311 lines
10 KiB
C++
311 lines
10 KiB
C++
/* OpenSceneGraph example, osgimpostor.
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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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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osg/Quat>
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#include <osg/Geode>
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#include <osgSim/Impostor>
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#include <osgSim/InsertImpostorsVisitor>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include "TestManipulator.h"
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#include <iostream>
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#include <list>
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// container storing all house nodes
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typedef osg::ref_ptr<osg::Node> NodePtr;
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typedef std::list<NodePtr> NodeContainer;
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typedef NodeContainer::iterator NodeIterator;
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NodeContainer nodes;
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//
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osg::Group * Root = 0;
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const int HOUSES_SIZE = 25000; // total number of houses
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double XDim = 5000.0f; // area dimension +/- XDim
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double ZDim = 5000.0f; // area dimension +/- YDim
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int GridX = 20; // number of grids in x direction
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int GridY = 20; // number of grids in y direction
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bool UseImpostor = true; // use impostor (or do not use)
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float Threshold = 3000.0f; // distance where impostor are shown
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// create houses and store nodes in container
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void CreateHouses()
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{
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int i;
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GLubyte indices[48] = {
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0, 2, 1,
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3, 2, 0,
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0, 4, 7,
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7, 3, 0,
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0, 1, 5,
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5, 4, 0,
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1, 6, 5,
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2, 6, 1,
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2, 3, 7,
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2, 7, 6,
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4, 8, 7,
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5, 6, 9,
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4, 5, 8,
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8, 5, 9,
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6, 7, 8,
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8, 9, 6
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};
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// use the same color, normal and indices for all houses.
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osg::Vec4Array* colors = new osg::Vec4Array(1);
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(*colors)[0] = osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f);
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// normals
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osg::Vec3Array * normals = new osg::Vec3Array(16);
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(*normals)[0] = osg::Vec3( 0.0f, -0.0f, -1.0f);
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(*normals)[1] = osg::Vec3( 0.0f, -0.0f, -1.0f);
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(*normals)[2] = osg::Vec3( 0.0f, -1.0f, 0.0f);
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(*normals)[3] = osg::Vec3( 0.0f, -1.0f, 0.0f);
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(*normals)[4] = osg::Vec3( 1.0f, -0.0f, 0.0f);
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(*normals)[5] = osg::Vec3( 1.0f, -0.0f, 0.0f);
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(*normals)[6] = osg::Vec3( 0.0f, 1.0f, 0.0f);
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(*normals)[7] = osg::Vec3( 0.0f, 1.0f, 0.0f);
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(*normals)[8] = osg::Vec3(-1.0f, -0.0f, 0.0f);
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(*normals)[9] = osg::Vec3(-1.0f, -0.0f, 0.0f);
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(*normals)[10] = osg::Vec3( 0.0f, -0.928477f, 0.371391f);
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(*normals)[11] = osg::Vec3( 0.0f, 0.928477f, 0.371391f);
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(*normals)[12] = osg::Vec3( 0.707107f, 0.0f, 0.707107f);
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(*normals)[13] = osg::Vec3( 0.707107f, 0.0f, 0.707107f);
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(*normals)[14] = osg::Vec3(-0.707107f, 0.0f, 0.707107f);
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(*normals)[15] = osg::Vec3(-0.707107f, 0.0f, 0.707107f);
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// coordIndices
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osg::UByteArray* coordIndices = new osg::UByteArray(48,indices);
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// share the primitive set.
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osg::PrimitiveSet* primitives = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,48);
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for (int q = 0; q < HOUSES_SIZE; q++)
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{
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float xPos = ((static_cast<double> (rand()) /
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static_cast<double> (RAND_MAX))
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* 2.0 * XDim) - XDim;
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float yPos = ((static_cast<double> (rand()) /
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static_cast<double> (RAND_MAX))
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* 2 * ZDim) - ZDim;
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float scale = 10.0f;
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osg::Vec3 offset(xPos,yPos,0.0f);
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// coords
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osg::Vec3Array* coords = new osg::Vec3Array(10);
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(*coords)[0] = osg::Vec3( 0.5f, -0.7f, 0.0f);
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(*coords)[1] = osg::Vec3( 0.5f, 0.7f, 0.0f);
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(*coords)[2] = osg::Vec3(-0.5f, 0.7f, 0.0f);
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(*coords)[3] = osg::Vec3(-0.5f, -0.7f, 0.0f);
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(*coords)[4] = osg::Vec3( 0.5f, -0.7f, 1.0f);
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(*coords)[5] = osg::Vec3( 0.5f, 0.7f, 1.0f);
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(*coords)[6] = osg::Vec3(-0.5f, 0.7f, 1.0f);
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(*coords)[7] = osg::Vec3(-0.5f, -0.7f, 1.0f);
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(*coords)[8] = osg::Vec3( 0.0f, -0.5f, 1.5f);
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(*coords)[9] = osg::Vec3( 0.0f, 0.5f, 1.5f);
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for (i = 0; i < 10; i++)
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{
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(*coords)[i] = (*coords)[i] * scale + offset;
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}
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// create geometry
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osg::Geometry * geometry = new osg::Geometry();
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geometry->addPrimitiveSet(primitives);
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geometry->setVertexArray(coords);
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geometry->setVertexIndices(coordIndices);
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geometry->setColorArray(colors);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->setNormalArray(normals);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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osg::Geode * geode = new osg::Geode();
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geode->addDrawable(geometry);
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nodes.push_back(geode);
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}
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}
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void LayoutAsGrid()
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{
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// calculate bounding box
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osg::BoundingBox bbox;
