OpenSceneGraph/examples/osgcatch/osgcatch.cpp
2007-01-05 13:06:11 +00:00

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
#include <osgUtil/GLObjectsVisitor>
#include <osgText/Text>
#include <osg/Geode>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Switch>
#include <osg/TexMat>
#include <osg/Texture2D>
#include <osg/Timer>
#include <osg/io_utils>
#include <osgGA/GUIEventHandler>
#include <osgParticle/ExplosionEffect>
#include <osgParticle/ExplosionDebrisEffect>
#include <osgParticle/SmokeEffect>
#include <osgParticle/FireEffect>
#include <sstream>
typedef std::vector<std::string> FileList;
typedef std::map<std::string, osg::ref_ptr<osg::Node> > ObjectMap;
static ObjectMap s_objectMap;
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, const osg::Vec3& catchPos, 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();
void resetCatches();
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, const osg::Vec3& catchPos, 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*catchPos.x() + height*catchPos.y() + pos;
_radiusBasket = width.length()*catchPos.z();
}
}
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();
}
void Character::resetCatches()
{
_numCatches = 0;
_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 false;
--_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;
static void setUpCatchablesMap(const FileList& fileList);
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::setUpCatchablesMap(const FileList& fileList)
{
for(FileList::const_iterator itr=fileList.begin();
itr!=fileList.end();
++itr)
{
const std::string& filename = *itr;
osg::Image* image = osgDB::readImageFile(filename);
if (image)
{
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::Vec3 width((float)(image->s())/(float)(image->t()),0.0f,0.0);
osg::Vec3 height(0.0f,0.0f,1.0f);
osg::Vec3 pos = (width+height)*-0.5f;
osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
geometry->setStateSet(stateset.get());
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
s_objectMap[filename] = geode;
}
}
}
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;
if (s_objectMap.count(filename)!=0)
{
osg::PositionAttitudeTransform* scaleTransform = new osg::PositionAttitudeTransform;
scaleTransform->setScale(osg::Vec3(characterSize,characterSize,characterSize));
scaleTransform->addChild(s_objectMap[filename].get());
_object = new osg::PositionAttitudeTransform;
_object->setName(name);
_object->setPosition(center);
_object->addChild(scaleTransform);
}
else
{
osg::notify(osg::NOTICE)<<"CatchableObject::setObject("<<filename<<") not able to create catchable object."<<std::endl;
}
}
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::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(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 bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&);
virtual void getUsage(osg::ApplicationUsage& usage) const;
osg::Matrix getCameraPosition();
void compileGLObjects(osg::State& state)
{
osgUtil::GLObjectsVisitor compile;
compile.setState(&state);
for(ObjectMap::iterator itr = s_objectMap.begin();
itr != s_objectMap.end();
++itr)
{
itr->second->accept(compile);
}
}
osg::Node* createScene();
void setFOVY(float fovy) { _fovy = fovy; }
float getFOVY() const { return _fovy; }
void createNewCatchable();
void clearCatchables()
{
for(CatchableObjectList::iterator itr=_catchableObjects.begin();
itr!=_catchableObjects.end();
++itr)
{
// 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());
}
}
_catchableObjects.clear();
}
void resetLevel()
{
_level = 0;
_levelSwitch->setSingleChildOn(_level);
clearCatchables();
updateLevelText();
_levelStartTick = osg::Timer::instance()->tick();
}
void nextLevel()
{
++_level;
if (_level < _levelSwitch->getNumChildren())
{
