual osg::Geometry * makeWallGeometry(void) const;
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/** for basic purposes, you can call these routines to make simple fill in geometries */
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virtual osg::DrawArrays* makeWall(void ) const { // build a wall height high around the constraint
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const osg::Vec3Array *_line= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
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return (new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,2*_line->size()));
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}
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virtual osg::Vec3Array *getWall(const float height) const;
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virtual osg::Vec2Array *getWallTexcoords(const float height) const;
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virtual osg::Vec3Array *getWallNormals(void) const {
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osg::ref_ptr<osg::Vec3Array> nrms=new osg::Vec3Array;
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const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
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for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
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const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
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if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP ||
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prset->getMode()==osg::PrimitiveSet::LINE_STRIP) { // loops and walls
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// start with the last point on the loop
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osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
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for (unsigned int i=0; i<prset->getNumIndices(); i++) {
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const osg::Vec3 curp=(*vertices)[prset->index (i)];
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osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
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nrm.normalize();
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nrms->push_back(nrm);
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nrms->push_back(nrm);
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prevp=curp;
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}
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const osg::Vec3 curp=(*vertices)[prset->index (0)];
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osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
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nrm.normalize();
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nrms->push_back(nrm);
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nrms->push_back(nrm);
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}
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}
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return nrms.release();
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}
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// geometry creation parameters
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void setWallTexrep(const float w,const float h) { txxrepWall=w;txyrepWall=h;}
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/** Wall Geometry will return with this texture applied: */
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void setTexture(const char *tx) { texture=tx;}
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/** fence/wall height */
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void setHeight(const float h) { height=h;}
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protected:
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float height;
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std::string texture;
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float txxrepWall, txyrepWall;
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};
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class ArealConstraint: public osgUtil::DelaunayConstraint { // forces edges of an area to fit triangles
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// areal constraint - general nonuniform field, forest, lake etc.
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public:
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/** if you derive a class from DelaunayConstraint then you can create
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* a specific geometry creation routine.
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*/
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ArealConstraint() : txxrepArea(10), txyrepArea(10),txxrepWall(10), txyrepWall(10) { }
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/** return a geometry that fills the constraint.
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*/
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virtual osg::Geometry * makeAreal( osg::Vec3Array *points);
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/** or create a wall around the constraint area: */
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virtual osg::Geometry * makeWallGeometry( osg::Vec3Array *points) ;
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/** for basic purposes, you can call these routines to make simple fill in geometries */
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virtual osg::DrawArrays* makeWall(void ) const;
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virtual osg::Vec3Array *getWall(const float height) const;
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virtual osg::Vec2Array *getWallTexcoords(const float height) const;
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virtual osg::Vec3Array *getWallNormals(void) const;
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/** Canopies are the same triangles as the terrain but offset by height above
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* (height might be 0). */
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virtual osg::DrawArrays* makeCanopy(void ) const;
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virtual osg::Vec3Array *getCanopy(const osg::Vec3Array *points,const float height) const;
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virtual osg::Vec2Array *getCanopyTexcoords(const osg::Vec3Array *points) const;
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virtual osg::Vec3Array *getCanopyNormals(const osg::Vec3Array *points) const;
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// geometry creation parameters
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void setTexrep(const float w,const float h) { txxrepArea=w;txyrepArea=h;}
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void setWallTexrep(const float w,const float h) { txxrepWall=w;txyrepWall=h;}
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/** Geometry will return with this texture applied: */
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void setWallTexture(const char *tx) { walltexture=tx;}
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/** Geometry will return with this texture applied: */
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void setTexture(const char *tx) { texture=tx;}
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/** fence/wall height */
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void setHeight(const float h) { height=h;}
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std::string walltexture;
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protected:
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float height;
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std::string texture;
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float txxrepArea, txyrepArea;
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float txxrepWall, txyrepWall;
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};
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class LinearConstraint: public osgUtil::DelaunayConstraint {
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/** forces edges of a "road" to fit triangles
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* if 2 roads cross, then the overlap will be replaced by a 'cross road'
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* and the roads built up to the cross roads with a texture along its length. */
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public:
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LinearConstraint() : osgUtil::DelaunayConstraint(), txxrepAlong(10), txyrepAcross(10), width(2) { }
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/** geometry creation parameters */
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/* Width of linear feature (eg road, railway) */
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void setWidth(const float w) { width=w;}
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/** Texture repeat distance across linear (often equal to width) and along its length */
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virtual void setTexrep(const float w,const float h) { txyrepAcross=h;txxrepAlong=w; }
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/** generate constant width around line - creates the area to be cut into the terrain. */
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virtual void setVertices( osg::Vec3Array *lp, const float width);
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/** return a geometry that fills the constraint.
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*/
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virtual osg::Geometry *makeGeometry(const osg::Vec3Array *points) ;
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/** return normals array - flat shaded */
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osg::Vec3Array* getNormals(const osg::Vec3Array *points);
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/** Roads apply a texture proportional to length along the road line. */
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virtual osg::DrawArrays* makeRoad( ) const;
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virtual osg::Vec3Array *getRoadVertices() const;
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virtual osg::Vec2Array *getRoadTexcoords(const osg::Vec3Array *points) ;
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virtual osg::Vec3Array *getRoadNormals(const osg::Vec3Array *points) const;
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/** Geometry will return with this texture applied: */
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void setTexture(const char *tx) { texture=tx;}
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protected:
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osg::ref_ptr<osg::Vec2Array> _tcoords;
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osg::ref_ptr<osg::Vec3Array> _edgecoords;
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float txxrepAlong, txyrepAcross;
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std::string texture;
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float width; // width of a linear feature
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osg::ref_ptr<osg::Vec3Array> _midline; // defines the midline of a road, rail etc.
