OpenSceneGraph/examples/osgplanets/osgplanets.cpp
2004-10-25 18:23:42 +00:00

320 lines
12 KiB
C++

#include <iostream>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Texture2D>
#include <osgUtil/Optimizer>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgProducer/Viewer>
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);
double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;i<numSamples;++i)
{
osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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)));
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
}// end createAnimationPath
osg::MatrixTransform* createEarthTranslationAndTilt( double RorbitEarth, double tiltEarth )
{
osg::MatrixTransform* earthPositioned = new osg::MatrixTransform;
//earthPositioned->setDataVariance(osg::Object::STATIC);
earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitEarth, 0.0 ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees( tiltEarth ),0.0f,0.0f,1.0f));
return earthPositioned;
}// end createEarthTranslationAndTilt
osg::MatrixTransform* createRotation( double orbit, double speed )
{
osg::Vec3 center( 0.0, 0.0, 0.0 );
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath( center, orbit, animationLength );
osg::MatrixTransform* rotation = new osg::MatrixTransform;
rotation->setUpdateCallback( new osg::AnimationPathCallback( animationPath, 0.0f, speed ) );
return rotation;
}// end createEarthRotation
osg::MatrixTransform* createMoonTranslation( double RorbitMoon )
{
osg::MatrixTransform* moonPositioned = new osg::MatrixTransform;
//earthPositioned->setDataVariance(osg::Object::STATIC);
//earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( RorbitEarth, 0.0, 0.0 ) )*
moonPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitMoon, 0.0 ) )*
//earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, 0.0, RorbitEarth ) )*
osg::Matrix::scale(1.0, 1.0, 1.0)*
osg::Matrix::rotate(osg::inDegrees(0.0f),0.0f,0.0f,1.0f));
return moonPositioned;
}// end createMoonTranslation
osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName )
{
// create a cube shape
osg::Sphere *planetSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius );
// create a container that makes the sphere drawable
osg::ShapeDrawable *sPlanetSphere = new osg::ShapeDrawable( planetSphere );
// set the object color
sPlanetSphere->setColor( color );
if( !textureName.empty() )
{
osg::Image* image = osgDB::readImageFile( textureName );
if ( image )
{
sPlanetSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON );
// reset the object color to white to allow the texture to set the colour.
sPlanetSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
}
}
// create a geode object to as a container for our drawable sphere object
osg::Geode* geodePlanet = new osg::Geode();
geodePlanet->setName( name );
// add our drawable sphere to the geode container
geodePlanet->addDrawable( sPlanetSphere );
return( geodePlanet );
}// end createPlanet
//--radiusSun 5.0 --radiusEarth 2.0 --RorbitEarth 10.0 --RorbitMoon 2.0 --radiusMoon 0.5 --tiltEarth 18.0 --rotateSpeedEarth 1.0
//--rotateSpeedMoon 1.0 --rotateSpeedEarthAndMoon 1.0
class SolarSystem
{
public:
double _radiusSun;
double _radiusEarth;
double _RorbitEarth;
double _tiltEarth;
double _rotateSpeedEarthAndMoon;
double _rotateSpeedEarth;
double _radiusMoon;
double _RorbitMoon;
double _rotateSpeedMoon;
SolarSystem()
{
_radiusSun = 5.0;
_radiusEarth = 2.0;
_RorbitEarth = 10.0;
_tiltEarth = 18.0;
_rotateSpeedEarthAndMoon = 1.0;
_rotateSpeedEarth = 1.0;
_radiusMoon = 0.5;
_RorbitMoon = 2.0;
_rotateSpeedMoon = 1.0;
}
osg::Group* built()
{
osg::Group* thisSystem = new osg::Group;
// create the sun
osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 1.0f, 1.0f, 0.5f, 1.0f), "" );
// stick sun right under root, no transformations for the sun
thisSystem->addChild( sun );
//creating right side of the graph with earth and moon and the rotations above it
