543 lines
18 KiB
C++
543 lines
18 KiB
C++
#include <osgProducer/Viewer>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/PositionAttitudeTransform>
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#include <osg/MatrixTransform>
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#include <osg/Geometry>
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#include <osgUtil/SmoothingVisitor>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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#include <osgSim/SphereSegment>
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#include <osgSim/OverlayNode>
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#include <osgParticle/ExplosionEffect>
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#include <osgParticle/SmokeEffect>
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#include <osgParticle/FireEffect>
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#include <osgParticle/ParticleSystemUpdater>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* glider = osgDB::readNodeFile("glider.osg");
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if (glider)
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{
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const osg::BoundingSphere& bs = glider->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
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positioned->addChild(glider);
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
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xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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osgText::Text* text = new osgText::Text;
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float size = radius/bs.radius()*0.3f;
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text->setPosition(bs.center());
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text->setText("Cessna");
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text->setAlignment(osgText::Text::CENTER_CENTER);
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text->setAxisAlignment(osgText::Text::SCREEN);
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text->setCharacterSize(40.0f);
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text->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(text);
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osg::LOD* lod = new osg::LOD;
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lod->setRangeMode(osg::LOD::PIXEL_SIZE_ON_SCREEN);
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lod->addChild(geode,0.0f,100.0f);
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lod->addChild(cessna,100.0f,10000.0f);
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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//positioned->addChild(cessna);
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positioned->addChild(lod);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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// add particle effects to cessna.
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{
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osg::PositionAttitudeTransform* positionEffects = new osg::PositionAttitudeTransform;
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positionEffects->setPosition(osg::Vec3(0.0f,0.0f,0.0f));
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xform->addChild(positionEffects);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect;
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect;
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osgParticle::FireEffect* fire = new osgParticle::FireEffect;
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positionEffects->addChild(explosion);
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positionEffects->addChild(smoke);
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positionEffects->addChild(fire);
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}
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model->addChild(xform);
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}
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return model;
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}
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osg::Group* createOverlay(const osg::Vec3& center, float radius)
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{
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osg::Group* group = new osg::Group;
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// create a grid of lines.
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{
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osg::Geometry* geom = new osg::Geometry;
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unsigned int num_rows = 10;
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osg::Vec3 left = center+osg::Vec3(-radius,-radius,0.0f);
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osg::Vec3 right = center+osg::Vec3(radius,-radius,0.0f);
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osg::Vec3 delta_row = osg::Vec3(0.0f,2.0f*radius/float(num_rows-1),0.0f);
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osg::Vec3 top = center+osg::Vec3(-radius,radius,0.0f);
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osg::Vec3 bottom = center+osg::Vec3(-radius,-radius,0.0f);
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osg::Vec3 delta_column = osg::Vec3(2.0f*radius/float(num_rows-1),0.0f,0.0f);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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for(unsigned int i=0; i<num_rows; ++i)
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{
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vertices->push_back(left);
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vertices->push_back(right);
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left += delta_row;
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right += delta_row;
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vertices->push_back(top);
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vertices->push_back(bottom);
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top += delta_column;
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bottom += delta_column;
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}
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geom->setVertexArray(vertices);
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
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color[0].set(0,0,0,255);
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geom->setColorArray(&color);
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geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,vertices->getNumElements()));
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geom->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geom);
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group->addChild(geode);
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}
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return group;
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}
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osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y)
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{
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osgUtil::IntersectVisitor iv;
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osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
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const osg::BoundingSphere& bs = subgraph->getBound();
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float zMax = bs.center().z()+bs.radius();
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float zMin = bs.center().z()-bs.radius();
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segDown->set(osg::Vec3(x,y,zMin),osg::Vec3(x,y,zMax));
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iv.addLineSegment(segDown.get());
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subgraph->accept(iv);
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if (iv.hits())
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
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if (!hitList.empty())
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{
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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return ip;
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}
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}
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return osg::Vec3(x,y,0.0f);
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}
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//////////////////////////////////////////////////////////////////////////////
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// MAIN SCENE GRAPH BUILDING FUNCTION
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//////////////////////////////////////////////////////////////////////////////
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void build_world(osg::Group *root, unsigned int testCase)
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{
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// create terrain
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osg::ref_ptr<osg::Geode> terrainGeode = 0;
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{
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terrainGeode = new osg::Geode;
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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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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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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terrainGeode->setStateSet( stateset );
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{
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unsigned int numColumns = 38;
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unsigned int numRows = 39;
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unsigned int r, c;
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 size(1000.0f,1000.0f,250.0f);
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osg::Geometry* geometry = new osg::Geometry;
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osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
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osg::Vec2Array& tc = *(new osg::Vec2Array(numColumns*numRows));
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
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color[0].set(255,255,255,255);
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float rowCoordDelta = size.y()/(float)(numRows-1);
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float columnCoordDelta = size.x()/(float)(numColumns-1);
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float rowTexDelta = 1.0f/(float)(numRows-1);
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float columnTexDelta = 1.0f/(float)(numColumns-1);
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// compute z range of z values of grid data so we can scale it.