_levelSwitch->setSingleChildOn(_level);
clearCatchables();
}
updateLevelText();
_levelStartTick = osg::Timer::instance()->tick();
}
bool gameComplete()
{
return _level >= _levelSwitch->getNumChildren();
}
void resetGame()
{
_currentScore = 0;
updateTextWithScore();
clearCatchables();
resetLevel();
for(unsigned int i=0;i<_numberOfPlayers;++i)
{
_players[i].reset();
}
}
enum Players
{
PLAYER_GIRL,
PLAYER_BOY
};
void addPlayer(Players player)
{
osg::Vec3 livesPosition;
osg::Vec3 catchesPosition;
if (_numberOfPlayers==0)
{
livesPosition = _originBaseLine+osg::Vec3(0.0f,-0.5f,0.0f);
catchesPosition = _originBaseLine+osg::Vec3(100.0f,-0.5f,0.0f);
}
else
{
livesPosition = _originBaseLine+osg::Vec3(1000.0f,-0.5f,000.0f);
catchesPosition = _originBaseLine+osg::Vec3(1100.0f,-0.5f,0.0f);
}
switch(player)
{
case PLAYER_GIRL:
{
std::string player_one = "Catch/girl.png";
osg::Vec3 catchPos(0.2, 0.57, 0.34);
_players[_numberOfPlayers].setCharacter(player_one,"girl", _originBaseLine + osg::Vec3(0.0f,-1.0f,0.0f), _widthBaseLine, catchPos, 0.5f);
_players[_numberOfPlayers].setLives(player_one,livesPosition, osg::Vec3(0.0f,0.0f,100.0f),3);
_players[_numberOfPlayers].setCatches("Catch/broach.png",catchesPosition, osg::Vec3(0.0f,0.0f,100.0f),10);
++_numberOfPlayers;
break;
}
case PLAYER_BOY:
{
std::string player_two = "Catch/boy.png";
osg::Vec3 catchPos(0.8, 0.57, 0.34);
_players[_numberOfPlayers].setCharacter(player_two,"boy", _originBaseLine + osg::Vec3(0.0f,-2.0f,0.0f), _widthBaseLine, catchPos, 0.5f);
_players[_numberOfPlayers].setLives(player_two,livesPosition, osg::Vec3(0.0f,0.0f,100.0f),3);
_players[_numberOfPlayers].setCatches("Catch/broach.png",catchesPosition, osg::Vec3(0.0f,0.0f,100.0f),10);
++_numberOfPlayers;
break;
}
}
}
typedef std::vector< osg::ref_ptr<osgText::Text> > TextList;
void updateScoreWithCatch()
{
_currentScore += 1;
updateTextWithScore();
}
void updateScoreWithLevel()
{
osg::Timer_t newTick = osg::Timer::instance()->tick();
double timeForLevel = osg::Timer::instance()->delta_s(_levelStartTick, newTick);
// a ten second level gets you 10 points,
// a twenty second levels gets you 5 points.
_currentScore += static_cast<unsigned int>(10000.0f/(timeForLevel*timeForLevel));
updateTextWithScore();
}
void updateTextWithScore()
{
std::ostringstream os;
os<<"Score: "<<_currentScore;
std::string textString = os.str();
for(TextList::iterator itr = _scoreTextList.begin();
itr != _scoreTextList.end();
++itr)
{
(*itr)->setText(textString);
}
}
void updateLevelText()
{
std::ostringstream os;
os<<"Level: "<<_level+1;
_levelText->setText(os.str());
}
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;
unsigned _level;
float _chanceOfExplodingAtStart;
float _initialNumDropsPerSecond;
osg::ref_ptr<osg::Switch> _gameSwitch;
osg::ref_ptr<osg::Group> _gameGroup;
osg::ref_ptr<osg::Switch> _levelSwitch;
unsigned int _currentIndex;
unsigned int _welcomeIndex;
unsigned int _lostIndex;
unsigned int _wonIndex;
unsigned int _gameIndex;
osg::Timer_t _levelStartTick;
unsigned int _currentScore;
osg::ref_ptr<osgText::Text> _levelText;
TextList _scoreTextList;
unsigned int _numberOfPlayers;
Character _players[2];
typedef std::list< osg::ref_ptr<CatchableObject> > CatchableObjectList;
CatchableObjectList _catchableObjects;
FileList _backgroundFiles;
FileList _benignCatachables;
bool _leftKeyPressed;
bool _rightKeyPressed;
osg::ref_ptr<CatchableObject> _dummyCatchable;
};
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;
_numberOfPlayers = 0;
_level = 0;
_chanceOfExplodingAtStart = 0.1f;
_initialNumDropsPerSecond = 1.0f;
_leftKeyPressed=false;
_rightKeyPressed=false;
_backgroundFiles.push_back("Catch/sky1.JPG");
_backgroundFiles.push_back("Catch/sky3.JPG");
_backgroundFiles.push_back("Catch/sky2.JPG");
