OpenSceneGraph/examples/osgcatch/osgcatch.cpp
2005-04-10 21:25:37 +00:00

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgProducer/Viewer>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
#include <osg/Geode>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Switch>
#include <osg/TexMat>
#include <osg/Texture2D>
#include <osg/io_utils>
#include <osgParticle/ExplosionEffect>
#include <osgParticle/ExplosionDebriEffect>
#include <osgParticle/SmokeEffect>
#include <osgParticle/FireEffect>
typedef std::vector<std::string> FileList;
class Character : public osg::Referenced
{
public:
Character();
void setCharacter(const std::string& filename, const std::string& name, const osg::Vec3& orgin, const osg::Vec3& width, float positionRatio);
void setLives(const std::string& filename, const osg::Vec3& orgin, const osg::Vec3& delta, unsigned int numLives);
void setCatches(const std::string& filename, const osg::Vec3& orgin, const osg::Vec3& delta, unsigned int numLives);
void moveLeft();
void moveRight();
void moveTo(float positionRatio);
void reset();
bool addCatch();
bool looseLife();
osg::Vec3 getCurrentCenterOfBasket() const { return _character->getPosition()+_centerBasket; }
float getCurrentRadiusOfBasket() const { return _radiusBasket; }
osg::Vec3 getLowerLeft() const { return _character->getPosition(); }
osg::Vec3 getUpperRight() const { return _character->getPosition(); }
osg::Vec3 _origin;
osg::Vec3 _width;
float _positionRatio;
osg::ref_ptr<osg::PositionAttitudeTransform> _character;
unsigned int _numLives;
osg::ref_ptr<osg::Switch> _livesSwitch;
unsigned int _numCatches;
osg::ref_ptr<osg::Switch> _catchSwitch;
osg::ref_ptr<osg::Group> _objectsGroup;
osg::Vec3 _centerBasket;
float _radiusBasket;
};
Character::Character():
_positionRatio(0.5f),
_numLives(3),
_numCatches(0)
{
}
void Character::setCharacter(const std::string& filename, const std::string& name, const osg::Vec3& origin, const osg::Vec3& width, float positionRatio)
{
_origin = origin;
_width = width;
_positionRatio = positionRatio;
_numLives = 3;
_numCatches = 0;
float _characterSize = _width.length()*0.2f;
osg::Image* image = osgDB::readImageFile(filename);
if (image)
{
osg::Vec3 pos(-0.5f*_characterSize,0.0f,0.0f);
osg::Vec3 width(_characterSize*((float)image->s())/(float)(image->t()),0.0f,0.0);
osg::Vec3 height(0.0f,0.0f,_characterSize);
osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
osg::StateSet* stateset = geometry->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
_character = new osg::PositionAttitudeTransform;
_character->setName(name);
_character->addChild(geode);
moveTo(positionRatio);
_centerBasket = width*0.2 + height*0.57 + pos;
_radiusBasket = width.length()*0.34;
}
}
void Character::setLives(const std::string& filename, const osg::Vec3& origin, const osg::Vec3& delta, unsigned int numLives)
{
float characterSize = delta.length();
_numLives = numLives;
_livesSwitch = new osg::Switch;
osg::Image* image = osgDB::readImageFile(filename);
if (image)
{
osg::StateSet* stateset = _livesSwitch->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
for(unsigned int i=0; i<numLives; ++i)
{
osg::Vec3 pos = origin + delta*(float)i + osg::Vec3(0.0f,0.0f,0.0f);
osg::Vec3 width(characterSize*((float)image->s())/(float)(image->t()),0.0f,0.0);
osg::Vec3 height(0.0f,0.0f,characterSize);
osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
_livesSwitch->addChild(geode,true);
}
}
}
void Character::setCatches(const std::string& filename, const osg::Vec3& origin, const osg::Vec3& delta, unsigned int numCatches)
{
float characterSize = delta.length();
_numCatches = 0;
_catchSwitch = new osg::Switch;
osg::Image* image = osgDB::readImageFile(filename);
if (image)
{
osg::StateSet* stateset = _catchSwitch->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