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};
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/** a specific type of constaint - that replaces an area with a pyramid */
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class pyramid : public osgUtil::DelaunayConstraint {
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/** sample user constriant - creates hole in terrain to fit base of pyramid, and
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* geometry of an Egyptian pyramid to fit the hole. */
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public:
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pyramid() : _side(100.) {}
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void setpos(const osg::Vec3 p, const float size) { _pos=p;_side=size;}
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virtual osg::Geometry * makeGeometry(void) const
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{
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// create pyramid geometry. Centre plus points around base
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const osg::Vec3Array *_line= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
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osg::Geometry *gm=new osg::Geometry;
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osg::Vec3Array *pts=new osg::Vec3Array;
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osg::Vec3Array *norms=new osg::Vec3Array;
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osg::Vec2Array *tcoords=new osg::Vec2Array;
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int ip;
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pts->push_back(_pos+osg::Vec3(0,0,_side)*0.5);
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for (ip=0; ip<4; ip++) {
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pts->push_back((*_line)[ip]);
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}
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for (ip=1; ip<5; ip++) {
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osg::Vec3 nrm=((*pts)[ip]-(*pts)[0])^((*pts)[ip==4?0:ip+1]-(*pts)[ip]);
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nrm.normalize( );
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norms->push_back(nrm);
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}
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gm->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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gm->setVertexArray(pts);
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osg::StateSet *dstate= gm->getOrCreateStateSet( );
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dstate->setMode( GL_LIGHTING, osg::StateAttribute::ON );
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osg::Image* image = osgDB::readImageFile("Images/Brick-Std-Orange.TGA");
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if (image)
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{
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osg::Texture2D* txt = new osg::Texture2D;
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txt->setImage(image);
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txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
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txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
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dstate->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
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}
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gm->setNormalArray(norms);
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//// gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,0,6));
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osg::DrawElementsUInt *dui=new osg::DrawElementsUInt(GL_TRIANGLES);
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for (ip=0; ip<4; ip++) {
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dui->push_back(0);
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dui->push_back(ip+1);
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dui->push_back(ip==3?1:ip+2);
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}
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tcoords->push_back(osg::Vec2(2,4));
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tcoords->push_back(osg::Vec2(0,0));
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tcoords->push_back(osg::Vec2(4,0));
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tcoords->push_back(osg::Vec2(0,0));
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tcoords->push_back(osg::Vec2(4,0));
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gm->setTexCoordArray(0,tcoords);
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gm->addPrimitiveSet(dui);
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return gm;
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}
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virtual void calcVertices( void) { // must have a position first
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osg::Vec3Array *edges=new osg::Vec3Array;
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osg::Vec3 valong;
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edges->push_back(_pos+osg::Vec3(0.5,0.5,0)*_side);
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edges->push_back(_pos+osg::Vec3(-0.5,0.5,0)*_side);
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edges->push_back(_pos+osg::Vec3(-0.5,-0.5,0)*_side);
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edges->push_back(_pos+osg::Vec3(0.5,-0.5,0)*_side);
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setVertexArray(edges);
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}
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private:
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osg::Vec3 _pos; // where the pyramid is
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float _side ; // length of side
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};
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float getheight(const float x, const float y)
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{ // returns the x,y,height of terrain
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return 150*sin(x*.0020)*cos(y*.0020);
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}
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osg::Vec3d getpt(const int np)
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{ // returns the x,y,height of terrain up to maxp^2 points
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static int maxp =40;
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int i=np/maxp;
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int j=np%maxp;
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// make the random scale 0.00 if you want an equispaced XY grid.
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float x=3000.0/(maxp-1)*i+16.*(float)rand()/RAND_MAX;
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float y=3000.0/(maxp-1)*j+16.*(float)rand()/RAND_MAX;
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float z=getheight(x,y);
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if (np>=maxp*maxp) z=-1.e32;
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return osg::Vec3d(x,y,z);
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}
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osg::Node* createHUD(const int ndcs,std::string what)
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{ // add a string reporting the type of winding rule tessellation applied
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osg::Geode* geode = new osg::Geode();
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std::string timesFont("fonts/arial.ttf");
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// turn lighting off for the text and disable depth test to ensure its always ontop.
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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// Disable depth test, and make sure that the hud is drawn after everything
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// else so that it always appears ontop.
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stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
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stateset->setRenderBinDetails(11,"RenderBin");
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osg::Vec3 position(50.0f,900.0f,0.0f);
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osg::Vec3 delta(0.0f,-35.0f,0.0f);
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{
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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std::ostringstream cue;
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cue<<"Delaunay triangulation with constraints level "<<ndcs <<"\n"<< what;
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText(cue.str());
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text->setColor(osg::Vec4(1.0,1.0,0.8,1.0));
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position += delta*(ndcs+2);
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#if 0
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text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText("(use 'W' wireframe & 'T' texture to visualise mesh)");
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text->setColor(osg::Vec4(1.0,1.0,0.8,1.0));
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position += delta;
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#endif
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}
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{
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText("Press 'n' to add another constraint.");
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}
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// create the hud.
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osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
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modelview_abs->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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modelview_abs->setMatrix(osg::Matrix::identity());
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modelview_abs->addChild(geode);
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osg::Projection* projection = new osg::Projection;
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projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
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projection->addChild(modelview_abs);
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return projection;
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}
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osg::Group *makedelaunay(const int ndcs)
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{ // create a terrain tile. This is just an example!
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// ndcs is the number of delaunay constraints to be applied
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osg::ref_ptr<osg::Group> grp=new osg::Group;
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osg::ref_ptr<osg::Geode> geode=new osg::Geode;
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osg::ref_ptr<osgUtil::DelaunayTriangulator> trig=new osgUtil::DelaunayTriangulator();
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osg::StateSet *stateset=geode->getOrCreateStateSet();
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osg::Vec3Array *points=new osg::Vec3Array;
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osg::Image* image = osgDB::readImageFile("Images/blueFlowers.png");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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texture->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
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texture->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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unsigned int i;
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int eod=0;
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while (eod>=0) {
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osg::Vec3d pos=getpt(eod);
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if (pos.z()>-10000) {
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points->push_back(pos);
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eod++;
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} else {
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eod=-9999;
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}
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}
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std::vector < pyramid* > pyrlist;
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osg::ref_ptr<WallConstraint> wc; // This example does not remove the interior
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osg::ref_ptr<ArealConstraint> dc2;
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osg::ref_ptr<ArealConstraint> forest;
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osg::ref_ptr<LinearConstraint> dc3;
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osg::ref_ptr<LinearConstraint> dc6;
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osg::ref_ptr<LinearConstraint> dc6a;
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osg::ref_ptr<LinearConstraint> dc8;
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osg::ref_ptr<LinearConstraint> forestroad;
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osg::ref_ptr<LinearConstraint> forestroad2;
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osg::ref_ptr<LinearConstraint> forestroad3;
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osg::ref_ptr<osgUtil::DelaunayConstraint> dc;
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std::ostringstream what;
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if (1==0) { // add a simple constraint of few points
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osg::ref_ptr<osgUtil::DelaunayConstraint> dc=new osgUtil::DelaunayConstraint;
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osg::Vec3Array *bounds=new osg::Vec3Array;
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unsigned int nmax=4;
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for (i=0 ; i<nmax; i++) {
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float x=910.0+800.0*(i)/(float)nmax,y=810.0+6000*(i-1)*(i-1)/(float)(nmax*nmax);
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bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
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}
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dc->setVertexArray(bounds);
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dc->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,nmax) );
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trig->addInputConstraint(dc.get());
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what << nmax << " point simple constraint\n";
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}
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if (ndcs>0) { // add 5 pyramids
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for (unsigned int ipy=0; ipy<5/*5*/; ipy++) {
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osg::ref_ptr<pyramid> pyr=new pyramid;
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float x=2210+ipy*120, y=1120+ipy*220;
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pyr->setpos(osg::Vec3(x,y,getheight(x,y)),125.0+10*ipy);
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pyr->calcVertices(); // make vertices
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pyr->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,4) );
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trig->addInputConstraint(pyr.get());
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pyrlist.push_back(pyr.get());
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}
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what << 5 << " pyramids\n";
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if (ndcs>1) {
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// add a simple constraint feature - this can cut holes in the terrain or just leave the triangles
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// with edges forced to the constraint.
