Removed osgsimple example
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@@ -71,7 +71,6 @@ ADD_SUBDIRECTORY(osgshaderterrain)
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ADD_SUBDIRECTORY(osgshadowtexture)
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ADD_SUBDIRECTORY(osgshadow)
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ADD_SUBDIRECTORY(osgshape)
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ADD_SUBDIRECTORY(osgsimple)
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ADD_SUBDIRECTORY(osgsimplifier)
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ADD_SUBDIRECTORY(osgsimulation)
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ADD_SUBDIRECTORY(osgterrain)
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@@ -1,6 +0,0 @@
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#this file is automatically generated
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SET(TARGET_SRC osgsimple.cpp )
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#### end var setup ###
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SETUP_EXAMPLE(osgsimple)
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@@ -1,118 +0,0 @@
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// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
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//
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// Simple example of use of osg::GraphicsContext to create an OpenGL
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// graphics window, and use the SimpleViewer for OSG rendering.
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#include <osgUtil/SceneView>
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#include <osgDB/ReadFile>
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#include <osgViewer/SimpleViewer>
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#include <osgViewer/GraphicsWindow>
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#include <iostream>
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class ExitHandler : public osgGA::GUIEventHandler
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{
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public:
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ExitHandler():
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_done(false) {}
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bool done() const { return _done; }
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bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYUP):
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{
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if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Escape)
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{
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_done = true;
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}
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return false;
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}
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case(osgGA::GUIEventAdapter::CLOSE_WINDOW):
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case(osgGA::GUIEventAdapter::QUIT_APPLICATION):
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{
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_done = true;
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}
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default: break;
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}
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return false;
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}
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bool _done;
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};
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int main( int argc, char **argv )
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{
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if (argc<2)
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{
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std::cout << argv[0] <<": requires filename argument." << std::endl;
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return 1;
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}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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osgViewer::SimpleViewer viewer;
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 200;
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traits->y = 200;
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traits->width = 800;
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traits->height = 600;
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traits->windowDecoration = true;
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
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if (!gw)
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{
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osg::notify(osg::NOTICE)<<"Error: unable to create graphics window."<<std::endl;
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}
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viewer.setEventQueue(gw->getEventQueue());
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viewer.getEventQueue()->windowResize(traits->x,traits->y,traits->width,traits->height);
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gc->realize();
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gc->makeCurrent();
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viewer.setSceneData(loadedModel.get());
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// add the exit handler'
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ExitHandler* exitHandler = new ExitHandler;
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viewer.addEventHandler(exitHandler);
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// initialize the view to look at the center of the scene graph
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( gw->isRealized() && !exitHandler->done() )
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{
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// check the window evnts
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gw->checkEvents();
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// set the view
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viewer.getCamera()->setViewMatrix(viewMatrix);
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// advance the frame, handle events, update the scene and render it.
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viewer.frame();
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// Swap Buffers
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gw->swapBuffers();
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}
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return 0;
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}
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