for(unsigned int i=0; i<numCatches; ++i)
{
osg::Vec3 pos = origin + delta*(float)i + osg::Vec3(0.0f,0.0f,0.0f);
osg::Vec3 width(characterSize,0.0f,0.0);
osg::Vec3 height(0.0f,0.0f,characterSize*((float)image->t())/(float)(image->s()));
osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
_catchSwitch->addChild(geode,false);
}
}
}
void Character::moveLeft()
{
moveTo(_positionRatio - 0.01f);
}
void Character::moveRight()
{
moveTo(_positionRatio + 0.01f);
}
void Character::moveTo(float positionRatio)
{
if (positionRatio<0.0f) positionRatio = 0.0f;
if (positionRatio>1.0f) positionRatio = 1.0f;
_positionRatio = positionRatio;
_character->setPosition(_origin+_width*+positionRatio);
}
void Character::reset()
{
_numCatches = 0;
_numLives = _livesSwitch->getNumChildren();
_livesSwitch->setAllChildrenOn();
_catchSwitch->setAllChildrenOff();
}
bool Character::addCatch()
{
if (!_catchSwitch || _numCatches>=_catchSwitch->getNumChildren()) return false;
_catchSwitch->setValue(_numCatches,true);
++_numCatches;
return true;
}
bool Character::looseLife()
{
if (!_livesSwitch || _numLives==0) return true;
--_numLives;
_livesSwitch->setValue(_numLives,false);
return (_numLives==0);
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
class CatchableObject : public osg::Referenced
{
public:
CatchableObject();
void setObject(const std::string& filename, const std::string& name, const osg::Vec3& center, float size, const osg::Vec3& direction);
bool anyInside(const osg::Vec3& lower_left, const osg::Vec3& top_right);
bool centerInside(const osg::Vec3& center, float radius);
void explode();
bool dangerous() { return _dangerous; }
void stop() { _stopped = true; }
bool stopped() { return _stopped; }
void setTimeToRemove(double time) { _timeToRemove=time; }
double getTimeToRemove() { return _timeToRemove; }
bool needToRemove(double time) { return _timeToRemove>=0.0 && time>_timeToRemove; }
osg::ref_ptr<osg::PositionAttitudeTransform> _object;
osg::Vec3 _velocity;
float _mass;
float _radius;
bool _stopped;
bool _dangerous;
double _timeToRemove;
public:
// update position and velocity
void update(double dt);
/// Set the viscosity of the fluid.
inline void setFluidViscosity(float v)
{
_viscosity = v;
_viscosityCoefficient = 6 * osg::PI * _viscosity;
}
/// Get the viscosity of the fluid.
inline float getFluidViscosity() const { return _viscosity; }
/// Set the density of the fluid.
inline void setFluidDensity(float d)
{
_density = d;
_densityCoefficeint = 0.2f * osg::PI * _density;
}
/// Get the density of the fluid.
inline float getFluidDensity() const { return _density; }
/// Set the wind vector.
inline void setWind(const osg::Vec3& wind) { _wind = wind; }
/// Get the wind vector.
inline const osg::Vec3& getWind() const { return _wind; }
/// Set the acceleration vector.
inline void setAcceleration(const osg::Vec3& v) { _acceleration = v; }
/// Get the acceleration vector.
inline const osg::Vec3& getAcceleration() const { return _acceleration; }
/** Set the acceleration vector to the gravity on earth (0, 0, -9.81).
The acceleration will be multiplied by the <CODE>scale</CODE> parameter.
*/
inline void setToGravity(float scale = 1.0f) { _acceleration.set(0, 0, -9.81f*scale); }
/// Set the fluid parameters as for air (20<32>C temperature).
inline void setFluidToAir()
{
setToGravity(1.0f);
setFluidDensity(1.2929f);
setFluidViscosity(1.8e-5f);
}
/// Set the fluid parameters as for pure water (20<32>C temperature).
inline void setFluidToWater()
{
setToGravity(1.0f);
setFluidDensity(1.0f);
setFluidViscosity(1.002e-3f);
}
protected:
osg::Vec3 _acceleration;
float _viscosity;
float _density;
osg::Vec3 _wind;
float _viscosityCoefficient;
float _densityCoefficeint;
};
CatchableObject::CatchableObject()
{
_stopped = false;
_dangerous = false;
_timeToRemove = -1.0; // do not remove.