|
|
dc=new osgUtil::DelaunayConstraint;
|
|
osg::Vec3Array *bounds=new osg::Vec3Array;
|
|
for (i=0 ; i<12; i++) {
|
|
float x=610.0+420*sin(i/3.0),y=610.0+420*cos(i/3.0);
|
|
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
|
|
}
|
|
dc->setVertexArray(bounds);
|
|
dc->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,12) );
|
|
|
|
trig->addInputConstraint(dc.get());
|
|
what << 12 << " point closed loop";
|
|
|
|
if (ndcs>2) {
|
|
wc=new WallConstraint; // This example does not remove the interior
|
|
// eg to force terrain edges that are on ridges in the terrain etc.
|
|
// use wireframe to see the constrained edges.
|
|
// NB this is not necessarily a closed loop of edges.
|
|
// we do however build a wall at the coordinates.
|
|
bounds=new osg::Vec3Array;
|
|
for (i=0 ; i<5; i++) {
|
|
float x=1610.0+420*sin(i/1.0),y=1610.0+420*cos(i/1.0);
|
|
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
|
|
}
|
|
wc->setVertexArray(bounds);
|
|
wc->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5) );
|
|
wc->setHeight(12.0);
|
|
trig->addInputConstraint(wc.get());
|
|
what << " with interior removed\n";
|
|
what << 5 << " point wall derived constraint\n";
|
|
|
|
if (ndcs>3) {
|
|
// add a removed area and replace it with a different texture
|
|
dc2=new ArealConstraint;
|
|
bounds=new osg::Vec3Array;
|
|
for (i=0 ; i<18; i++) {
|
|
float x=1610.0+420*sin(i/3.0),y=610.0+220*cos(i/3.0);
|
|
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
|
|
}
|
|
dc2->setVertexArray(bounds);
|
|
dc2->setTexrep(100,100); // texture is repeated at this frequency
|
|
dc2->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,18) );
|
|
trig->addInputConstraint(dc2.get());
|
|
what << 18 << " point area replaced\n";
|
|
|
|
if (ndcs>4) {
|
|
dc3=new LinearConstraint;
|
|
// a linear feature or 'road'
|
|
osg::Vec3Array *verts=new osg::Vec3Array;
|
|
for (i=0 ; i<32; i++) {
|
|
float x=610.0+50*i+90*sin(i/5.0),y=1110.0+90*cos(i/5.0);
|
|
verts->push_back(osg::Vec3(x,y,getheight(x,y)));
|
|
}
|
|
dc3->setVertices(verts,9.5); // width of road
|
|
for (osg::Vec3Array::iterator vit=points->begin(); vit!=points->end(); ) {
|
|
if (dc3->contains(*vit)) {
|
|
vit=points->erase(vit);
|
|
} else {
|
|
vit++;
|
|
}
|
|
}
|
|
trig->addInputConstraint(dc3.get());
|
|
what << 32 << " point road constraint\n";
|
|
if (ndcs>5) {
|
|
// add a removed area and replace it with a 'forest' with textured roof and walls
|
|
forest=new ArealConstraint;
|
|
bounds=new osg::Vec3Array;
|
|
for (i=0 ; i<12; i++) {
|
|
float x=610.0+420*sin(i/2.0),y=1810.0+420*cos(i/2.0);
|
|
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
|
|
}
|
|
forest->setVertexArray(bounds);
|
|
forest->setHeight(50);
|
|
forest->setWallTexrep(100,50);
|
|
forest->setTexrep(100,100); // texture is repeated at this frequency
|
|
forest->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,12) );
|
|
if (ndcs==6) trig->addInputConstraint(forest.get());
|
|
what << 12 << " point forest constraint\n";
|
|
|
|
if (ndcs>6) { // add roads that intersect forest
|
|
osg::ref_ptr<osgUtil::DelaunayConstraint> forestplus=new osgUtil::DelaunayConstraint;
|
|
forestroad=new LinearConstraint;
|
|
verts=new osg::Vec3Array;
|
|
for (i=0 ; i<12; i++) {
|
|
int ip=(i-6)*(i-6);
|
|
float xp=410.0+20.0*ip;
|
|
float y=1210.0+150*i;
|
|
verts->push_back(osg::Vec3(xp,y,getheight(xp,y)));
|
|
}
|
|
forestroad->setVertices(verts,22); // add road
|
|
forestplus->merge(forestroad.get());
|
|
forestroad2=new LinearConstraint;
|
|
verts=new osg::Vec3Array;
|
|
for (i=0 ; i<12; i++) {
|
|
int ip=(i-6)*(i-6);
|
|
float xp=810.0-10.0*ip;
|
|
float y=1010.0+150*i;
|
|
verts->push_back(osg::Vec3(xp,y,getheight(xp,y)));
|
|
}
|
|
forestroad2->setVertices(verts,22); // add road
|
|
forestplus->merge(forestroad2.get());
|
|
forestroad3=new LinearConstraint;
|
|
verts=new osg::Vec3Array;
|
|
for (i=0 ; i<6; i++) {
|
|
int ip=(i-6)*(i-6);
|
|
float xp=210.0+140.0*i+ip*10.0;
|
|
float y=1510.0+150*i;
|
|
verts->push_back(osg::Vec3(xp,y,getheight(xp,y)));
|
|
}
|
|
forestroad3->setVertices(verts,22); // add road
|
|
forestplus->merge(forestroad3.get());
|
|
forestplus->merge(forest.get());
|
|
forestplus->handleOverlaps();
|
|
for (osg::Vec3Array::iterator vit=points->begin(); vit!=points->end(); ) {
|
|
if (forestroad->contains(*vit)) {
|
|
vit=points->erase(vit);
|
|
} else if (forestroad2->contains(*vit)) {
|
|
vit=points->erase(vit);
|
|
} else if (forestroad3->contains(*vit)) {
|
|
vit=points->erase(vit);
|
|
} else {
|
|
vit++;
|
|
}
|
|
}
|
|
trig->addInputConstraint(forestplus.get());
|
|
what << " roads intersect forest constraint\n";
|
|
if (ndcs>7) {
|
|
// this option adds a more complex DC
|
|
// made of several (ok 2 - extend your own way) overlapping DC's
|
|
osg::ref_ptr<osgUtil::DelaunayConstraint> dcoverlap=new osgUtil::DelaunayConstraint;
|
|
float x=1200; float y=1900;
|
|
{
|
|
verts=new osg::Vec3Array;
|
|
dc6=new LinearConstraint;
|
|
verts->push_back(osg::Vec3(x-180,y,getheight(x-180,y)));
|
|
verts->push_back(osg::Vec3(x+180,y,getheight(x+180,y)));
|
|
dc6->setVertices(verts,22); // width of road
|
|
dcoverlap->merge(dc6.get());
|
|
}
|
|
{
|
|
dc6a= new LinearConstraint;
|
|
verts=new osg::Vec3Array;
|
|
verts->push_back(osg::Vec3(x,y-180,getheight(x,y-180)));
|
|
verts->push_back(osg::Vec3(x-20,y,getheight(x,y)));
|
|
verts->push_back(osg::Vec3(x,y+180,getheight(x,y+180)));
|
|
dc6a->setVertices(verts,22); // width of road
|
|
dcoverlap->merge(dc6a.get());
|
|
}
|
|
what << "2 intersecting roads, with added points\n";
|
|
if (ndcs>9) {
|
|
// add yet more roads
|
|
dc8= new LinearConstraint;
|
|
verts=new osg::Vec3Array;
|
|
float rad=60.0;
|
|
for (float theta=0; theta<4*osg::PI; theta+=0.1*osg::PI) {
|
|
float xp=x+rad*cos(theta), yp=y+rad*sin(theta);
|
|
verts->push_back(osg::Vec3(xp,yp,getheight(xp,yp)));
|
|
rad+=2.5;
|
|
}
|
|
dc8->setVertices(verts,16); // width of road
|
|
dcoverlap->merge(dc8.get());
|
|
what << "Spiral road crosses several other constraints.";
