Added ability to generate various cube faces for testing and switch handler to toggle between different models.

This commit is contained in:
Robert Osfield
2007-01-24 11:18:27 +00:00
parent 056ce866b0
commit 3c96113970

View File

@@ -8,6 +8,7 @@
#include <osg/StencilTwoSided>
#include <osg/CullFace>
#include <osg/Geometry>
#include <osg/Switch>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
@@ -129,7 +130,17 @@ protected:
osg::BoundingBox _bb;
};
osg::Node* createTestModel()
enum Faces
{
FRONT_FACE = 1,
BACK_FACE = 2,
LEFT_FACE = 4,
RIGHT_FACE = 8,
TOP_FACE = 16,
BOTTOM_FACE = 32
};
osg::Node* createCube(unsigned int mask)
{
osg::Geode* geode = new osg::Geode;
@@ -161,71 +172,154 @@ osg::Node* createTestModel()
osg::Vec3 pz(0.0f,0.0f,1.0f);
osg::Vec3 nz(0.0f,0.0f,-1.0f);
// front face
vertices->push_back(origin);
vertices->push_back(origin+dx);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dz);
normals->push_back(ny);
normals->push_back(ny);
normals->push_back(ny);
normals->push_back(ny);
if (mask & FRONT_FACE)
{
// front face
vertices->push_back(origin);
vertices->push_back(origin+dx);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dz);
normals->push_back(ny);
normals->push_back(ny);
normals->push_back(ny);
normals->push_back(ny);
}
if (mask & BACK_FACE)
{
// back face
vertices->push_back(origin+dy);
vertices->push_back(origin+dy+dz);
vertices->push_back(origin+dy+dx+dz);
vertices->push_back(origin+dy+dx);
normals->push_back(py);
normals->push_back(py);
normals->push_back(py);
normals->push_back(py);
}
if (mask & LEFT_FACE)
{
// left face
vertices->push_back(origin+dy);
vertices->push_back(origin);
vertices->push_back(origin+dz);
vertices->push_back(origin+dy+dz);
normals->push_back(nx);
normals->push_back(nx);
normals->push_back(nx);
normals->push_back(nx);
}
if (mask & RIGHT_FACE)
{
// right face
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx+dy+dz);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dx);
normals->push_back(px);
normals->push_back(px);
normals->push_back(px);
normals->push_back(px);
}
if (mask & TOP_FACE)
{
// top face
vertices->push_back(origin+dz);
vertices->push_back(origin+dz+dx);
vertices->push_back(origin+dz+dx+dy);
vertices->push_back(origin+dz+dy);
normals->push_back(pz);
normals->push_back(pz);
normals->push_back(pz);
normals->push_back(pz);
}
if (mask & BOTTOM_FACE)
{
// bottom face
vertices->push_back(origin);
vertices->push_back(origin+dy);
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx);
normals->push_back(nz);
normals->push_back(nz);
normals->push_back(nz);
normals->push_back(nz);
}
// front face
vertices->push_back(origin+dy);
vertices->push_back(origin+dy+dz);
vertices->push_back(origin+dy+dx+dz);
vertices->push_back(origin+dy+dx);
normals->push_back(py);
normals->push_back(py);
normals->push_back(py);
normals->push_back(py);
// left face
vertices->push_back(origin+dy);
vertices->push_back(origin);
vertices->push_back(origin+dz);
vertices->push_back(origin+dy+dz);
normals->push_back(nx);
normals->push_back(nx);
normals->push_back(nx);
normals->push_back(nx);
// right face
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx+dy+dz);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dx);
normals->push_back(px);
normals->push_back(px);
normals->push_back(px);
normals->push_back(px);
// top face
vertices->push_back(origin+dz);
vertices->push_back(origin+dz+dx);
vertices->push_back(origin+dz+dx+dy);
vertices->push_back(origin+dz+dy);
normals->push_back(pz);
normals->push_back(pz);
normals->push_back(pz);
normals->push_back(pz);
// bottom face
vertices->push_back(origin);
vertices->push_back(origin+dy);
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx);
normals->push_back(nz);
normals->push_back(nz);
normals->push_back(nz);
normals->push_back(nz);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size()));
return geode;
}
class SwitchHandler : public osgGA::GUIEventHandler
{
public:
SwitchHandler():
_childNum(0),
_frameNum(0) {}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa, osg::Object* object, osg::NodeVisitor* nv)
{
osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
if (!sw) return false;
if (nv->getFrameStamp())
{
if (nv->getFrameStamp()->getFrameNumber()==_frameNum) return false;
_frameNum = nv->getFrameStamp()->getFrameNumber();
}
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='n')
{
++_childNum;
if (_childNum >= sw->getNumChildren()) _childNum = 0;
osg::notify(osg::NOTICE)<<"selecting "<<_childNum<<std::endl;
sw->setSingleChildOn(_childNum);
return true;
}
break;
}
default:
break;
}
return false;
}
protected:
virtual ~SwitchHandler() {}
unsigned int _childNum;
int _frameNum;
};
osg::Node* createTestModel()
{
osg::Switch* sw = new osg::Switch;
sw->setEventCallback(new SwitchHandler);
sw->addChild(createCube(FRONT_FACE), true);
sw->addChild(createCube(FRONT_FACE | BACK_FACE), false);
sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE), false);
sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE), false);
sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE | TOP_FACE), false);
sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE | TOP_FACE | BOTTOM_FACE), false);
return sw;
}
int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.