From Eric Wing, XCode project files.

This commit is contained in:
Robert Osfield
2006-04-04 12:53:10 +00:00
parent 02837366df
commit 8a245a7bb6
124 changed files with 99861 additions and 0 deletions

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@@ -0,0 +1,4 @@
{
IBClasses = ();
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}

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View File

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View File

@@ -0,0 +1,170 @@
#include <osg/Group>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
#include <osg/PositionAttitudeTransform>
int main()
{
osgProducer::Viewer viewer;
osg::Group* root = new osg::Group();
osg::Geode* pyramidGeode = new osg::Geode();
osg::Geometry* pyramidGeometry = new osg::Geometry();
//Associate the pyramid geometry with the pyramid geode
// Add the pyramid geode to the root node of the scene graph.
pyramidGeode->addDrawable(pyramidGeometry);
root->addChild(pyramidGeode);
//Declare an array of vertices. Each vertex will be represented by
//a triple -- an instances of the vec3 class. An instance of
//osg::Vec3Array can be used to store these triples. Since
//osg::Vec3Array is derived from the STL vector class, we can use the
//push_back method to add array elements. Push back adds elements to
//the end of the vector, thus the index of first element entered is
//zero, the second entries index is 1, etc.
//Using a right-handed coordinate system with 'z' up, array
//elements zero..four below represent the 5 points required to create
//a simple pyramid.
osg::Vec3Array* pyramidVertices = new osg::Vec3Array;
pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left
pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right
pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right
pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left
pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak
//Associate this set of vertices with the geometry associated with the
//geode we added to the scene.
pyramidGeometry->setVertexArray( pyramidVertices );
//Next, create a primitive set and add it to the pyramid geometry.
//Use the first four points of the pyramid to define the base using an
//instance of the DrawElementsUint class. Again this class is derived
//from the STL vector, so the push_back method will add elements in
//sequential order. To ensure proper backface cullling, vertices
//should be specified in counterclockwise order. The arguments for the
//constructor are the enumerated type for the primitive
//(same as the OpenGL primitive enumerated types), and the index in
//the vertex array to start from.
osg::DrawElementsUInt* pyramidBase =
new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
pyramidBase->push_back(3);
pyramidBase->push_back(2);
pyramidBase->push_back(1);
pyramidBase->push_back(0);
pyramidGeometry->addPrimitiveSet(pyramidBase);
//Repeat the same for each of the four sides. Again, vertices are
//specified in counter-clockwise order.
osg::DrawElementsUInt* pyramidFaceOne =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceOne->push_back(0);
pyramidFaceOne->push_back(1);
pyramidFaceOne->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceOne);
osg::DrawElementsUInt* pyramidFaceTwo =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceTwo->push_back(1);
pyramidFaceTwo->push_back(2);
pyramidFaceTwo->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceTwo);
osg::DrawElementsUInt* pyramidFaceThree =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceThree->push_back(2);
pyramidFaceThree->push_back(3);
pyramidFaceThree->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceThree);
osg::DrawElementsUInt* pyramidFaceFour =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceFour->push_back(3);
pyramidFaceFour->push_back(0);
pyramidFaceFour->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceFour);
//Declare and load an array of Vec4 elements to store colors.
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green
colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white
//Declare the variable that will match vertex array elements to color
//array elements. This vector should have the same number of elements
//as the number of vertices. This vector serves as a link between
//vertex arrays and color arrays. Entries in this index array
//coorespond to elements in the vertex array. Their values coorespond
//to the index in he color array. This same scheme would be followed
//if vertex array elements were matched with normal or texture
//coordinate arrays.
// Note that in this case, we are assigning 5 vertices to four
// colors. Vertex array element zero (bottom left) and four (peak)
// are both assigned to color array element zero (red).
osg::TemplateIndexArray
<GLint, osg::Array::UIntArrayType,4,4> *colorIndexArray;
colorIndexArray =
new osg::TemplateIndexArray<GLint, osg::Array::UIntArrayType,4,4>;
colorIndexArray->push_back(0); // vertex 0 assigned color array element 0
colorIndexArray->push_back(1); // vertex 1 assigned color array element 1
colorIndexArray->push_back(2); // vertex 2 assigned color array element 2
colorIndexArray->push_back(3); // vertex 3 assigned color array element 3
colorIndexArray->push_back(0); // vertex 4 assigned color array element 0
//The next step is to associate the array of colors with the geometry,
//assign the color indices created above to the geometry and set the
//binding mode to _PER_VERTEX.
pyramidGeometry->setColorArray(colors);
pyramidGeometry->setColorIndices(colorIndexArray);
pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
//Now that we have created a geometry node and added it to the scene
//we can reuse this geometry. For example, if we wanted to put a
//second pyramid 15 units to the right of the first one, we could add
//this geode as the child of a transform node in our scene graph.
// Declare and initialize a transform node.
osg::PositionAttitudeTransform* pyramidTwoXForm =
new osg::PositionAttitudeTransform();
// Use the 'addChild' method of the osg::Group class to
// add the transform as a child of the root node and the
// pyramid node as a child of the transform.
root->addChild(pyramidTwoXForm);
pyramidTwoXForm->addChild(pyramidGeode);
// Declare and initialize a Vec3 instance to change the
// position of the tank model in the scene
osg::Vec3 pyramidTwoPosition(15,0,0);
pyramidTwoXForm->setPosition( pyramidTwoPosition );
//The final step is to set up and enter a simulation loop.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
viewer.setSceneData( root );
viewer.realize();
while( !viewer.done() )
{
viewer.sync();
viewer.update();
viewer.frame();
}
return 0;
}