|
|
}
|
|
dcoverlap->handleOverlaps();
|
|
if (ndcs>8) {
|
|
// remove vertices cleans up the texturing at the intersection.
|
|
dcoverlap->removeVerticesInside(dc6.get());
|
|
dcoverlap->removeVerticesInside(dc6a.get());
|
|
if (dc8.valid()) dcoverlap->removeVerticesInside(dc8.get());
|
|
what << " remove internal vertices to improve texturing.";
|
|
}
|
|
for (osg::Vec3Array::iterator vit=points->begin(); vit!=points->end(); ) {
|
|
if (dcoverlap->contains(*vit)) {
|
|
vit=points->erase(vit);
|
|
} else {
|
|
vit++;
|
|
}
|
|
}
|
|
trig->addInputConstraint(dcoverlap.get());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} // ndcs>0
|
|
trig->setInputPointArray(points);
|
|
|
|
/** NB you need to supply a vec3 array for the triangulator to calculate normals into */
|
|
osg::Vec3Array *norms=new osg::Vec3Array;
|
|
trig->setOutputNormalArray(norms);
|
|
|
|
trig->triangulate();
|
|
osg::notify(osg::WARN) << " End of trig\n " <<std::endl;
|
|
|
|
// Calculate the texture coordinates after triangulation as
|
|
//the points may get disordered by the triangulate function
|
|
osg::ref_ptr<osg::Geometry> gm=new osg::Geometry;
|
|
gm->setVertexArray(points); // points may have been modified in order by triangulation.
|
|
/** calculate texture coords for terrain points */
|
|
if (image) {
|
|
float repeat=150.0, ry=150.0; // how often to repeat texture
|
|
osg::Vec2Array *tcoords=new osg::Vec2Array;
|
|
for (osg::Vec3Array::iterator itr=points->begin(); itr!=points->end(); itr++) {
|
|
osg::Vec2 tcatxy((*itr).x()/repeat,(*itr).y()/ry);
|
|
tcoords->push_back(tcatxy);
|
|
}
|
|
gm->setTexCoordArray(0,tcoords);
|
|
}
|
|
gm->addPrimitiveSet(trig->getTriangles());
|
|
gm->setNormalArray(trig->getOutputNormalArray());
|
|
gm->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
|
|
geode->addDrawable(gm.get());
|
|
if (ndcs>0) {
|
|
for ( std::vector < pyramid* >::iterator itr=pyrlist.begin(); itr!=pyrlist.end(); itr++) {
|
|
trig->removeInternalTriangles(*itr);
|
|
geode->addDrawable((*itr)->makeGeometry()); // this fills the holes of each pyramid with geometry
|
|
}
|
|
|
|
if (ndcs>2) {
|
|
trig->removeInternalTriangles(dc.get());
|
|
|
|
wc->setTexture("Images/Brick-Norman-Brown.TGA"); // wall looks like brick
|
|
geode->addDrawable(wc->makeWallGeometry()); // this creates wall at wc drawarrays
|
|
if (ndcs>3) {
|
|
trig->removeInternalTriangles(dc2.get());
|
|
osg::ref_ptr<osg::Vec3Array> arpts=dc2->getPoints(points);
|
|
dc2->setTexture("Images/purpleFlowers.png");
|
|
geode->addDrawable(dc2->makeAreal(arpts.get())); // this creates fill in geometry
|
|
|
|
if (ndcs>4) { // a simple "road"
|
|
trig->removeInternalTriangles(dc3.get());
|
|
dc3->setTexture ("Images/road.png");
|
|
dc3->setTexrep(40,9.5); // texture is repeated at this frequency
|
|
geode->addDrawable(dc3->makeGeometry(points)); // this creates road geometry
|
|
|
|
if (ndcs>5) {
|
|
if (ndcs>6) { // road & forest overlap - order of removal is important
|
|
trig->removeInternalTriangles(forestroad.get());
|
|
trig->removeInternalTriangles(forestroad2.get());
|
|
trig->removeInternalTriangles(forestroad3.get());
|
|
}
|
|
trig->removeInternalTriangles(forest.get());
|
|
forest->setTexture("Images/forestRoof.png");
|
|
osg::ref_ptr<osg::Vec3Array> locpts=forest->getPoints(points);
|
|
geode->addDrawable(forest->makeAreal(locpts.get()));
|
|
|
|
forest->setWallTexture("Images/forestWall.png");
|
|
geode->addDrawable(forest->makeWallGeometry(locpts.get()) );
|
|
for (osg::Vec3Array::iterator vit=(*locpts).begin(); vit!=(*locpts).end(); vit++) {
|
|
(*vit)+=osg::Vec3(0,0,30);
|
|
}
|
|
|
|
if (ndcs>6) {// road & forest overlap
|
|
forestroad->setTexture ("Images/road.png");
|
|
forestroad->setTexrep(40,22); // texture is repeated at this frequency
|
|
geode->addDrawable(forestroad->makeGeometry(points)); // this creates road geometry
|
|
forestroad2->setTexture ("Images/road.png");
|
|
forestroad2->setTexrep(40,22); // texture is repeated at this frequency
|
|
geode->addDrawable(forestroad2->makeGeometry(points)); // this creates road geometry
|
|
forestroad3->setTexture ("Images/road.png");
|
|
forestroad3->setTexrep(40,22); // texture is repeated at this frequency
|
|
geode->addDrawable(forestroad3->makeGeometry(points)); // this creates road geometry
|
|
if (ndcs>7) {// several overlapping DC's - add geom
|
|
trig->removeInternalTriangles(dc6.get());
|
|
// dc6->makeDrawable();
|
|
// dc6a->makeDrawable();
|
|
dc6->setTexture ("Images/road.png");
|
|
dc6->setTexrep(40,22); // texture is repeated at this frequency
|
|
geode->addDrawable(dc6->makeGeometry(points)); // this creates road geometry
|
|
trig->removeInternalTriangles(dc6a.get());
|
|
dc6a->setTexture ("Images/road.png");
|
|
dc6a->setTexrep(40,22); // texture is repeated at this frequency
|
|
geode->addDrawable(dc6a->makeGeometry(points)); // this creates road geometry
|
|
if (dc8.valid()) {
|
|
trig->removeInternalTriangles(dc8.get());
|
|
dc8->setTexture ("Images/road.png");
|
|
dc8->setTexrep(40,16); // texture is repeated at this frequency
|
|
geode->addDrawable(dc8->makeGeometry(points)); // this creates road geometry
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
grp->addChild(geode.get());
|
|
grp->addChild(createHUD(ndcs,what.str()));
|
|
return grp.release();
|
|
}
|
|
|
|
class KeyboardEventHandler : public osgGA::GUIEventHandler
|
|
{ // extra event handler traps 'n' key to re-triangulate the basic terrain.
|
|
public:
|
|
|
|
KeyboardEventHandler(osgViewer::Viewer &vr):
|
|
viewer(vr), iview(0) {}
|
|
|
|
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
|
|
{
|
|
switch(ea.getEventType())
|
|
{
|
|
case(osgGA::GUIEventAdapter::KEYDOWN):
|
|
{
|
|
if (ea.getKey()=='n')
|
|
{
|
|
iview++;
|
|
if (iview>10) iview=0;
|
|
osg::ref_ptr<osg::Node> loadedModel = makedelaunay(iview);
|
|
viewer.setSceneData(loadedModel.get());
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
osgViewer::Viewer &viewer;
|
|
int iview;
|
|
};
|
