Added -1, -2 and -3 model creation options to osgshadow example.
This commit is contained in:
@@ -1,6 +1,8 @@
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#include <osg/ArgumentParser>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/Texture2D>
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#include <osg/ShapeDrawable>
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#include <osg/MatrixTransform>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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@@ -25,195 +27,433 @@
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#include <iostream>
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enum Faces
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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const int RecievesShadowTraversalMask = 0x1;
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const int CastsShadowTraversalMask = 0x2;
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namespace ModelOne
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{
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FRONT_FACE = 1,
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BACK_FACE = 2,
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LEFT_FACE = 4,
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RIGHT_FACE = 8,
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TOP_FACE = 16,
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BOTTOM_FACE = 32
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};
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osg::Node* createCube(unsigned int mask)
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geometry = new osg::Geometry;
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geode->addDrawable(geometry);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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geometry->setVertexArray(vertices);
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osg::Vec3Array* normals = new osg::Vec3Array;
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geometry->setNormalArray(normals);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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osg::Vec4Array* colours = new osg::Vec4Array;
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geometry->setColorArray(colours);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 dx(2.0f,0.0f,0.0f);
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osg::Vec3 dy(0.0f,1.0f,0.0f);
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osg::Vec3 dz(0.0f,0.0f,1.0f);
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osg::Vec3 px(1.0f,0.0,0.0f);
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osg::Vec3 nx(-1.0f,0.0,0.0f);
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osg::Vec3 py(0.0f,1.0f,0.0f);
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osg::Vec3 ny(0.0f,-1.0f,0.0f);
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osg::Vec3 pz(0.0f,0.0f,1.0f);
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osg::Vec3 nz(0.0f,0.0f,-1.0f);
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if (mask & FRONT_FACE)
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enum Faces
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{
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// front face
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vertices->push_back(origin);
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vertices->push_back(origin+dx);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dz);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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FRONT_FACE = 1,
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BACK_FACE = 2,
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LEFT_FACE = 4,
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RIGHT_FACE = 8,
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TOP_FACE = 16,
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BOTTOM_FACE = 32
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};
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osg::Node* createCube(unsigned int mask)
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geometry = new osg::Geometry;
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geode->addDrawable(geometry);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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geometry->setVertexArray(vertices);
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osg::Vec3Array* normals = new osg::Vec3Array;
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geometry->setNormalArray(normals);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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osg::Vec4Array* colours = new osg::Vec4Array;
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geometry->setColorArray(colours);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 dx(2.0f,0.0f,0.0f);
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osg::Vec3 dy(0.0f,1.0f,0.0f);
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osg::Vec3 dz(0.0f,0.0f,1.0f);
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osg::Vec3 px(1.0f,0.0,0.0f);
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osg::Vec3 nx(-1.0f,0.0,0.0f);
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osg::Vec3 py(0.0f,1.0f,0.0f);
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osg::Vec3 ny(0.0f,-1.0f,0.0f);
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osg::Vec3 pz(0.0f,0.0f,1.0f);
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osg::Vec3 nz(0.0f,0.0f,-1.0f);
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if (mask & FRONT_FACE)
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{
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// front face
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vertices->push_back(origin);
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vertices->push_back(origin+dx);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dz);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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}
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if (mask & BACK_FACE)
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{
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// back face
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dy+dz);
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vertices->push_back(origin+dy+dx+dz);
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vertices->push_back(origin+dy+dx);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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}
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if (mask & LEFT_FACE)
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{
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// left face
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vertices->push_back(origin+dy);
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vertices->push_back(origin);
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dy+dz);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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}
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if (mask & RIGHT_FACE)
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{
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// right face
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx+dy+dz);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dx);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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}
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if (mask & TOP_FACE)
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{
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// top face
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dz+dx);
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vertices->push_back(origin+dz+dx+dy);
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vertices->push_back(origin+dz+dy);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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}
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if (mask & BOTTOM_FACE)
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{
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// bottom face
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vertices->push_back(origin);
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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}
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size()));
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return geode;
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}
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if (mask & BACK_FACE)
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class SwitchHandler : public osgGA::GUIEventHandler
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{
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// back face
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dy+dz);
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vertices->push_back(origin+dy+dx+dz);
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vertices->push_back(origin+dy+dx);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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}
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public:
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if (mask & LEFT_FACE)
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SwitchHandler():
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_childNum(0) {}
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* /*nv*/)
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{
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osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
