238 lines
7.4 KiB
C++
238 lines
7.4 KiB
C++
#include <osg/GL>
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#include <osgProducer/Viewer>
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#include <osg/MatrixTransform>
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#include <osg/Billboard>
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/ShapeDrawable>
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#include <osg/Notify>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgSim/LightPointNode>
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#define INTERPOLATE(member) lp.member = start.member*rstart + end.member*rend;
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void addToLightPointNode(osgSim::LightPointNode& lpn,osgSim::LightPoint& start,osgSim::LightPoint& end,unsigned int noSteps)
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{
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if (noSteps<=1)
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{
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lpn.addLightPoint(start);
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return;
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}
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float rend = 0.0f;
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float rdelta = 1.0f/((float)noSteps-1.0f);
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lpn.getLightPointList().reserve(noSteps);
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for(unsigned int i=0;i<noSteps;++i,rend+=rdelta)
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{
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float rstart = 1.0f-rend;
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osgSim::LightPoint lp(start);
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INTERPOLATE(_position)
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INTERPOLATE(_intensity);
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INTERPOLATE(_color);
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INTERPOLATE(_radius);
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lpn.addLightPoint(lp);
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}
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}
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#undef INTERPOLATE
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osg::Node* createLightPointsDatabase()
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{
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osgSim::LightPoint start;
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osgSim::LightPoint end;
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start._position.set(-500.0f,-500.0f,0.0f);
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start._color.set(1.0f,0.0f,0.0f,1.0f);
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end._position.set(500.0f,-500.0f,0.0f);
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end._color.set(1.0f,1.0f,1.0f,1.0f);
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osg::MatrixTransform* transform = new osg::MatrixTransform;
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transform->setDataVariance(osg::Object::STATIC);
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transform->setMatrix(osg::Matrix::scale(0.1,0.1,0.1));
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osg::Vec3 start_delta(0.0f,10.0f,0.0f);
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osg::Vec3 end_delta(0.0f,10.0f,1.0f);
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int noStepsX = 100;
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int noStepsY = 100;
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// osgSim::BlinkSequence* bs = new osgSim::BlinkSequence;
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// bs->addPulse(1.0,osg::Vec4(1.0f,0.0f,0.0f,1.0f));
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// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
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// bs->addPulse(1.5,osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
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// bs->addPulse(1.0,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
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// osgSim::Sector* sector = new osgSim::ConeSector(osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0),osg::inDegrees(45.0));
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// osgSim::Sector* sector = new osgSim::ElevationSector(-osg::inDegrees(45.0),osg::inDegrees(45.0),osg::inDegrees(45.0));
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// osgSim::Sector* sector = new osgSim::AzimSector(-osg::inDegrees(45.0),osg::inDegrees(45.0),osg::inDegrees(90.0));
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// osgSim::Sector* sector = new osgSim::AzimElevationSector(osg::inDegrees(180),osg::inDegrees(90), // azim range
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// osg::inDegrees(0.0),osg::inDegrees(90.0), // elevation range
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// osg::inDegrees(5.0));
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for(int i=0;i<noStepsY;++i)
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{
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// osgSim::BlinkSequence* local_bs = new osgSim::BlinkSequence(*bs);
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// local_bs->setSequenceGroup(new osgSim::BlinkSequence::SequenceGroup((double)i*0.1));
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// start._blinkSequence = local_bs;
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// start._sector = sector;
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osgSim::LightPointNode* lpn = new osgSim::LightPointNode;
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addToLightPointNode(*lpn,start,end,noStepsX);
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start._position += start_delta;
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end._position += end_delta;
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transform->addChild(lpn);
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}
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osg::Group* group = new osg::Group;
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group->addChild(transform);
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return group;
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}
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static osg::Node* CreateBlinkSequenceLightNode()
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{
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osgSim::LightPointNode* lightPointNode = new osgSim::LightPointNode;;
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osgSim::LightPointNode::LightPointList lpList;
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osg::ref_ptr<osgSim::SequenceGroup> seq_0;
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seq_0 = new osgSim::SequenceGroup;
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seq_0->_baseTime = 0.0;
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osg::ref_ptr<osgSim::SequenceGroup> seq_1;
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seq_1 = new osgSim::SequenceGroup;
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seq_1->_baseTime = 0.5;
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const int max_points = 32;
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for( int i = 0; i < max_points; ++i )
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{
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osgSim::LightPoint lp;
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double x = cos( (2.0*osg::PI*i)/max_points );
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double z = sin( (2.0*osg::PI*i)/max_points );
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lp._position.set( x, 0.0f, z + 100.0f );
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lp._blinkSequence = new osgSim::BlinkSequence;
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for( int j = 10; j > 0; --j )
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{
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float intensity = j/10.0f;
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lp._blinkSequence->addPulse( 1.0/max_points,
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osg::Vec4( intensity, intensity, intensity, intensity ) );
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}
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if( max_points > 10 )
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{
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lp._blinkSequence->addPulse( 1.0 - 10.0/max_points,
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osg::Vec4( 0.0f, 0.0f, 0.0f, 0.0f ) );
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}
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if( i & 1 )
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{
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lp._blinkSequence->setSequenceGroup( seq_1.get() );
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}
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else
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{
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lp._blinkSequence->setSequenceGroup( seq_0.get() );
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}
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lp._blinkSequence->setPhaseShift( i/(static_cast<double>(max_points)) );
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lpList.push_back( lp );
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}
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lightPointNode->setLightPointList( lpList );
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return lightPointNode;
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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 use high quality light point, typically used for naviagional lights.");
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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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// 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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osg::Group* rootnode = new osg::Group;
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// load the nodes from the commandline arguments.
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rootnode->addChild(osgDB::readNodeFiles(arguments));
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rootnode->addChild(createLightPointsDatabase());
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rootnode->addChild(CreateBlinkSequenceLightNode());
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(rootnode);
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData( rootnode );
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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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