|
|
|
osg::Vec3Array * WallConstraint::getWall(const float height) const
|
|
{ // return array of points for a wall height high around the constraint
|
|
osg::Vec3Array *wall=new osg::Vec3Array;
|
|
if (height>0.0) {
|
|
osg::Vec3 off(0,0,height);
|
|
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
|
|
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
|
|
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
|
|
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP ||
|
|
prset->getMode()==osg::PrimitiveSet::LINE_STRIP) { // nothing else loops
|
|
// start with the last point on the loop
|
|
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
wall->push_back(curp);
|
|
wall->push_back(curp+off);
|
|
}
|
|
const osg::Vec3 curp=(*vertices)[prset->index (0)];
|
|
wall->push_back(curp);
|
|
wall->push_back(curp+off);
|
|
}
|
|
}
|
|
}
|
|
return wall;
|
|
}
|
|
osg::Vec2Array * WallConstraint::getWallTexcoords(const float height) const
|
|
{ // return array of points for a wall height high around the constraint
|
|
osg::Vec2Array *tcoords= NULL;
|
|
if (height>0.0) {
|
|
float texrepRound=txxrepWall;
|
|
tcoords= new osg::Vec2Array;
|
|
float circumference=0; // distance around wall to get exact number of repeats of texture
|
|
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
|
|
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
|
|
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
|
|
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
|
|
unsigned int i;
|
|
for (i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
circumference+=(curp-prevp).length();
|
|
prevp=curp;
|
|
}
|
|
const osg::Vec3 curp=(*vertices)[prset->index (0)];
|
|
circumference+=(curp-prevp).length();
|
|
|
|
int nround=(int)(circumference/txxrepWall);
|
|
if (nround<1) nround=1; // at least one repeat.
|
|
texrepRound=circumference/nround;
|
|
|
|
float ds=0;
|
|
prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
|
|
if (tcoords) {
|
|
for (i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
ds+=(curp-prevp).length();
|
|
prevp=curp;
|
|
}
|
|
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
}
|
|
} // per primitiveset
|
|
|
|
}
|
|
return tcoords;
|
|
}
|
|
osg::Geometry *WallConstraint::makeWallGeometry() const
|
|
{
|
|
osg::ref_ptr<osg::Geometry> gm=new osg::Geometry; // the wall
|
|
if (texture!="") {
|
|
osg::Image* image = osgDB::readImageFile(texture.c_str());
|
|
if (image)
|
|
{
|
|
osg::Texture2D* txt = new osg::Texture2D;
|
|
osg::StateSet* stateset = gm->getOrCreateStateSet();
|
|
txt->setImage(image);
|
|
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
|
|
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
|
|
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
|
|
osg::Material* material = new osg::Material;
|
|
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,0.0f,1.0f));
|
|
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
stateset->setAttribute(material,osg::StateAttribute::ON);
|
|
stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
|
|
}
|
|
}
|
|
gm->setVertexArray(getWall(height));
|
|
gm->addPrimitiveSet(makeWall());
|
|
gm->setTexCoordArray(0,getWallTexcoords(height));
|
|
gm->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
|
|
gm->setNormalArray(getWallNormals()); // this creates normals to walls
|
|
|
|
return gm.release();
|
|
}
|
|
|
|
osg::Vec3Array *ArealConstraint::getWallNormals() const
|
|
{
|
|
osg::Vec3Array *nrms=new osg::Vec3Array;
|
|
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
|
|
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
|
|
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
|
|
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP) { // nothing else loops
|
|
// start with the last point on the loop
|
|
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
|
|
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
|
|
nrm.normalize();
|
|
nrms->push_back(nrm);
|
|
nrms->push_back(nrm);
|
|
prevp=curp;
|
|
}
|
|
const osg::Vec3 curp=(*vertices)[prset->index (0)];
|
|
osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
|
|
nrm.normalize();
|
|
nrms->push_back(nrm);
|
|
nrms->push_back(nrm);
|
|
}
|
|
}
|
|
return nrms;
|
|
}
|
|
|
|
|
|
osg::Vec3Array * ArealConstraint::getWall(const float height) const
|
|
{ // return array of points for a wall height high around the constraint
|
|
osg::Vec3Array *wall=new osg::Vec3Array;
|
|
if (height>0.0) {
|
|
osg::Vec3 off(0,0,height);
|
|
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
|
|
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
|
|
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
|
|
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP) { // nothing else loops
|
|
// start with the last point on the loop
|
|
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
wall->push_back(curp);
|
|
wall->push_back(curp+off);
|
|
}
|
|
const osg::Vec3 curp=(*vertices)[prset->index (0)];
|
|
wall->push_back(curp);
|
|
wall->push_back(curp+off);
|
|
}
|
|
}
|
|
}
|
|
return wall;
|
|
}
|
|
|
|
osg::Vec2Array * ArealConstraint::getWallTexcoords(const float height) const
|
|
{ // return array of points for a wall height high around the constraint
|
|
osg::Vec2Array *tcoords= NULL;
|
|
if (height>0.0) {
|
|
float texrepRound=txxrepWall;
|
|
tcoords= new osg::Vec2Array;
|
|
float circumference=0; // distance around wall to get exact number of repeats of texture
|
|
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
|
|
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
|
|
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
|
|
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
|
|
unsigned int i;
|
|
for (i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
circumference+=(curp-prevp).length();
|
|
prevp=curp;
|
|
}
|
|
const osg::Vec3 curp=(*vertices)[prset->index (0)];
|
|
circumference+=(curp-prevp).length();
|
|
|
|
int nround=(int)(circumference/txxrepWall);
|
|
if (nround<1) nround=1; // at least one repeat.
