196 lines
7.4 KiB
C++
196 lines
7.4 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial applications,
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* as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/Optimizer>
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#include <osgUtil/CullVisitor>
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#include <osgProducer/Viewer>
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#include <osg/MatrixTransform>
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#include <osgUtil/TransformCallback>
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#include <osgParticle/PrecipitationEffect>
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class MyGustCallback : public osg::NodeCallback
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{
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public:
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MyGustCallback() {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgParticle::PrecipitationEffect* pe = dynamic_cast<osgParticle::PrecipitationEffect*>(node);
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float value = sin(nv->getFrameStamp()->getReferenceTime());
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if (value<-0.5)
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{
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pe->snow(1.0);
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}
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else
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{
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pe->rain(0.5);
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}
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traverse(node, nv);
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}
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};
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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arguments.getApplicationUsage()->addCommandLineOption("","");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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osg::ref_ptr<osgParticle::PrecipitationEffect> precipitationEffect = new osgParticle::PrecipitationEffect;
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float intensity;
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while (arguments.read("--snow", intensity)) precipitationEffect->snow(intensity);
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while (arguments.read("--rain", intensity)) precipitationEffect->rain(intensity);
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float value;
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while (arguments.read("--particleSize", value)) precipitationEffect->setParticleSize(value);
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osg::Vec4 color;
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while (arguments.read("--particleColor", color.r(), color.g(), color.b(), color.a())) precipitationEffect->setParticleColor(color);
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while (arguments.read("--particleColour", color.r(), color.g(), color.b(), color.a())) precipitationEffect->setParticleColor(color);
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osg::Vec3 wind;
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while (arguments.read("--wind", wind.x(), wind.y(), wind.z())) precipitationEffect->setWind(wind);
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while (arguments.read("--particleSpeed", value)) precipitationEffect->setParticleSpeed(value);
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while (arguments.read("--nearTransition", value )) precipitationEffect->setNearTransition(value);
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while (arguments.read("--farTransition", value )) precipitationEffect->setFarTransition(value);
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while (arguments.read("--particleDensity", value )) precipitationEffect->setMaximumParticleDensity(value);
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osg::Vec3 cellSize;
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while (arguments.read("--cellSize", cellSize.x(), cellSize.y(), cellSize.z())) precipitationEffect->setCellSize(cellSize);
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osg::BoundingBox bb;
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while (arguments.read("--boundingBox", bb.xMin(),
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bb.yMin(),
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bb.zMin(),
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bb.xMax(),
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bb.yMax(),
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bb.zMax())) {}
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while (arguments.read("--fogDensity", value )) precipitationEffect->getFog()->setDensity(value);
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while (arguments.read("--fogColor", color.r(), color.g(), color.b(), color.a() )) precipitationEffect->getFog()->setColor(color);
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while (arguments.read("--fogColour", color.r(), color.g(), color.b(), color.a() )) precipitationEffect->getFog()->setColor(color);
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while (arguments.read("--useFarLineSegments")) { precipitationEffect->setUseFarLineSegments(true); }
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viewer.setClearColor( precipitationEffect->getFog()->getColor() );
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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// read the scene from the list of file specified commandline args.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
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return 1;
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}
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// precipitationEffect->setUpdateCallback(new MyGustCallback);
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osg::ref_ptr<osg::Group> group = new osg::Group;
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group->addChild(precipitationEffect.get());
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group->addChild(loadedModel.get());
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loadedModel->getOrCreateStateSet()->setAttributeAndModes(precipitationEffect->getFog());
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// create the light
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osg::LightSource* lightSource = new osg::LightSource;
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group->addChild(lightSource);
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osg::Light* light = lightSource->getLight();
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light->setLightNum(0);
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light->setPosition(osg::Vec4(0.0f,0.0f,1.0f,0.0f)); // directional light from above
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light->setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f));
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light->setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
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light->setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
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// set the scene to render
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viewer.setSceneData(group.get());
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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