View File

@@ -0,0 +1,387 @@
/*
* Prefix header for all source files of the '<27>PROJECTNAME<4D>' target in the '<27>PROJECTNAME<4D>' project.
* Keep the ones you need, remove the ones you don't.
* Add headers specific to your project we don't list (e.g. <Carbon/Carbon.h>, <Cocoa/Cocoa.h>).
*/
/*
#include <Carbon/Carbon.h>
*/
/*
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif
*/
/* Put all your C++ headers inside the __cplusplus guard. */
#ifdef __cplusplus
/* You may not need the OpenThreads and Producer headers for your project.
* In those cases, you can comment out these blocks if you wish.
*/
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <OpenThreads/Exports>
#include <OpenThreads/Mutex>
#include <OpenThreads/ScopedLock>
#include <OpenThreads/Thread>
#include <Producer/Block>
#include <Producer/BlockingQueue>
#include <Producer/CameraConfig>
#include <Producer/CameraGroup>
#include <Producer/Events>
#include <Producer/Export>
#include <Producer/InputArea>
#include <Producer/Keyboard>
#include <Producer/KeyboardMouse>
#include <Producer/Math>
#include <Producer/Referenced>
#include <Producer/RefOpenThreads>
#include <Producer/RenderSurface>
#include <Producer/Timer>
#include <Producer/Trackball>
#include <Producer/Types>
#include <Producer/Version>
#include <Producer/VisualChooser>
#include <Producer/Window3D>
#include <osg/AlphaFunc>
#include <osg/AnimationPath>
#include <osg/ApplicationUsage>
#include <osg/ArgumentParser>
#include <osg/Array>
#include <osg/AutoTransform>
#include <osg/Billboard>
#include <osg/BlendColor>
#include <osg/BlendEquation>
#include <osg/BlendFunc>
#include <osg/BoundingBox>
#include <osg/BoundingSphere>
#include <osg/BoundsChecking>
#include <osg/BufferObject>
#include <osg/CameraNode>
#include <osg/CameraView>
#include <osg/ClearNode>
#include <osg/ClipNode>
#include <osg/ClipPlane>
#include <osg/ClusterCullingCallback>
#include <osg/CollectOccludersVisitor>
#include <osg/ColorMask>
#include <osg/ColorMatrix>
#include <osg/ConvexPlanarOccluder>
#include <osg/ConvexPlanarPolygon>
#include <osg/CoordinateSystemNode>
#include <osg/CopyOp>
#include <osg/CullFace>
#include <osg/CullSettings>
#include <osg/CullStack>
#include <osg/CullingSet>
#include <osg/Depth>
#include <osg/DisplaySettings>
#include <osg/DrawPixels>
#include <osg/Drawable>
#include <osg/Endian>
#include <osg/Export>
#include <osg/Fog>
#include <osg/FragmentProgram>
#include <osg/FrameBufferObject>
#include <osg/FrameStamp>
#include <osg/FrontFace>
#include <osg/GL>
#include <osg/GL2Extensions>
#include <osg/GLExtensions>
#include <osg/GLU>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/GraphicsContext>
#include <osg/GraphicsThread>
#include <osg/Group>
#include <osg/Image>
#include <osg/ImageStream>
#include <osg/LOD>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/LineSegment>
#include <osg/LineStipple>
#include <osg/LineWidth>
#include <osg/LogicOp>
#include <osg/Material>
#include <osg/Math>
#include <osg/Matrix>
#include <osg/MatrixTransform>
#include <osg/Matrixd>
#include <osg/Matrixf>
#include <osg/Multisample>
#include <osg/Node>
#include <osg/NodeCallback>
#include <osg/NodeTrackerCallback>
#include <osg/NodeVisitor>
#include <osg/Notify>
#include <osg/Object>
#include <osg/OccluderNode>
#include <osg/PagedLOD>
#include <osg/Plane>
#include <osg/Point>
#include <osg/PointSprite>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/PolygonStipple>
#include <osg/Polytope>
#include <osg/PositionAttitudeTransform>
#include <osg/PrimitiveSet>
#include <osg/Program>
#include <osg/Projection>
#include <osg/ProxyNode>
#include <osg/Quat>
#include <osg/RefNodePath>
#include <osg/Referenced>
#include <osg/Sequence>
#include <osg/ShadeModel>