|
|
texrepRound=circumference/nround;
|
|
|
|
float ds=0;
|
|
prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
|
|
if (tcoords) {
|
|
for (i=0; i<prset->getNumIndices(); i++) {
|
|
const osg::Vec3 curp=(*vertices)[prset->index (i)];
|
|
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
ds+=(curp-prevp).length();
|
|
prevp=curp;
|
|
}
|
|
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
|
|
tcoords->push_back(tci);
|
|
}
|
|
} // per primitiveset
|
|
}
|
|
return tcoords;
|
|
}
|
|
osg::DrawArrays* ArealConstraint::makeCanopy( void ) const
|
|
{
|
|
return (new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,3*_interiorTris.size()));
|
|
}
|
|
osg::Vec3Array *ArealConstraint::getCanopy(const osg::Vec3Array *points,const float height) const
|
|
{ // returns the array of vertices in the canopy
|
|
osg::Vec3 off(0,0,height);
|
|
osg::Vec3Array *internals=new osg::Vec3Array;
|
|
trilist::const_iterator tritr;
|
|
for (tritr=_interiorTris.begin(); tritr!=_interiorTris.end();tritr++) {
|
|
for (int i=0; i<3; i++) {
|
|
int index=(*tritr)[i];
|
|
internals->push_back((*points)[index]+off);
|
|
}
|
|
}
|
|
return internals;
|
|
}
|
|
osg::Vec3Array *ArealConstraint::getCanopyNormals(const osg::Vec3Array *points) const
|
|
{
|
|
osg::Vec3Array *nrms=new osg::Vec3Array;
|
|
trilist::const_iterator tritr;
|
|
for (tritr=_interiorTris.begin(); tritr!=_interiorTris.end();tritr++) {
|
|
osg::Vec3 e1=(*points)[(*tritr)[1]]-(*points)[(*tritr)[0]];
|
|
osg::Vec3 e2=(*points)[(*tritr)[2]]-(*points)[(*tritr)[0]];
|
|
osg::Vec3 nrm=e1^e2;
|
|
nrm.normalize();
|
|
nrms->push_back(nrm);
|
|
}
|
|
return nrms;
|
|
}
|
|
|
|
osg::Vec2Array *ArealConstraint::getCanopyTexcoords(const osg::Vec3Array *points) const
|
|
{
|
|
osg::Vec3Array::const_iterator tritr;
|
|
osg::ref_ptr<osg::Vec2Array> tcoords= new osg::Vec2Array ;
|
|
for (tritr=points->begin(); tritr!=points->end();tritr++) {
|
|
// calculate tcoords for terrain from xy drape.
|
|
osg::Vec2 tci=osg::Vec2f(tritr->x()/txxrepArea, tritr->y()/txyrepArea);
|
|
tcoords->push_back(tci);
|
|
}
|
|
return tcoords.release();
|
|
}
|
|
|
|
osg::DrawArrays * ArealConstraint::makeWall(void) const
|
|
{ // build a wall height high around the constraint
|
|
const osg::Vec3Array *_line= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
|
|
return (new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,2+2*_line->size()));
|
|
}
|
|
|
|
osg::Geometry *ArealConstraint::makeWallGeometry( osg::Vec3Array *pt)
|
|
{
|
|
osg::ref_ptr<osg::Geometry> gm=new osg::Geometry; // the wall
|
|
osg::ref_ptr<osg::Geometry> edges=new osg::Geometry; // edges of bounds
|
|
edges->setVertexArray(pt);
|
|
osg::DrawElementsUInt *trgeom=getTriangles();
|
|
edges->addPrimitiveSet(trgeom);
|
|
|
|
osg::ref_ptr<osgUtil::Tessellator> tscx=new osgUtil::Tessellator; // this assembles all the constraints
|
|
tscx->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tessellator::TESS_WINDING_NONZERO);
|
|
// find all edges.
