162 lines
4.9 KiB
C++
162 lines
4.9 KiB
C++
#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osgProducer/Viewer>
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#include <osgDB/ReadFile>
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#include <osg/Math>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::Geode* createShapes( char* img_filename )
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{
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osg::Geode* geode = new osg::Geode();
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// ---------------------------------------
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// Set up a StateSet to texture the objects
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// ---------------------------------------
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osg::StateSet* stateset = new osg::StateSet();
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if( ! img_filename ) img_filename = "Images/lz.rgb";
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osg::Image* image = osgDB::readImageFile( img_filename );
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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float radius = 0.8f;
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float height = 1.0f;
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osg::TessellationHints* hints = new osg::TessellationHints;
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hints->setDetailRatio(0.5f);
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geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius),hints));
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geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(2.0f,0.0f,0.0f),2*radius),hints));
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geode->addDrawable(new osg::ShapeDrawable(new osg::Cone(osg::Vec3(4.0f,0.0f,0.0f),radius,height),hints));
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geode->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(6.0f,0.0f,0.0f),radius,height),hints));
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geode->addDrawable(new osg::ShapeDrawable(new osg::Capsule(osg::Vec3(8.0f,0.0f,0.0f),radius,height),hints));
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(38,39);
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grid->setXInterval(0.28f);
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grid->setYInterval(0.28f);
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for(unsigned int r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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grid->setHeight(c,r,vertex[r+c*39][2]);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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osg::ConvexHull* mesh = new osg::ConvexHull;
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osg::Vec3Array* vertices = new osg::Vec3Array(4);
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(*vertices)[0].set(9.0+0.0f,-1.0f+2.0f,-1.0f+0.0f);
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(*vertices)[1].set(9.0+1.0f,-1.0f+0.0f,-1.0f+0.0f);
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(*vertices)[2].set(9.0+2.0f,-1.0f+2.0f,-1.0f+0.0f);
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(*vertices)[3].set(9.0+1.0f,-1.0f+1.0f,-1.0f+2.0f);
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osg::UByteArray* indices = new osg::UByteArray(12);
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(*indices)[0]=0;
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(*indices)[1]=2;
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(*indices)[2]=1;
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(*indices)[3]=0;
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(*indices)[4]=1;
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(*indices)[5]=3;
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(*indices)[6]=1;
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(*indices)[7]=2;
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(*indices)[8]=3;
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(*indices)[9]=2;
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(*indices)[10]=0;
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(*indices)[11]=3;
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mesh->setVertices(vertices);
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mesh->setIndices(indices);
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geode->addDrawable(new osg::ShapeDrawable(mesh));
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return geode;
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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()->setDescription(arguments.getApplicationName()+" is the example which demonstrates the osg::Shape classes.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [image_filename]");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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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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// 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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char* img_filename = 0;
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for( int pos = 1; pos < arguments.argc(); ++pos )
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{
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if( arguments.isString(pos) )
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{
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img_filename = arguments[pos];
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break;
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}
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}
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osg::Node* node = createShapes( img_filename );
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// add model to viewer.
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viewer.setSceneData( node );
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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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