// create earth and moon
osg::Node* earth = createPlanet( _radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg" );
osg::Node* moon = createPlanet( _radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" );
// create transformations for the earthMoonGroup
osg::MatrixTransform* aroundSunRotation = createRotation( _RorbitEarth, _rotateSpeedEarthAndMoon );
osg::MatrixTransform* earthPosition = createEarthTranslationAndTilt( _RorbitEarth, _tiltEarth );
//Group with earth and moon under it
osg::Group* earthMoonGroup = new osg::Group;
//transformation to rotate the earth around itself
osg::MatrixTransform* earthRotationAroundItself = createRotation ( 0.0, _rotateSpeedEarth );
//transformations for the moon
osg::MatrixTransform* moonAroundEarthXform = createRotation( _RorbitMoon, _rotateSpeedMoon );
osg::MatrixTransform* moonTranslation = createMoonTranslation( _RorbitMoon );
moonTranslation->addChild( moon );
moonAroundEarthXform->addChild( moonTranslation );
earthMoonGroup->addChild( moonAroundEarthXform );
earthRotationAroundItself->addChild( earth );
earthMoonGroup->addChild( earthRotationAroundItself );
earthPosition->addChild( earthMoonGroup );
aroundSunRotation->addChild( earthPosition );
thisSystem->addChild( aroundSunRotation );
return( thisSystem );
}
void printParameters()
{
std::cout << "radiusSun\t= " << _radiusSun << std::endl;
std::cout << "radiusEarth\t= " << _radiusEarth << std::endl;
std::cout << "RorbitEarth\t= " << _RorbitEarth << std::endl;
std::cout << "tiltEarth\t= " << _tiltEarth << std::endl;
std::cout << "rotateSpeedEarthAndMoon= " << _rotateSpeedEarthAndMoon << std::endl;
std::cout << "rotateSpeedEarth= " << _rotateSpeedEarth << std::endl;
std::cout << "radiusMoon\t= " << _radiusMoon << std::endl;
std::cout << "RorbitMoon\t= " << _RorbitMoon << std::endl;
std::cout << "rotateSpeedMoon\t= " << _rotateSpeedMoon << std::endl;
}
}; // end SolarSystem
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of osg::AnimationPath and UpdateCallbacks for adding animation to your scenes.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// initialize 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());
SolarSystem solarSystem;
while (arguments.read("--radiusSun",solarSystem._radiusSun)) { }
while (arguments.read("--radiusEarth",solarSystem._radiusEarth)) { }
while (arguments.read("--RorbitEarth",solarSystem._RorbitEarth)) { }
while (arguments.read("--tiltEarth",solarSystem._tiltEarth)) { }
while (arguments.read("--rotateSpeedEarthAndMoon",solarSystem._rotateSpeedEarthAndMoon)) { }
while (arguments.read("--rotateSpeedEarth",solarSystem._rotateSpeedEarth)) { }
while (arguments.read("--radiusMoon",solarSystem._radiusMoon)) { }
while (arguments.read("--RorbitMoon",solarSystem._RorbitMoon)) { }
while (arguments.read("--rotateSpeedMoon",solarSystem._rotateSpeedMoon)) { }
solarSystem.printParameters();
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
std::cout << "setup the following arguments: " << std::endl;
std::cout << "--radiusSun: double" << std::endl;
std::cout << "--radiusEarth: double" << std::endl;
std::cout << "--RorbitEarth: double" << std::endl;
std::cout << "--tiltEarth: double" << std::endl;
std::cout << "--rotateSpeedEarthAndMoon: double" << std::endl;
std::cout << "--rotateSpeedEarth: double" << std::endl;
std::cout << "--radiusMoon: double" << std::endl;
std::cout << "--RorbitMoon: double" << std::endl;
std::cout << "--rotateSpeedMoon: double" << std::endl;
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 = solarSystem.built();
/*
// tilt the scene so the default eye position is looking down on the model.
osg::MatrixTransform* rootnode = new osg::MatrixTransform;
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
rootnode->addChild(model);
*/
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize( root );
// set the scene to render
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;
}