|
|
const osg::Vec3Array *points=dynamic_cast<osg::Vec3Array*>(getVertexArray());
|
|
|
|
tscx->retessellatePolygons(*(edges)); // find all edges
|
|
|
|
if (walltexture!="") {
|
|
osg::Image* image = osgDB::readImageFile(walltexture.c_str());
|
|
if (image)
|
|
{
|
|
osg::Texture2D* txt = new osg::Texture2D;
|
|
osg::StateSet* stateset = gm->getOrCreateStateSet();
|
|
txt->setImage(image);
|
|
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
|
|
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
|
|
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
|
|
}
|
|
}
|
|
points=dynamic_cast<osg::Vec3Array*>(edges->getVertexArray());
|
|
int nstart=0;
|
|
osg::ref_ptr<osg::Vec3Array> coords=new osg::Vec3Array;
|
|
osg::ref_ptr<osg::Vec2Array> tcoords=new osg::Vec2Array;
|
|
for (unsigned int i=0; i<edges->getNumPrimitiveSets(); i++) {
|
|
osg::PrimitiveSet *pr=edges->getPrimitiveSet(i);
|
|
if (pr->getMode() == osg::PrimitiveSet::LINE_LOOP) {
|
|
float ds=0;
|
|
for (unsigned int icon=0; icon<pr->getNumIndices(); icon++) {
|
|
unsigned int ithis=pr->index(icon);
|
|
osg::Vec3 pt= (*points)[ithis];
|
|
coords->push_back(pt);
|
|
coords->push_back(pt+osg::Vec3(0,0,height));
|
|
tcoords->push_back(osg::Vec2(ds/txxrepWall,0));
|
|
tcoords->push_back(osg::Vec2(ds/txxrepWall,1.0));
|
|
if (icon<pr->getNumIndices()-1) ds+=((*points)[pr->index(icon+1)]-(*points)[ithis]).length();
|
|
else ds+=((*points)[pr->index(0)]-(*points)[ithis]).length();
|
|
}
|
|
// repeat first point
|
|
unsigned int ithis=pr->index(0);
|
|
coords->push_back((*points)[ithis]);
|
|
coords->push_back((*points)[ithis]+osg::Vec3(0,0,height));
|
|
tcoords->push_back(osg::Vec2(ds/txxrepWall,0));
|
|
tcoords->push_back(osg::Vec2(ds/txxrepWall,1.0));
|
|
gm->setVertexArray(coords.get());
|
|
gm->setTexCoordArray(0,tcoords.get());
|
|
gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,nstart,2+2*pr->getNumIndices()));
|
|
nstart+=2+2*pr->getNumIndices();
|
|
}
|
|
}
|
|
|
|
return gm.release();
|
|
}
|
|
|
|
|
|
osg::Geometry * ArealConstraint::makeAreal( osg::Vec3Array *points)
|
|
{
|
|
osg::ref_ptr<osg::Geometry> gm; // the fill in area
|
|
if (_interiorTris.size()>0) {
|
|
gm =new osg::Geometry; // the forest roof
|
|
gm->setVertexArray(points);
|
|
osg::DrawElementsUInt *trgeom=getTriangles();
|
|
gm->addPrimitiveSet(trgeom);
|
|
gm->setNormalArray(getCanopyNormals(points));
|
|
gm->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
|
|
gm->setTexCoordArray(0,getCanopyTexcoords(points));
|
|
osg::Image* image = osgDB::readImageFile(texture);
|
|
if (image)
|
|
{
|
|
osg::Texture2D* txt = new osg::Texture2D;
|
|
osg::StateSet* stateset = gm->getOrCreateStateSet();
|
|
txt->setImage(image);
|
|
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
|
|
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
|
|
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
|
|
osg::Material* material = new osg::Material;
|
|
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
stateset->setAttribute(material,osg::StateAttribute::ON);
|
|
stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
|
|
}
|
|
}
|
|
return gm.release();
|
|
}
|
|
|
|
|
|
void LinearConstraint::setVertices( osg::Vec3Array *lp, const float w)
|
|
{ // generate constant width around line (calls setvertices(edges))
|
|
osg::ref_ptr<osg::Vec3Array> edges=new osg::Vec3Array;
|
|
_tcoords=new osg::Vec2Array; // texture coordinates for replacement geometry
|
|
_edgecoords=new osg::Vec3Array; // posiiton coordinates for replacement geometry
|
|
width=w;
|
|
_midline=lp;
|
|
float ds=0;
|
|
for(unsigned int i=0;i<lp->size();i++) {
|
|
osg::Vec3 valong;
|
|
osg::Vec3 pos[2];
|
|
|
|
if (i==0) {
|
|
valong=(*lp)[i+1]-(*lp)[i];
|
|
} else if (i==lp->size()-1) {
|
|
valong=(*lp)[i]-(*lp)[i-1];
|
|
} else {
|
|
valong=(*lp)[i+1]-(*lp)[i-1];
|
|
}
|
|
valong.normalize();
|
|
osg::Vec3 vperp=valong^osg::Vec3(0,0,1);
|
|
pos[0]=(*lp)[i]-vperp*.5*width;
|
|
pos[1]=(*lp)[i]+vperp*.5*width;
|
|
edges->push_back(pos[0]);
|
|
_edgecoords->push_back(pos[0]);
|
|
_tcoords->push_back(osg::Vec2(0/txyrepAcross,ds/txxrepAlong));
|
|
edges->insert(edges->begin() ,pos[1]);
|
|
_edgecoords->insert(_edgecoords->begin() ,pos[1]);
|
|
_tcoords->insert(_tcoords->begin() ,osg::Vec2(width/txyrepAcross,ds/txxrepAlong));
|
|
if (i<lp->size()-1) ds+=((*lp)[i+1]-(*lp)[i]).length();
|
|
}
|
|
setVertexArray(edges.get());
|
|
addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,edges->size()) );
|
|
}
|
|
|
|
osg::DrawArrays* LinearConstraint::makeRoad(void ) const
|
|
{
|
|
return new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,2*_midline->size());
|
|
|
|
}
|
|
|
|
osg::Vec3Array *LinearConstraint::getRoadNormals(const osg::Vec3Array* /*points*/) const
|
|
{
|
|
osg::Vec3Array *nrms=new osg::Vec3Array;
|
|
for(unsigned int i=0;i<_midline->size();i++) {
|
|
osg::Vec3 valong; // vector along midline of road
|
|
if (i==0) {
|
|
valong=(*_midline)[i+1]-(*_midline)[i];
|
|
} else if (i==_midline->size()-1) {
|
|
valong=(*_midline)[i]-(*_midline)[i-1];
|
|
} else {
|
|
valong=(*_midline)[i+1]-(*_midline)[i-1];
|
|
}
|
|
osg::Vec3 vperp=valong^osg::Vec3(0,0,1);
|
|
osg::Vec3 nrm=vperp^valong; // normal to linear
|
|
nrm.normalize();
|
|
nrms->push_back(nrm); // repeated for each vertex of linear.