#include <osg/Shader>
#include <osg/ShadowVolumeOccluder>
#include <osg/Shape>
#include <osg/ShapeDrawable>
#include <osg/Scissor>
#include <osg/State>
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/Stencil>
#include <osg/Switch>
#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/TexEnvFilter>
#include <osg/TexGen>
#include <osg/TexGenNode>
#include <osg/TexMat>
#include <osg/Texture>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/TextureCubeMap>
#include <osg/TextureRectangle>
#include <osg/Timer>
#include <osg/Transform>
#include <osg/TriangleFunctor>
#include <osg/TriangleIndexFunctor>
#include <osg/UByte4>
#include <osg/Uniform>
#include <osg/UnitTestFramework>
#include <osg/Vec2>
#include <osg/Vec2b>
#include <osg/Vec2d>
#include <osg/Vec2f>
#include <osg/Vec2s>
#include <osg/Vec3>
#include <osg/Vec3b>
#include <osg/Vec3d>
#include <osg/Vec3f>
#include <osg/Vec3s>
#include <osg/Vec4>
#include <osg/Vec4b>
#include <osg/Vec4d>
#include <osg/Vec4f>
#include <osg/Vec4s>
#include <osg/Version>
#include <osg/VertexProgram>
#include <osg/Viewport>
#include <osg/buffered_value>
#include <osg/fast_back_stack>
#include <osg/io_utils>
#include <osg/ref_ptr>
#include <osgDB/Archive>
#include <osgDB/DatabasePager>
#include <osgDB/DotOsgWrapper>
#include <osgDB/DynamicLibrary>
#include <osgDB/Export>
#include <osgDB/Field>
#include <osgDB/FieldReader>
#include <osgDB/FieldReaderIterator>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <osgDB/ImageOptions>
#include <osgDB/Input>
#include <osgDB/Output>
#include <osgDB/ParameterOutput>
#include <osgDB/ReadFile>
#include <osgDB/ReaderWriter>
#include <osgDB/ReentrantMutex>
#include <osgDB/Registry>
#include <osgDB/SharedStateManager>
#include <osgDB/Version>
#include <osgDB/WriteFile>
#include <osgFX/AnisotropicLighting>
#include <osgFX/BumpMapping>
#include <osgFX/Cartoon>
#include <osgFX/Effect>
#include <osgFX/Export>
#include <osgFX/MultiTextureControl>
#include <osgFX/Registry>
#include <osgFX/Scribe>
#include <osgFX/SpecularHighlights>
#include <osgFX/Technique>
#include <osgFX/Validator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/EventVisitor>
#include <osgGA/Export>
#include <osgGA/FlightManipulator>
#include <osgGA/GUIActionAdapter>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIEventHandler>
#include <osgGA/GUIEventHandlerVisitor>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/MatrixManipulator>
#include <osgGA/NodeTrackerManipulator>
#include <osgGA/SetSceneViewVisitor>
#include <osgGA/StateSetManipulator>
#include <osgGA/TerrainManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/UFOManipulator>
#include <osgGA/Version>
#include <osgIntrospection/Attributes>
#include <osgIntrospection/Comparator>
#include <osgIntrospection/ConstructorInfo>
#include <osgIntrospection/Converter>
#include <osgIntrospection/ConverterProxy>
#include <osgIntrospection/CustomAttribute>
#include <osgIntrospection/CustomAttributeProvider>
#include <osgIntrospection/Exceptions>
#include <osgIntrospection/Export>
#include <osgIntrospection/InstanceCreator>
#include <osgIntrospection/MethodInfo>
#include <osgIntrospection/ParameterInfo>
#include <osgIntrospection/PropertyInfo>
#include <osgIntrospection/ReaderWriter>
#include <osgIntrospection/Reflection>
#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/Reflector>
#include <osgIntrospection/StaticMethodInfo>
#include <osgIntrospection/Type>
#include <osgIntrospection/TypeNameAliasProxy>
#include <osgIntrospection/TypedConstructorInfo>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/Utility>
#include <osgIntrospection/Value>
#include <osgIntrospection/variant_cast>
#include <osgParticle/AccelOperator>