_backgroundFiles.push_back("Catch/farm.JPG");
_benignCatachables.push_back("Catch/a.png");
_benignCatachables.push_back("Catch/b.png");
_benignCatachables.push_back("Catch/c.png");
_benignCatachables.push_back("Catch/m.png");
_benignCatachables.push_back("Catch/n.png");
_benignCatachables.push_back("Catch/s.png");
_benignCatachables.push_back("Catch/t.png");
_benignCatachables.push_back("Catch/u.png");
_benignCatachables.push_back("Catch/ball.png");
CatchableObject::setUpCatchablesMap(_benignCatachables);
_currentScore = 0;
setFOVY(osg::DegreesToRadians(60.0));
}
bool GameEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
if (_currentIndex==_welcomeIndex)
{
// welcome screen
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
_currentIndex = _gameIndex;
_gameSwitch->setSingleChildOn(_currentIndex);
resetGame();
return true;
}
default:
return false;
}
}
else if (_currentIndex==_lostIndex)
{
// lost screen
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
_currentIndex = _gameIndex;
_gameSwitch->setSingleChildOn(_currentIndex);
resetGame();
return true;
}
default:
return false;
}
}
else if (_currentIndex==_wonIndex)
{
// won screen
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
_currentIndex = _gameIndex;
_gameSwitch->setSingleChildOn(_currentIndex);
resetGame();
return true;
}
default:
return false;
}
}
else if (_currentIndex==_gameIndex)
{
// in game.
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::FRAME):
{
// move characters
if (_leftKeyPressed)
{
if (_numberOfPlayers>=2) _players[1].moveLeft();
}
if (_rightKeyPressed)
{
if (_numberOfPlayers>=2) _players[1].moveRight();
}
static double previous_time = ea.getTime();
double dt = ea.getTime()-previous_time;
previous_time = ea.getTime();
// move objects
for(CatchableObjectList::iterator itr=_catchableObjects.begin();
itr!=_catchableObjects.end();
++itr)
{
(*itr)->update(dt);
bool removeEntry = false;
for(unsigned int i=0;i<_numberOfPlayers;++i)
{
bool inBasket = ((*itr)->centerInside(_players[i].getCurrentCenterOfBasket(),_players[i].getCurrentRadiusOfBasket()));
if ((*itr)->dangerous())
{
if ((*itr)->anyInside(_players[i].getLowerLeft(),_players[i].getUpperRight()) || inBasket)
{
// player has hit or caught a dangerous object, must loose a life.
if (!_players[i].looseLife())
{
_currentIndex = _lostIndex;
_gameSwitch->setSingleChildOn(_currentIndex);
return true;
}
else
{
clearCatchables();
return true;
}
}
}
else if (inBasket)
{
// player has caught a safe object.
updateScoreWithCatch();
if (!_players[i].addCatch())
{
_players[i].resetCatches();
updateScoreWithLevel();
nextLevel();
if (gameComplete())
{
_currentIndex = _wonIndex;
_gameSwitch->setSingleChildOn(_currentIndex);
}
return true;
}
removeEntry = true;
}
}
if (!(*itr)->anyInside(_origin, _origin+_width+_height) ||
(*itr)->needToRemove(ea.getTime()) ||
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);
}
else if ((*itr)->anyInside(_origin, _origin+_width) && !(*itr)->stopped())
{
// hit base line
(*itr)->explode();
(*itr)->stop();
(*itr)->setTimeToRemove(ea.getTime()+3.0);
}
}
// create new catchable objects
static double previousTime = ea.getTime();
double deltaTime = ea.getTime()-previousTime;
previousTime = ea.getTime();
float numDropsPerSecond = _initialNumDropsPerSecond * (_level+1);
float r = (float)rand()/(float)RAND_MAX;
if (r < deltaTime*numDropsPerSecond)
{
createNewCatchable();
}
}
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;
}
}
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;
if (_numberOfPlayers>=1) _players[0].moveTo(px);
return true;
}
default:
return false;
}
}
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()
{
_gameSwitch = new osg::Switch;
// create a dummy catchable to load all the particule textures to reduce
// latency later on..