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float min_z = FLT_MAX;
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float max_z = -FLT_MAX;
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for(r=0;r<numRows;++r)
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{
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for(c=0;c<numColumns;++c)
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{
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min_z = osg::minimum(min_z,vertex[r+c*numRows][2]);
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max_z = osg::maximum(max_z,vertex[r+c*numRows][2]);
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}
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}
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float scale_z = size.z()/(max_z-min_z);
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osg::Vec3 pos = origin;
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osg::Vec2 tex(0.0f,0.0f);
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int vi=0;
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for(r=0;r<numRows;++r)
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{
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pos.x() = origin.x();
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tex.x() = 0.0f;
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for(c=0;c<numColumns;++c)
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{
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v[vi].set(pos.x(),pos.y(),pos.z()+(vertex[r+c*numRows][2]-min_z)*scale_z);
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tc[vi] = tex;
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pos.x()+=columnCoordDelta;
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tex.x()+=columnTexDelta;
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++vi;
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}
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pos.y() += rowCoordDelta;
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tex.y() += rowTexDelta;
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}
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geometry->setVertexArray(&v);
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geometry->setTexCoordArray(0, &tc);
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geometry->setColorArray(&color);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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for(r=0;r<numRows-1;++r)
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{
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osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns));
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geometry->addPrimitiveSet(&drawElements);
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int ei=0;
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for(c=0;c<numColumns;++c)
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{
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drawElements[ei++] = (r+1)*numColumns+c;
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drawElements[ei++] = (r)*numColumns+c;
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}
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}
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osgUtil::SmoothingVisitor smoother;
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smoother.smooth(*geometry);
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terrainGeode->addDrawable(geometry);
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}
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}
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// create sphere segment
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osg::ref_ptr<osgSim::SphereSegment> ss = 0;
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{
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switch(testCase)
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{
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case(0):
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ss = new osgSim::SphereSegment(
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computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
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510.0f, // radius
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osg::DegreesToRadians(135.0f),
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osg::DegreesToRadians(240.0f),
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osg::DegreesToRadians(-10.0f),
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osg::DegreesToRadians(30.0f),
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60);
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break;
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case(1):
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ss = new osgSim::SphereSegment(
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computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
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510.0f, // radius
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osg::DegreesToRadians(45.0f),
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osg::DegreesToRadians(240.0f),
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osg::DegreesToRadians(-10.0f),
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osg::DegreesToRadians(30.0f),
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60);
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break;
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case(2):
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ss = new osgSim::SphereSegment(
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computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
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510.0f, // radius
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osg::DegreesToRadians(5.0f),
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osg::DegreesToRadians(355.0f),
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osg::DegreesToRadians(-10.0f),
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osg::DegreesToRadians(30.0f),
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60);
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break;
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case(3):
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ss = new osgSim::SphereSegment(
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computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
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510.0f, // radius
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osg::DegreesToRadians(0.0f),
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osg::DegreesToRadians(360.0f),
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osg::DegreesToRadians(-10.0f),
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osg::DegreesToRadians(30.0f),
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60);