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for (NodeIterator node = nodes.begin(); node != nodes.end(); ++node)
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bbox.expandBy((*node)->getBound());
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// setup grid information
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osg::Group ** groups = new osg::Group*[GridX * GridY];
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int i;
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for (i = 0; i < GridX * GridY; i++)
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groups[i] = new osg::Group();
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float xGridStart = bbox.xMin();
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float xGridSize = (bbox.xMax() - bbox.xMin()) / GridX;
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float yGridStart = bbox.yMin();
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float yGridSize = (bbox.yMax() - bbox.yMin()) / GridY;
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// arrange buildings into right grid
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for (NodeIterator nodeIter = nodes.begin(); nodeIter != nodes.end(); ++nodeIter)
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{
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osg::Node * node = nodeIter->get();
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osg::Vec3 center = node->getBound().center();
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int x = (int)floor((center.x() - xGridStart) / xGridSize);
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int z = (int)floor((center.y() - yGridStart) / yGridSize);
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groups[z * GridX + x]->addChild(node);
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}
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// add nodes to building root
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for (i = 0; i < GridX * GridY; i++)
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{
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osg::StateSet * stateset = new osg::StateSet();
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osg::Material * material = new osg::Material();
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osg::Vec4 color = osg::Vec4(
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0.5f + (static_cast<double> (rand()) / (2.0*static_cast<double> (RAND_MAX))),
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0.5f + (static_cast<double> (rand()) / (2.0*static_cast<double> (RAND_MAX))),
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0.5f + (static_cast<double> (rand()) / ( 2.0*static_cast<double>(RAND_MAX))),
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1.0f);
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material->setAmbient(osg::Material::FRONT_AND_BACK, color);
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material->setDiffuse(osg::Material::FRONT_AND_BACK, color);
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stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
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groups[i]->setStateSet(stateset);
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if (UseImpostor)
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{
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osgSim::Impostor * impostor = new osgSim::Impostor();
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impostor->setImpostorThreshold(static_cast<float> (Threshold));
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impostor->addChild(groups[i]);
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impostor->setRange(0, 0.0f, 1e7f);
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impostor->setCenter(groups[i]->getBound().center());
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Root->addChild(impostor);
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}
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else
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{
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Root->addChild(groups[i]);
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}
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}
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delete[] groups;
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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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// construct the viewer.
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osgViewer::Viewer viewer;
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// add local test manipulator more suitable for testing impostors.
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viewer.setCameraManipulator(new TestManipulator);
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// load the nodes from the commandline arguments.
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osg::Node* model = osgDB::readNodeFiles(arguments);
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if (model)
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{
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// the osgSim::InsertImpostorsVisitor used lower down to insert impostors
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// only operators on subclass of Group's, if the model top node is not
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// a group then it won't be able to insert an impostor. We therefore
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// manually insert an impostor above the model.
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if (dynamic_cast<osg::Group*>(model)==0)
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{
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const osg::BoundingSphere& bs = model->getBound();
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if (bs.valid())
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{
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osgSim::Impostor* impostor = new osgSim::Impostor;
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// standard LOD settings
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impostor->addChild(model);
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impostor->setRange(0,0.0f,1e7f);
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impostor->setCenter(bs.center());
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// impostor specfic settings.
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impostor->setImpostorThresholdToBound(5.0f);
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model = impostor;
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}
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}
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// we insert an impostor node above the model, so we keep a handle
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// on the rootnode of the model, the is required since the
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// InsertImpostorsVisitor can add a new root in automatically and
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// we would know about it, other than by following the parent path
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// up from model. This is really what should be done, but I'll pass
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// on it right now as it requires a getRoots() method to be added to
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// osg::Node, and we're about to make a release so no new features!
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osg::Group* rootnode = new osg::Group;
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rootnode->addChild(model);
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// now insert impostors in the model using the InsertImpostorsVisitor.
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osgSim::InsertImpostorsVisitor ov;
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// traverse the model and collect all osg::Group's and osg::LOD's.
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// however, don't traverse the rootnode since we want to keep it as
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// the start of traversal, otherwise the insertImpostor could insert
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// and Impostor above the current root, making it nolonger a root!
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model->accept(ov);
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// insert the Impostors above groups and LOD's
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ov.insertImpostors();
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}
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else
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{
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// no user model so we'll create our own world.
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model = Root = new osg::Group();
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CreateHouses();
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LayoutAsGrid();
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}
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// add model to viewer.
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viewer.setSceneData(model);
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return viewer.run();
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}
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