_dummyCatchable = new CatchableObject;
_dummyCatchable->setObject("Catch/a.png","a",osg::Vec3(0.0f,0.0,0.0f),1.0f,osg::Vec3(0.0f,0.0,0.0f));
_dummyCatchable->explode();
// set up welcome subgraph
{
osg::Geode* geode = new osg::Geode;
// set up the background
osg::Image* image = osgDB::readImageFile("Catch/Welcome.jpg");
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);
geode->addDrawable(geometry);
}
// set up the text
osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.8f -osg::Vec3(0.0f,0.1f,0.0f);
{
osgText::Text* text = new osgText::Text;
text->setText("osgcatch is a childrens catching game\nMove your character using the mouse to\ncatch falling objects in your net\nbut avoid burning objects - they kill!!");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.025f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Move mouse left and right to move character\nCatch ten objects to advance to next level\nComplete four levels to win.");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.025f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Game concept and artwork - Caitlin Osfield, aged 5!\nSoftware development - Robert Osfield");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.025f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Press any key to start game.\nPress Escape to exit game at any time.");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.025f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
_welcomeIndex = _gameSwitch->getNumChildren();
_gameSwitch->addChild(geode);
}
// set up you've lost subgraph
{
osg::Geode* geode = new osg::Geode;
osg::Image* image = osgDB::readImageFile("Catch/YouLost.jpg");
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);
geode->addDrawable(geometry);
}
// set up the text
osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.75f -osg::Vec3(0.0f,0.1f,0.0f);
{
osgText::Text* text = new osgText::Text;
text->setText("Game Over\nYou lost all three lives");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.04f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Score: 0");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.04f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
_scoreTextList.push_back(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Press any key to have another game.\nPress Escape to exit game.");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.025f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
_lostIndex = _gameSwitch->getNumChildren();
_gameSwitch->addChild(geode);
}
// set up you've won subgraph
{
osg::Geode* geode = new osg::Geode;
osg::Image* image = osgDB::readImageFile("Catch/YouWon.jpg");
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);
geode->addDrawable(geometry);
}
// set up the text
osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.75f -osg::Vec3(0.0f,0.1f,0.0f);
{
osgText::Text* text = new osgText::Text;
text->setText("Well done!!!\nYou completed all levels!");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.04f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Score: 0");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.04f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
_scoreTextList.push_back(text);
}
{
textPosition -= _height*0.25f;
osgText::Text* text = new osgText::Text;
text->setText("Press any key to have another game.\nPress Escape to exit game.");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.025f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(text);
}
_wonIndex = _gameSwitch->getNumChildren();
_gameSwitch->addChild(geode);
}
// set up game subgraph.
{
_gameGroup = new osg::Group;
if (_numberOfPlayers==0)
{
addPlayer(PLAYER_GIRL);
}
for(unsigned int i=0;i<_numberOfPlayers;++i)
{
_gameGroup->addChild(_players[i]._character.get());
_gameGroup->addChild(_players[i]._livesSwitch.get());
_gameGroup->addChild(_players[i]._catchSwitch.get());
}
// background
{
_levelSwitch = new osg::Switch;
for(FileList::const_iterator itr = _backgroundFiles.begin();
itr != _backgroundFiles.end();
++itr)
{
osg::Image* image = osgDB::readImageFile(*itr);
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);
_levelSwitch->addChild(geode);
}
}
_levelSwitch->setSingleChildOn(0);
_gameGroup->addChild(_levelSwitch.get());
}
_gameIndex = _gameSwitch->getNumChildren();
_gameSwitch->addChild(_gameGroup.get());
// set up the text
osg::Vec3 textPosition = _origin+_width*0.05f+_height*0.95f-osg::Vec3(0.0f,0.1f,0.0f);
{
osgText::Text* text = new osgText::Text;
text->setText("Score : 0");
text->setFont("fonts/dirtydoz.ttf");
text->setPosition(textPosition);
text->setCharacterSize(_width.length()*0.04f);
text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
text->setAxisAlignment(osgText::Text::XZ_PLANE);
osg::Geode* geode = new osg::Geode;