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break;
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};
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ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f));
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ss->setSideColor(osg::Vec4(0.0f,1.0f,1.0f,0.1f));
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#if 1
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root->addChild(ss.get());
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#endif
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}
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#if 1
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root->addChild(ss->computeIntersectionSubgraph(osg::Matrixd::identity(), terrainGeode.get()));
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#else
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osgSim::SphereSegment::LineList lines = ss->computeIntersection(osg::Matrixd::identity(), terrainGeode.get());
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if (!lines.empty())
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{
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osg::notify(osg::NOTICE)<<"We've found intersections!!!!"<<std::endl;
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osg::Geode* geode = new osg::Geode;
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root->addChild(geode);
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geode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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for(osgSim::SphereSegment::LineList::iterator itr=lines.begin();
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itr!=lines.end();
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++itr)
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{
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osg::Geometry* geom = new osg::Geometry;
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geode->addDrawable(geom);
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osg::Vec3Array* vertices = itr->get();
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geom->setVertexArray(vertices);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, vertices->getNumElements()));
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}
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}
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else
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{
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osg::notify(osg::NOTICE)<<"No intersections found"<<std::endl;
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}
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#endif
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#if 0
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osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode;
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overlayNode->getOrCreateStateSet()->setTextureAttribute(1, new osg::TexEnv(osg::TexEnv::DECAL));
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const osg::BoundingSphere& bs = terrainGeode->getBound();
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osg::Group* overlaySubgraph = createOverlay(bs.center(), bs.radius()*0.5f);
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overlaySubgraph->addChild(ss.get());
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overlayNode->setOverlaySubgraph(overlaySubgraph);
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overlayNode->setOverlayTextureSizeHint(2048);
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overlayNode->addChild(terrainGeode.get());
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root->addChild(overlayNode);
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#else
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root->addChild(terrainGeode.get());
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#endif
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),100.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 10.0f);
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root->addChild(explosion);
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root->addChild(smoke);
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root->addChild(fire);
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}
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),200.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1.0f);
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root->addChild(explosion);
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root->addChild(smoke);
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root->addChild(fire);
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}
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// create the moving models.
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{
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root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f));
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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// main()
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//////////////////////////////////////////////////////////////////////////////
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int main(int argc, char **argv)
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of particle systems.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
|
|
|
|
|
// construct the viewer.
|
|
osgProducer::Viewer viewer(arguments);
|
|
|
|
// set up the value with sensible default event handlers.
|
|
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
|
|
|
// get details on keyboard and mouse bindings used by the viewer.
|
|
viewer.getUsage(*arguments.getApplicationUsage());
|
|
|
|
// if user request help write it out to cout.
|
|
unsigned int testCase = 0;
|
|
if (arguments.read("-t", testCase)) {}
|
|
|
|
|
|
// if user request help write it out to cout.
|
|
if (arguments.read("-h") || arguments.read("--help"))
|
|
{
|
|
arguments.getApplicationUsage()->write(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
// any option left unread are converted into errors to write out later.
|
|
arguments.reportRemainingOptionsAsUnrecognized();
|
|
|
|
// report any errors if they have occured when parsing the program aguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
osg::Group *root = new osg::Group;
|
|
build_world(root, testCase);
|
|
|
|
// add a viewport to the viewer and attach the scene graph.
|
|
viewer.setSceneData(root);
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
while( !viewer.done() )
|
|
{
|
|
// wait for all cull and draw threads to complete.
|
|
viewer.sync();
|
|
|
|
// update the scene by traversing it with the the update visitor which will
|
|
// call all node update callbacks and animations.
|
|
viewer.update();
|
|
|
|
// fire off the cull and draw traversals of the scene.
|
|
viewer.frame();
|
|
|
|
}
|
|
|
|
// wait for all cull and draw threads to complete before exit.
|
|
viewer.sync();
|
|
|
|
return 0;
|
|
}
|