Completed changes to osgManipulator to make it more flexible w.r.t viewer usage, and
ported osgmanipulator example across of osgViewer
This commit is contained in:
@@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osgmanipulator.cpp\
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LIBS += -losgProducer -lProducer -losgManipulator -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgViewer -losgManipulator -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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$(CXXFILES)\
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@@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osgmanipulator.cpp\
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LIBS += -losgProducer -lProducer -losgManipulator -losgDB -losgText -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgViewer -losgManipulator -losgDB -losgText -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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EXEC = osgmanipulator
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@@ -1,6 +1,7 @@
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// --c++--
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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#include <osgViewer/Viewer>
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#include <osg/CoordinateSystemNode>
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#include <osgText/Text>
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@@ -13,6 +14,8 @@
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#include <osgManipulator/Translate2DDragger>
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#include <osgManipulator/TranslateAxisDragger>
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#include <iostream>
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osgManipulator::Dragger* createDragger(const std::string& name)
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{
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osgManipulator::Dragger* dragger = 0;
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@@ -99,7 +102,7 @@ osg::Node* createHUD()
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return camera;
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}
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#if 0
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bool computePixelCoords(osgProducer::Viewer* viewer,float x,float y,unsigned int cameraNum,float& pixel_x,float& pixel_y)
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{
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Producer::KeyboardMouse* km = viewer->getKeyboardMouse();
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@@ -150,6 +153,7 @@ bool computePixelCoords(osgProducer::Viewer* viewer,float x,float y,unsigned int
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}
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return true;
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}
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#endif
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osg::Node* addDraggerToScene(osg::Node* scene, osgManipulator::CommandManager* cmdMgr, const std::string& name)
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{
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@@ -182,14 +186,18 @@ class PickModeHandler : public osgGA::GUIEventHandler
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PICK
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};
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PickModeHandler(osgProducer::Viewer *viewer) : osgGA::GUIEventHandler(),
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_viewer(viewer), _mode(VIEW), _activeDragger(0)
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PickModeHandler():
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_mode(VIEW),
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_activeDragger(0)
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{
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}
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bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa,
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osg::Object*, osg::NodeVisitor*)
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{
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osgViewer::View* view = dynamic_cast<osgViewer::View*>(&aa);
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if (!view) return false;
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if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Tab &&
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ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN &&
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_activeDragger == 0)
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@@ -199,28 +207,27 @@ class PickModeHandler : public osgGA::GUIEventHandler
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if (VIEW == _mode) return false;
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for(unsigned int i=0;i<_viewer->getNumberOfCameras();++i)
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switch (ea.getEventType())
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{
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if ((ea.getEventType() == osgGA::GUIEventAdapter::PUSH) &&
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_viewer->computeIntersections(ea.getX(), ea.getY(), i, _pointer.hitList))
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case osgGA::GUIEventAdapter::PUSH:
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{
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float pixel_x,pixel_y;
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if (computePixelCoords(_viewer,ea.getX(),ea.getY(),i,pixel_x,pixel_y))
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osgUtil::LineSegmentIntersector::Intersections intersections;
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_pointer.reset();
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if (view->computeIntersections(ea.getX(),ea.getY(),intersections))
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{
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Producer::Camera* camera=_viewer->getCamera(i);
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_pointer.setCamera(view->getCamera());
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_pointer.setMousePosition(ea.getX(), ea.getY());
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osgProducer::OsgSceneHandler* sh = dynamic_cast<osgProducer::OsgSceneHandler*>(camera->getSceneHandler());
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osgUtil::SceneView* sv = sh ? sh->getSceneView() : 0;
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if (! sv) continue;
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_pointer.pixel_x = int(pixel_x+0.5);
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_pointer.pixel_y = int(pixel_y+0.5);
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_pointer.sv = sv;
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_pointer.hitIter = _pointer.hitList.begin();
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for (osg::NodePath::iterator itr = _pointer.hitList.front().getNodePath().begin();
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itr != _pointer.hitList.front().getNodePath().end();
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for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin();
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hitr != intersections.end();
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++hitr)
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{
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_pointer.addIntersection(hitr->nodePath, hitr->getLocalIntersectPoint());
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}
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for (osg::NodePath::iterator itr = _pointer._hitList.front().first.begin();
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itr != _pointer._hitList.front().first.end();
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++itr)
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{
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osgManipulator::Dragger* dragger = dynamic_cast<osgManipulator::Dragger*>(*itr);
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@@ -234,50 +241,36 @@ class PickModeHandler : public osgGA::GUIEventHandler
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}
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}
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}
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switch (ea.getEventType())
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case osgGA::GUIEventAdapter::DRAG:
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case osgGA::GUIEventAdapter::RELEASE:
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{
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case osgGA::GUIEventAdapter::DRAG:
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case osgGA::GUIEventAdapter::RELEASE:
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if (_activeDragger)
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{
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float pixel_x,pixel_y;
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if (computePixelCoords(_viewer,ea.getX(),ea.getY(),i,pixel_x,pixel_y))
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{
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Producer::Camera* camera=_viewer->getCamera(i);
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if (_activeDragger)
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{
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_pointer._hitIter = _pointer._hitList.begin();
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_pointer.setCamera(view->getCamera());
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_pointer.setMousePosition(ea.getX(), ea.getY());
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osgProducer::OsgSceneHandler* sh = dynamic_cast<osgProducer::OsgSceneHandler*>(camera->getSceneHandler());
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osgUtil::SceneView* sv = sh ? sh->getSceneView() : 0;
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if (_activeDragger && sv)
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{
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_pointer.pixel_x = int(pixel_x+0.5);
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_pointer.pixel_y = int(pixel_y+0.5);
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_pointer.sv = sv;
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_pointer.hitIter = _pointer.hitList.begin();
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_activeDragger->handle(_pointer, ea, aa);
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}
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}
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}
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break;
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default:
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break;
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}
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if (ea.getEventType() == osgGA::GUIEventAdapter::RELEASE)
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{
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_activeDragger = 0;
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_pointer.hitList.clear();
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_activeDragger->handle(_pointer, ea, aa);
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}
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break;
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}
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default:
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break;
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}
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if (ea.getEventType() == osgGA::GUIEventAdapter::RELEASE)
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{
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_activeDragger = 0;
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_pointer.reset();
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}
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return true;
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}
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private:
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osgProducer::Viewer* _viewer;
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unsigned int _mode;
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osgManipulator::Dragger* _activeDragger;
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osgManipulator::Dragger::PointerInfo _pointer;
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osgManipulator::PointerInfo _pointer;
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};
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int main( int argc, char **argv )
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@@ -301,10 +294,7 @@ int main( int argc, char **argv )
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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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osgViewer::Viewer viewer;
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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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@@ -371,34 +361,8 @@ int main( int argc, char **argv )
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// pass the loaded scene graph to the viewer.
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viewer.setSceneData(addDraggerToScene(loadedModel.get(), cmdMgr.get(), dragger_name));
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viewer.getEventHandlerList().push_front(new PickModeHandler(&viewer));
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viewer.addEventHandler(new PickModeHandler());
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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.
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viewer.sync();
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// run a clean up frame to delete all OpenGL objects.
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viewer.cleanup_frame();
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// wait for all the clean up frame to complete.
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viewer.sync();
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return 0;
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return viewer.run();
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}
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