geode->addDrawable(text);
_scoreTextList.push_back(text);
textPosition -= _height*0.05f;
_levelText = new osgText::Text;
_levelText->setText("Level : 0");
_levelText->setFont("fonts/dirtydoz.ttf");
_levelText->setPosition(textPosition);
_levelText->setCharacterSize(_width.length()*0.04f);
_levelText->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
_levelText->setAxisAlignment(osgText::Text::XZ_PLANE);
geode->addDrawable(_levelText.get());
_gameGroup->addChild(geode);
}
}
_currentIndex = _welcomeIndex;
_gameSwitch->setSingleChildOn(_currentIndex);
return _gameSwitch.get();
}
void GameEventHandler::createNewCatchable()
{
if (_benignCatachables.empty()) return;
unsigned int catachableIndex = (unsigned int)((float)_benignCatachables.size()*(float)rand()/(float)RAND_MAX);
if (catachableIndex>=_benignCatachables.size()) catachableIndex = _benignCatachables.size()-1;
const std::string& filename = _benignCatachables[catachableIndex];
float ratio = ((float)rand() / (float)RAND_MAX);
float size = 20.0f+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(filename,"boy",position,size,velocity);
_catchableObjects.push_back(catchableObject);
float r = (float)rand() / (float)RAND_MAX;
if (r < _chanceOfExplodingAtStart)
{
catchableObject->explode();
}
_gameGroup->addChild(catchableObject->_object.get());
}
#if 0
#include <osgProducer/Viewer>
class CompileStateCallback : public osgProducer::OsgCameraGroup::RealizeCallback
{
public:
CompileStateCallback(GameEventHandler* eh):_gameEventHandler(eh) {}
virtual void operator()( osgProducer::OsgCameraGroup&, osgProducer::OsgSceneHandler& sh, const Producer::RenderSurface& )
{
// now safe to construct
sh.init();
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
if (_gameEventHandler)
{
_gameEventHandler->compileGLObjects(*(sh.getSceneView()->getState()));
}
}
}
OpenThreads::Mutex _mutex;
GameEventHandler* _gameEventHandler;
};
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);
while (arguments.read("--boy")) seh->addPlayer(GameEventHandler::PLAYER_BOY);
while (arguments.read("--girl")) seh->addPlayer(GameEventHandler::PLAYER_GIRL);
// 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.getNumberOfCameras(); i++ )
{
Producer::Camera* cam = viewer.getCamera(i);
Producer::RenderSurface* rs = cam->getRenderSurface();
rs->useCursor(false);
fovy = osg::DegreesToRadians(cam->getLensVerticalFov());
}
seh->setFOVY(fovy);
// enable the image cache so we don't need to keep loading the particle files
osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options;
options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES);
osgDB::Registry::instance()->setOptions(options);
// 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());
viewer.setRealizeCallback(new CompileStateCallback(seh));
// create the windows and run the threads, note has to be single threaded
// due to use osgParticle
viewer.realize(Producer::CameraGroup::SingleThreaded);
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.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}
#else
#include <osgViewer/Viewer>
#include <iostream>
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.
osgViewer::Viewer viewer;
// register the handler to add keyboard and mosue handling.
GameEventHandler* seh = new GameEventHandler();
viewer.addEventHandler(seh);
while (arguments.read("--boy")) seh->addPlayer(GameEventHandler::PLAYER_BOY);
while (arguments.read("--girl")) seh->addPlayer(GameEventHandler::PLAYER_GIRL);
// 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;
}
// enable the image cache so we don't need to keep loading the particle files
osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options;
options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES);
osgDB::Registry::instance()->setOptions(options);
// creat the scene from the file list.
osg::ref_ptr<osg::Node> rootNode = seh->createScene();
rootNode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
//osgDB::writeNodeFile(*rootNode,"test.osg");
// set the scene to render
viewer.setSceneData(rootNode.get());
// viewer.setRealizeCallback(new CompileStateCallback(seh));
double fovy, aspectRatio, zNear, zFar;
viewer.getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
seh->setFOVY(osg::DegreesToRadians(fovy));
// todo for osgViewer - create default set up.
viewer.setUpViewAcrossAllScreens();
viewer.realize();
// switch off the cursor
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr != windows.end();
++itr)
{
(*itr)->useCursor(false);
}
// todo for osgViewer - implement warp pointer that can be done relative to different coordinate frames
// viewer.requestWarpPointer(0.5f,0.5f);
while( !viewer.done() )
{
viewer.getCamera()->setViewMatrix(seh->getCameraPosition());
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
return 0;
}
#endif