setFluidToAir();
}
void CatchableObject::setObject(const std::string& filename, const std::string& name, const osg::Vec3& center, float characterSize, const osg::Vec3& velocity)
{
_radius = 0.5f*characterSize;
float Area = osg::PI*_radius*_radius;
float Volume = Area*_radius*4.0f/3.0f;
_velocity = velocity;
_mass = 1000.0*Volume;
osg::Image* image = osgDB::readImageFile(filename);
if (image)
{
osg::Vec3 width(characterSize*((float)image->s())/(float)(image->t()),0.0f,0.0);
osg::Vec3 height(0.0f,0.0f,characterSize);
osg::Vec3 pos = (width+height)*-0.5f;
osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
osg::StateSet* stateset = geometry->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
_object = new osg::PositionAttitudeTransform;
_object->setName(name);
_object->addChild(geode);
_object->setPosition(center);
}
}
void CatchableObject::update(double dt)
{
if (_stopped) return;
float Area = osg::PI*_radius*_radius;
float Volume = Area*_radius*4.0f/3.0f;
// compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in.
osg::Vec3 force = _acceleration * (_mass - _density*Volume);
// compute force due to friction
osg::Vec3 relative_wind = _velocity-_wind;
force -= relative_wind * Area * (_viscosityCoefficient + _densityCoefficeint*relative_wind.length());
// divide force by mass to get acceleration.
_velocity += force*(dt/_mass);
_object->setPosition(_object->getPosition()+_velocity*dt);
}
bool CatchableObject::anyInside(const osg::Vec3& lower_left, const osg::Vec3& upper_right)
{
osg::Vec3 pos = _object->getPosition();
if (pos.x()+_radius < lower_left.x()) return false;
if (pos.x()-_radius > upper_right.x()) return false;
if (pos.z()+_radius < lower_left.z()) return false;
if (pos.z()-_radius > upper_right.z()) return false;
return true;
}
bool CatchableObject::centerInside(const osg::Vec3& center, float radius)
{
osg::Vec3 delta = _object->getPosition() - center;
return (delta.length()<radius);
}
void CatchableObject::explode()
{
osg::Vec3 position(0.0f,0.0f,0.0f);
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, _radius);
osgParticle::ExplosionDebriEffect* explosionDebri = new osgParticle::ExplosionDebriEffect(position, _radius);
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, _radius);
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, _radius);
explosion->setWind(_wind);
explosionDebri->setWind(_wind);
smoke->setWind(_wind);
fire->setWind(_wind);
_object->addChild(explosion);
_object->addChild(explosionDebri);
_object->addChild(smoke);
_object->addChild(fire);
_dangerous = true;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
class GameEventHandler : public osgGA::GUIEventHandler
{
public:
GameEventHandler();
META_Object(osgStereImageApp,GameEventHandler);
virtual void accept(osgGA::GUIEventHandlerVisitor& v) { v.visit(*this); }
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&);
virtual void getUsage(osg::ApplicationUsage& usage) const;
osg::Matrix getCameraPosition();
osg::Node* createScene();
void setFOVY(float fovy) { _fovy = fovy; }
float getFOVY() const { return _fovy; }
void setBackground(const std::string& background) { _backgroundImageFile = background; }
void createNewCatchable();
protected:
~GameEventHandler() {}
GameEventHandler(const GameEventHandler&,const osg::CopyOp&) {}
osg::Vec3 _origin;
osg::Vec3 _width;
osg::Vec3 _height;
osg::Vec3 _originBaseLine;
osg::Vec3 _widthBaseLine;
float _characterSize;
float _fovy;
std::string _backgroundImageFile;
osg::ref_ptr<osg::Group> _group;
Character _player1;
Character _player2;
typedef std::list< osg::ref_ptr<CatchableObject> > CatchableObjectList;
CatchableObjectList _catchableObjects;
bool _leftKeyPressed;
bool _rightKeyPressed;
};
GameEventHandler::GameEventHandler()
{
_origin.set(0.0f,0.0f,0.0f);
_width.set(1280.0f,0.0f,0.0f);
_height.set(0.0f,0.0f,1024.0f);
