267 lines
8.4 KiB
C++
267 lines
8.4 KiB
C++
#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osgUtil/Optimizer>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgProducer/Viewer>
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createBase(const osg::Vec3& center,float radius)
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{
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int numTilesX = 10;
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int numTilesY = 10;
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float width = 2*radius;
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float height = 2*radius;
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osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
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osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
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osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));
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// fill in vertices for grid, note numTilesX+1 * numTilesY+1...
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osg::Vec3Array* coords = new osg::Vec3Array;
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int iy;
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for(iy=0;iy<=numTilesY;++iy)
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{
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for(int ix=0;ix<=numTilesX;++ix)
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{
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coords->push_back(v000+dx*(float)ix+dy*(float)iy);
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}
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}
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//Just two colours - black and white.
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
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colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black
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int numColors=colors->size();
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int numIndicesPerRow=numTilesX+1;
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osg::UByteArray* coordIndices = new osg::UByteArray; // assumes we are using less than 256 points...
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osg::UByteArray* colorIndices = new osg::UByteArray;
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for(iy=0;iy<numTilesY;++iy)
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{
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for(int ix=0;ix<numTilesX;++ix)
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{
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// four vertices per quad.
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coordIndices->push_back(ix +(iy+1)*numIndicesPerRow);
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coordIndices->push_back(ix +iy*numIndicesPerRow);
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coordIndices->push_back((ix+1)+iy*numIndicesPerRow);
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coordIndices->push_back((ix+1)+(iy+1)*numIndicesPerRow);
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// one color per quad
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colorIndices->push_back((ix+iy)%numColors);
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}
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}
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// set up a single normal
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
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osg::Geometry* geom = new osg::Geometry;
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geom->setVertexArray(coords);
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geom->setVertexIndices(coordIndices);
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geom->setColorArray(colors);
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geom->setColorIndices(colorIndices);
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geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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geom->setNormalArray(normals);
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geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,coordIndices->size()));
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geom);
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return geode;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* glider = osgDB::readNodeFile("glider.osg");
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if (glider)
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{
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const osg::BoundingSphere& bs = glider->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
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positioned->addChild(glider);
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Node* createModel()
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{
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osg::Vec3 center(0.0f,0.0f,0.0f);
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float radius = 100.0f;
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osg::Group* root = new osg::Group;
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root->addChild(createMovingModel(center,radius*0.8f));
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root->addChild(createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius));
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return root;
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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 of osg::AnimationPath and UpdateCallbacks for adding animation to your scenes.");
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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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// initialize 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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// load the nodes from the commandline arguments.
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osg::Node* model = createModel();
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if (!model)
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{
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return 1;
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}
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// tilt the scene so the default eye position is looking down on the model.
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osg::MatrixTransform* rootnode = new osg::MatrixTransform;
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rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
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rootnode->addChild(model);
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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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// set the scene to render
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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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