|
|
nrms->push_back(nrm);
|
|
}
|
|
return nrms;
|
|
}
|
|
osg::Vec3Array *LinearConstraint::getRoadVertices() const
|
|
{
|
|
osg::Vec3Array *linearEdges=new osg::Vec3Array;
|
|
for(unsigned int i=0;i<_midline->size();i++) {
|
|
osg::Vec3 valong; // vector along midline of road
|
|
if (i==0) {
|
|
valong=(*_midline)[i+1]-(*_midline)[i];
|
|
} else if (i==_midline->size()-1) {
|
|
valong=(*_midline)[i]-(*_midline)[i-1];
|
|
} else {
|
|
valong=(*_midline)[i+1]-(*_midline)[i-1];
|
|
}
|
|
valong.normalize();
|
|
osg::Vec3 vperp=valong^osg::Vec3(0,0,1); // vector across road
|
|
// sides of linear
|
|
linearEdges->push_back((*_midline)[i]-vperp*.5*width);
|
|
linearEdges->push_back((*_midline)[i]+vperp*.5*width);
|
|
}
|
|
return linearEdges;
|
|
}
|
|
|
|
osg::Vec2Array *LinearConstraint::getRoadTexcoords(const osg::Vec3Array *points) {
|
|
// need to create a vec2 array from the coordinates that fits the road
|
|
osg::Vec3Array::const_iterator tritr;
|
|
osg::ref_ptr<osg::Vec2Array> tcoords= new osg::Vec2Array ;
|
|
for (tritr=points->begin(); tritr!=points->end();tritr++) {
|
|
osg::Vec2 tci(-1.,-1.);
|
|
int ib=0;
|
|
// osg::Vec3Array *varr=dynamic_cast<osg::Vec3Array*>(getVertexArray());
|
|
bool ptfound=false;
|
|
for (osg::Vec3Array::iterator vit=_edgecoords->begin(); vit!= _edgecoords->end() && !ptfound; vit++) {
|
|
if ((*vit)==(*tritr)) {
|
|
tci=_tcoords->at(ib);
|
|
ptfound=true;
|
|
}
|
|
ib++;
|
|
}
|
|
if (!ptfound) { // search for surrounding points and interpolate
|
|
ib=0;
|
|
osg::Vec3 pminus=(_edgecoords->back()); // need pminus for interpolation
|
|
int ibm1=_edgecoords->size()-1;
|
|
for (osg::Vec3Array::iterator vit=_edgecoords->begin(); vit!= _edgecoords->end() /*&& !ptfound*/; vit++) {
|
|
osg::Vec3 pplus=(*vit)-(*tritr);
|
|
osg::Vec3 dpm=pminus-(*tritr);
|
|
pplus.set (pplus.x(),pplus.y(),0);
|
|
dpm.set (dpm.x(),dpm.y(),0);
|
|
float dprod=pplus*dpm/(pplus.length() * dpm.length());
|
|
if (dprod<-0.9999) { // *tritr lies between....
|
|
osg::Vec2 tminus=_tcoords->at(ibm1);
|
|
osg::Vec2 tplus=_tcoords->at(ib);
|
|
float frac=(dpm.length()/(dpm.length()+pplus.length()));
|
|
tci=tminus+((tplus-tminus)*frac);
|
|
ptfound=true;
|
|
}
|
|
ibm1=ib;
|
|
ib++;
|
|
pminus=(*vit);
|
|
}
|
|
}
|
|
tcoords->push_back(tci);
|
|
}
|
|
// some extra points are not interpolated as they lie between 2 interpolated vertices
|
|
for (tritr=points->begin(); tritr!=points->end();tritr++) {
|
|
int ib=tritr-points->begin();
|
|
osg::Vec2 tci=tcoords->at(ib);
|
|
if (tci.x()<-.99 && tci.y()<-.99) {
|
|
// search through each of the primitivesets
|
|
osg::Vec3Array::const_iterator ptitr;
|
|
// osg::notify(osg::WARN) << "Not calculated " << (*tritr).x() <<"," << (*tritr).y() << std::endl;
|
|
for (ptitr=points->begin(); ptitr!=points->end();ptitr++) {
|
|
}
|
|
}
|
|
}
|
|
return tcoords.release();
|
|
}
|
|
osg::Vec3Array * LinearConstraint::getNormals(const osg::Vec3Array *points)
|
|
{
|
|
osg::ref_ptr<osg::Vec3Array> norms=new osg::Vec3Array;
|
|
for (osg::DrawElementsUInt::iterator uiitr=prim_tris_->begin(); uiitr!=prim_tris_->end();uiitr+=3) {
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|
osg::Vec3 e1=(*points)[*(uiitr+1)]-(*points)[(*uiitr)];
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|
osg::Vec3 e2=(*points)[*(uiitr+2)]-(*points)[*(uiitr+1)];
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|
osg::Vec3 n=e1^e2;
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|
n.normalize();
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|
// if (n.z()<0) n=-n;
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|
norms->push_back(n);
|
|
}
|
|
return norms.release();
|
|
}
|
|
|
|
osg::Geometry * LinearConstraint::makeGeometry(const osg::Vec3Array *points)
|
|
{
|
|
osg::ref_ptr<osg::Geometry> gm=new osg::Geometry; // the fill in road/railway
|
|
if (_midline->size()>0) {
|
|
osg::ref_ptr<osg::Vec3Array> locpts=getPoints(points);
|
|
if (texture!="") {
|
|
osg::Image* image = osgDB::readImageFile(texture.c_str());
|
|
if (image)
|
|
{
|
|
osg::Texture2D* txt = new osg::Texture2D;
|
|
osg::StateSet* stateset = gm->getOrCreateStateSet();
|
|
txt->setImage(image);
|
|
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
|
|
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
|
|
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
|
|
osg::Material* material = new osg::Material;
|
|
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
stateset->setAttribute(material,osg::StateAttribute::ON);
|
|
stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
|
|
}
|
|
gm->setTexCoordArray(0,getRoadTexcoords(locpts.get()));
|
|
}
|
|
gm->setVertexArray(locpts.get());
|
|
gm->setNormalArray(getNormals(locpts.get()));
|
|
gm->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
|
|
gm->addPrimitiveSet(getTriangles());
|
|
}
|
|
|
|
return gm.release();
|
|
|
|
}
|
|
|
|
|
|
|
|
int main( int argc, char **argv )
|
|
{
|
|
|
|
// use an ArgumentParser object to manage the program arguments.
|
|
osg::ArgumentParser arguments(&argc,argv);
|
|
|
|
// construct the viewer.
|
|
osgViewer::Viewer viewer;
|
|
|
|
// create the scene from internal specified terrain/constraints.
|
|
osg::ref_ptr<osg::Node> loadedModel = makedelaunay(0);
|
|
|
|
// if no model has been successfully loaded report failure.
|
|
if (!loadedModel)
|
|
{
|
|
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
|
|
return 1;
|
|
}
|
|
|
|
// optimize the scene graph, remove redundant nodes and state etc.
|
|
osgUtil::Optimizer optimizer;
|
|
optimizer.optimize(loadedModel.get());
|
|
|
|
// pass the loaded scene graph to the viewer.
|
|
viewer.setSceneData(loadedModel.get());
|
|
|
|
// copied from osgtessealte.cpp
|
|
// add event handler for keyboard 'n' to retriangulate
|
|
viewer.addEventHandler(new KeyboardEventHandler(viewer));
|
|
|
|
return viewer.run();
|
|
}
|