#include <osgParticle/AngularAccelOperator>
#include <osgParticle/CenteredPlacer>
#include <osgParticle/ConnectedParticleSystem>
#include <osgParticle/ConstantRateCounter>
#include <osgParticle/Counter>
#include <osgParticle/Emitter>
#include <osgParticle/ExplosionDebrisEffect>
#include <osgParticle/ExplosionEffect>
#include <osgParticle/Export>
#include <osgParticle/FireEffect>
#include <osgParticle/FluidFrictionOperator>
#include <osgParticle/FluidProgram>
#include <osgParticle/ForceOperator>
#include <osgParticle/Interpolator>
#include <osgParticle/LinearInterpolator>
#include <osgParticle/ModularEmitter>
#include <osgParticle/ModularProgram>
#include <osgParticle/MultiSegmentPlacer>
#include <osgParticle/Operator>
#include <osgParticle/Particle>
#include <osgParticle/ParticleEffect>
#include <osgParticle/ParticleProcessor>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/Placer>
#include <osgParticle/PointPlacer>
#include <osgParticle/Program>
#include <osgParticle/RadialShooter>
#include <osgParticle/RandomRateCounter>
#include <osgParticle/SectorPlacer>
#include <osgParticle/SegmentPlacer>
#include <osgParticle/Shooter>
#include <osgParticle/SmokeEffect>
#include <osgParticle/SmokeTrailEffect>
#include <osgParticle/VariableRateCounter>
#include <osgParticle/Version>
#include <osgParticle/range>
#include <osgProducer/EventAdapter>
#include <osgProducer/Export>
#include <osgProducer/GraphicsContextImplementation>
#include <osgProducer/KeyboardMouseCallback>
#include <osgProducer/OsgCameraGroup>
#include <osgProducer/OsgSceneHandler>
#include <osgProducer/Version>
#include <osgProducer/Viewer>
#include <osgProducer/ViewerEventHandler>
#include <osgSim/BlinkSequence>
#include <osgSim/ColorRange>
#include <osgSim/DOFTransform>
#include <osgSim/Export>
#include <osgSim/GeographicLocation>
#include <osgSim/Impostor>
#include <osgSim/ImpostorSprite>
#include <osgSim/InsertImpostorsVisitor>
#include <osgSim/LightPoint>
#include <osgSim/LightPointNode>
#include <osgSim/LightPointSystem>
#include <osgSim/MultiSwitch>
#include <osgSim/OverlayNode>
#include <osgSim/ScalarBar>
#include <osgSim/ScalarsToColors>
#include <osgSim/Sector>
#include <osgSim/SphereSegment>
#include <osgSim/Version>
#include <osgSim/VisibilityGroup>
/* osgTerrain is an optional framework. If you're not using it or don't have it installed,
* you should comment out this block.
*/
#include <osgTerrain/DataSet>
#include <osgTerrain/Export>
#include <osgTerrain/HeightFieldNode>
#include <osgTerrain/HeightFieldRenderer>
#include <osgTerrain/Version>
#include <osgText/Export>
#include <osgText/Font>
#include <osgText/String>
#include <osgText/Text>
#include <osgText/Version>
#include <osgUtil/CubeMapGenerator>
#include <osgUtil/CullVisitor>
#include <osgUtil/DelaunayTriangulator>
#include <osgUtil/DisplayRequirementsVisitor>
#include <osgUtil/Export>
#include <osgUtil/GLObjectsVisitor>
#include <osgUtil/HalfWayMapGenerator>
#include <osgUtil/HighlightMapGenerator>
#include <osgUtil/IntersectVisitor>
#include <osgUtil/Optimizer>
#include <osgUtil/PositionalStateContainer>
#include <osgUtil/ReflectionMapGenerator>
#include <osgUtil/RenderBin>
#include <osgUtil/RenderLeaf>
#include <osgUtil/RenderStage>
#include <osgUtil/SceneView>
#include <osgUtil/Simplifier>
#include <osgUtil/SmoothingVisitor>
#include <osgUtil/StateGraph>
#include <osgUtil/Statistics>
#include <osgUtil/TangentSpaceGenerator>
#include <osgUtil/Tesselator>
#include <osgUtil/TransformAttributeFunctor>
#include <osgUtil/TransformCallback>
#include <osgUtil/TriStripVisitor>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/Version>
#endif /* __cplusplus */

View File

@@ -0,0 +1,16 @@
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