_widthBaseLine = _width*0.9f;
_originBaseLine = _origin+_width*0.5-_widthBaseLine*0.5f;
_characterSize = _width.length()*0.2f;
_backgroundImageFile = "Catch/sky1.JPG";
_leftKeyPressed=false;
_rightKeyPressed=false;
}
bool GameEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::FRAME):
{
// move characters
if (_leftKeyPressed)
{
_player2.moveLeft();
}
if (_rightKeyPressed)
{
_player2.moveRight();
}
static double previous_time = ea.time();
double dt = ea.time()-previous_time;
previous_time = ea.time();
// move objects
for(CatchableObjectList::iterator itr=_catchableObjects.begin();
itr!=_catchableObjects.end();
++itr)
{
(*itr)->update(dt);
bool removeEntry = false;
if ((*itr)->dangerous())
{
if ((*itr)->anyInside(_player1.getLowerLeft(),_player1.getUpperRight()))
{
_player1.looseLife();
removeEntry = true;
}
if ((*itr)->anyInside(_player1.getLowerLeft(),_player1.getUpperRight()))
{
_player2.looseLife();
removeEntry = true;
}
}
else
{
if ((*itr)->centerInside(_player1.getCurrentCenterOfBasket(),_player1.getCurrentRadiusOfBasket()))
{
_player1.addCatch();
removeEntry = true;
}
if ((*itr)->centerInside(_player2.getCurrentCenterOfBasket(),_player2.getCurrentRadiusOfBasket()))
{
_player2.addCatch();
removeEntry = true;
}
}
if (!(*itr)->anyInside(_origin, _origin+_width+_height) ||
(*itr)->needToRemove(ea.time()) ||
removeEntry)
{
// need to remove
// remove child from parents.
osg::ref_ptr<osg::PositionAttitudeTransform> child = (*itr)->_object;
osg::Node::ParentList parents = child->getParents();
for(osg::Node::ParentList::iterator pitr=parents.begin();
pitr!=parents.end();
++pitr)
{
(*pitr)->removeChild(child.get());
}
// remove child from catchable list
itr = _catchableObjects.erase(itr);
createNewCatchable();
}
else if ((*itr)->anyInside(_origin, _origin+_width) && !(*itr)->stopped())
{
// hit base line
(*itr)->explode();
(*itr)->stop();
(*itr)->setTimeToRemove(ea.time()+3.0);
}
}
}
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left)
{
_leftKeyPressed=true;
return true;
}
else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right)
{
_rightKeyPressed=true;
return true;
}
else if (ea.getKey()=='1')
{
_player1.looseLife();
_player1.addCatch();
return true;
}
else if (ea.getKey()=='2')
{
_player2.looseLife();
_player2.addCatch();
return true;
}
else if (ea.getKey()==' ')
{
_player1.reset();
_player2.reset();
return true;
}
}
case(osgGA::GUIEventAdapter::KEYUP):
{
if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left)
{
_leftKeyPressed=false;
return true;
}
else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right)
{
_rightKeyPressed=false;
return true;
}
}
case(osgGA::GUIEventAdapter::DRAG):
case(osgGA::GUIEventAdapter::MOVE):
{
float px = (ea.getXnormalized()+1.0f)*0.5f;
_player1.moveTo(px);
return true;
}
default:
return false;
}
}
void GameEventHandler::getUsage(osg::ApplicationUsage&) const
{
}
osg::Matrix GameEventHandler::getCameraPosition()
{
osg::Matrix cameraPosition;
osg::Vec3 center = _origin+(_width+_height)*0.5f;
float distance = _height.length()/(2.0f*tanf(_fovy*0.5f));
cameraPosition.makeLookAt(center-osg::Vec3(0.0f,distance,0.0f),center,osg::Vec3(0.0f,0.0f,1.0f));
return cameraPosition;
}
osg::Node* GameEventHandler::createScene()
{
_group = new osg::Group;
// _player1.setCharacter("Catch/girl.png","girl", _originBaseLine, _widthBaseLine, 0.4f);
_player1.setCharacter("Catch/gwen.png","girl", _originBaseLine + osg::Vec3(0.0f,-1.0f,0.0f), _widthBaseLine, 0.4f);
_player1.setLives("Catch/gwen.png",_originBaseLine+osg::Vec3(0.0f,-0.5f,0.0f), osg::Vec3(0.0f,0.0f,100.0f),3);
_player1.setCatches("Catch/broach.png",_originBaseLine+osg::Vec3(200.0f,-0.5f,0.0f), osg::Vec3(0.0f,0.0f,100.0f),10);
_group->addChild(_player1._character.get());
_group->addChild(_player1._livesSwitch.get());
_group->addChild(_player1._catchSwitch.get());
