157 lines
4.6 KiB
C++
157 lines
4.6 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 <osg/Geometry>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/BlendFunc>
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#include <osg/ClearNode>
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#include <osgUtil/Tesselator>
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#include <osgUtil/TransformCallback>
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#include <osgUtil/CullVisitor>
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#include <osgText/Text>
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#include <osgGA/TrackballManipulator>
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#include <osgProducer/Viewer>
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#include <osgDB/ReadFile>
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#include <osgSim/SphereSegment>
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using namespace osgSim;
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class MyNodeCallback: public osg::NodeCallback
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{
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void operator()(osg::Node*,osg::NodeVisitor*);
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};
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// void MyNodeCallback::operator()(osg::Node* n,osg::NodeVisitor* nv)
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// {
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// if(osgSim::SphereSegment* ss=dynamic_cast<osgSim::SphereSegment*>(n))
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// {
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// osg::Vec3 vec;
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// float azRange, elevRange;
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// ss->getArea(vec,azRange,elevRange);
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//
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// float azRangeDeg = osg::RadiansToDegrees(azRange);
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//
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// static bool azAscending = false;
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//
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// if(azAscending){
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// azRangeDeg += 1.0f;
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// if(azRangeDeg>89.0f) azAscending = false;
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// }else{
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// azRangeDeg -= 1.0f;
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// if(azRangeDeg<2.0f) azAscending = true;
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// }
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//
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// ss->setArea(vec,osg::DegreesToRadians(azRangeDeg),elevRange);
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//
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// }
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// traverse(n,nv);
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// }
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void MyNodeCallback::operator()(osg::Node* n,osg::NodeVisitor* nv)
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{
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if(osgSim::SphereSegment* ss=dynamic_cast<osgSim::SphereSegment*>(n))
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{
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osg::Vec3 vec;
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float azRange, elevRange;
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ss->getArea(vec,azRange,elevRange);
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static float angle = 0.0f;
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if(++angle > 359.0f) angle = 0.0f;
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vec.set(sin(osg::DegreesToRadians(angle)),cos(osg::DegreesToRadians(angle)),0.0f);
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std::cout<<"angle "<<angle<<" degrees, vec is "<<vec
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<<", azRange is "<<osg::RadiansToDegrees(azRange)
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<<", elevRange is "<<osg::RadiansToDegrees(elevRange)
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<<std::endl;
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ss->setArea(vec,azRange,elevRange);
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}
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traverse(n,nv);
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}
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osg::Node* createSphereSegment()
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{
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SphereSegment* ss = new SphereSegment(osg::Vec3(0.0f,0.0f,0.0f), 1.0f,
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osg::Vec3(0.0f,1.0f,0.0f),
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osg::DegreesToRadians(90.0f),
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osg::DegreesToRadians(45.0f),
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60);
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ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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ss->setSideColor(osg::Vec4(0.0f,0.0f,1.0f,0.1f));
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//ss->setDrawMask(SphereSegment::DrawMask(SphereSegment::SPOKES | SphereSegment::EDGELINE));
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//ss->setUpdateCallback(new MyNodeCallback);
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return ss;
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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 both text, animation and billboard via custom transform to create the OpenSceneGraph logo..");
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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("ps","Render the Professional Services logo");
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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::Node* node = createSphereSegment();
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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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