// _player2.setCharacter("Catch/boy.png","boy", _originBaseLine, _widthBaseLine, 0.4f);
// _player2.setLives("Catch/boy.png",_originBaseLine+osg::Vec3(900.0f,0.0f,000.0f), osg::Vec3(0.0f,0.0f,100.0f),3);
_player2.setCharacter("Catch/caitlin.png","boy", _originBaseLine + osg::Vec3(0.0f,-2.0f,0.0f), _widthBaseLine, 0.4f);
_player2.setLives("Catch/caitlin.png",_originBaseLine+osg::Vec3(900.0f,-0.5f,000.0f), osg::Vec3(0.0f,0.0f,100.0f),3);
_player2.setCatches("Catch/broach.png",_originBaseLine+osg::Vec3(1100.0f,-0.5f,0.0f), osg::Vec3(0.0f,0.0f,100.0f),10);
_group->addChild(_player2._character.get());
_group->addChild(_player2._livesSwitch.get());
_group->addChild(_player2._catchSwitch.get());
createNewCatchable();
createNewCatchable();
createNewCatchable();
createNewCatchable();
// background
{
osg::Image* image = osgDB::readImageFile(_backgroundImageFile);
if (image)
{
osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height);
osg::StateSet* stateset = geometry->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
_group->addChild(geode);
}
}
return _group.get();
}
void GameEventHandler::createNewCatchable()
{
float ratio = ((float)rand() / (float)RAND_MAX);
float size = 100.0f*((float)rand() / (float)RAND_MAX);
float angle = osg::PI*0.25f + 0.5f*osg::PI*((float)rand() / (float)RAND_MAX);
float speed = 200.0f*((float)rand() / (float)RAND_MAX);
CatchableObject* catchableObject = new CatchableObject;
osg::Vec3 position = _origin+_height+_width*ratio + osg::Vec3(0.0f,-0.7f,0.0f);
osg::Vec3 velocity(-cosf(angle)*speed,0.0f,-sinf(angle)*speed);
//std::cout<<"angle = "<<angle<<" velocity="<<velocity<<std::endl;
catchableObject->setObject("Catch/a.png","boy",position,size,velocity);
_catchableObjects.push_back(catchableObject);
// catchableObject->explode();
_group->addChild(catchableObject->_object.get());
}
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 node masks to create stereo images.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
arguments.getApplicationUsage()->addCommandLineOption("-d <float>","Time delay in sceonds between the display of successive image pairs when in auto advance mode.");
arguments.getApplicationUsage()->addCommandLineOption("-a","Enter auto advance of image pairs on start up.");
arguments.getApplicationUsage()->addCommandLineOption("-x <float>","Horizontal offset of left and right images.");
arguments.getApplicationUsage()->addCommandLineOption("-y <float>","Vertical offset of left and right images.");
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::ESCAPE_SETS_DONE);
// register the handler to add keyboard and mosue handling.
GameEventHandler* seh = new GameEventHandler();
viewer.getEventHandlerList().push_front(seh);
std::string filename;
if (arguments.read("-b",filename))
{
seh->setBackground(filename);
}
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// 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;
}
// now the windows have been realized we switch off the cursor to prevent it
// distracting the people seeing the stereo images.
float fovy = 1.0f;
for( unsigned int i = 0; i < viewer.getCameraConfig()->getNumberOfCameras(); i++ )
{
Producer::Camera* cam = viewer.getCameraConfig()->getCamera(i);
Producer::RenderSurface* rs = cam->getRenderSurface();
rs->useCursor(false);
fovy = osg::DegreesToRadians(cam->getLensVerticalFov());
}
seh->setFOVY(fovy);
// creat the scene from the file list.
osg::ref_ptr<osg::Node> rootNode = seh->createScene();
osgDB::writeNodeFile(*rootNode,"test.osg");
// set the scene to render
viewer.setSceneData(rootNode.get());
// create the windows and run the threads.
viewer.realize();
viewer.requestWarpPointer(0.5f,0.5f);
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();
viewer.setView(seh->getCameraPosition());
// 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;
}