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if (!sw) return false;
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if (ea.getHandled()) return false;
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='n')
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{
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++_childNum;
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if (_childNum >= sw->getNumChildren()) _childNum = 0;
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sw->setSingleChildOn(_childNum);
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return true;
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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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return false;
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}
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protected:
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virtual ~SwitchHandler() {}
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unsigned int _childNum;
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};
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osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
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{
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// left face
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vertices->push_back(origin+dy);
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vertices->push_back(origin);
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dy+dz);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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}
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osg::Switch* sw = new osg::Switch;
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sw->setEventCallback(new ModelOne::SwitchHandler);
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if (mask & RIGHT_FACE)
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{
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// right face
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx+dy+dz);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dx);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE), true);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | ModelOne::TOP_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | ModelOne::TOP_FACE | ModelOne::BOTTOM_FACE), false);
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return sw;
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}
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if (mask & TOP_FACE)
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{
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// top face
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dz+dx);
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vertices->push_back(origin+dz+dx+dy);
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vertices->push_back(origin+dz+dy);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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}
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if (mask & BOTTOM_FACE)
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{
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// bottom face
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vertices->push_back(origin);
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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}
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size()));
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return geode;
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}
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class SwitchHandler : public osgGA::GUIEventHandler
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namespace ModelTwo
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{
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public:
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SwitchHandler():
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_childNum(0) {}
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* /*nv*/)
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
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if (!sw) return false;
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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if (ea.getHandled()) return false;
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switch(ea.getEventType())
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='n')
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{
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++_childNum;
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if (_childNum >= sw->getNumChildren()) _childNum = 0;
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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sw->setSingleChildOn(_childNum);
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return true;
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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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return false;
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return animationPath;
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}
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protected:
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osg::Node* createBase(const osg::Vec3& center,float radius)
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{
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virtual ~SwitchHandler() {}
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unsigned int _childNum;
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osg::Geode* geode = new osg::Geode;
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// set up the texture of the base.
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(38,39);
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grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
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grid->setXInterval(radius*2.0f/(float)(38-1));
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grid->setYInterval(radius*2.0f/(float)(39-1));
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float minHeight = FLT_MAX;
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float maxHeight = -FLT_MAX;
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unsigned int r;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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if (h>maxHeight) maxHeight=h;
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if (h<minHeight) minHeight=h;
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}
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}
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float hieghtScale = radius*0.5f/(maxHeight-minHeight);
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float hieghtOffset = -(minHeight+maxHeight)*0.5f;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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osg::Group* group = new osg::Group;
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group->addChild(geode);
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return group;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
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||||
{
|
||||
osg::Vec3 center(0.0f,0.0f,0.0f);
|
||||
float radius = 100.0f;
|
||||
osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
|
||||
|
||||
// the shadower model
|
||||
osg::Node* shadower = createMovingModel(center,radius*0.5f);
|
||||
shadower->setNodeMask(CastsShadowTraversalMask);
|
||||
|
||||
// the shadowed model
|
||||
osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
|
||||
shadowed->setNodeMask(RecievesShadowTraversalMask);
|
||||
|
||||
osg::Group* group = new osg::Group;
|
||||
|
||||
group->addChild(shadowed);
|
||||
group->addChild(shadower);
|
||||
|
||||
return group;
|
||||
}
|
||||
}
|
||||
|
||||
namespace ModelThree
|
||||
{
|
||||
osg::Group* createModel(osg::ArgumentParser& arguments)
|
||||
{
|
||||
osg::Group* scene = new osg::Group;
|
||||
|
||||
osg::ref_ptr<osg::Geode> geode_1 = new osg::Geode;
|
||||
scene->addChild(geode_1.get());
|
||||
|
||||
osg::ref_ptr<osg::Geode> geode_2 = new osg::Geode;
|
||||
osg::ref_ptr<osg::MatrixTransform> transform_2 = new osg::MatrixTransform;
|
||||
transform_2->addChild(geode_2.get());
|
||||
transform_2->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(45.0f)));
|
||||
scene->addChild(transform_2.get());
|
||||
|
||||
osg::ref_ptr<osg::Geode> geode_3 = new osg::Geode;
|
||||
osg::ref_ptr<osg::MatrixTransform> transform_3 = new osg::MatrixTransform;
|
||||
transform_3->addChild(geode_3.get());
|
||||
transform_3->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(-22.5f)));
|
||||
scene->addChild(transform_3.get());
|
||||
|
||||
const float radius = 0.8f;
|
||||
const float height = 1.0f;
|
||||
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
|
||||
hints->setDetailRatio(2.0f);
|
||||
osg::ref_ptr<osg::ShapeDrawable> shape;
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, -2.0f), 10, 10.0f, 0.1f), hints.get());
|
||||
shape->setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
|
||||
geode_1->addDrawable(shape.get());
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
|
||||
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
|
||||
geode_1->addDrawable(shape.get());
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
|
||||
shape->setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f));
|
||||
geode_2->addDrawable(shape.get());
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
|
||||
shape->setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f));
|
||||
geode_2->addDrawable(shape.get());
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Cone(osg::Vec3(0.0f, -3.0f, 0.0f), radius, height), hints.get());
|
||||
shape->setColor(osg::Vec4(0.2f, 0.5f, 0.7f, 1.0f));
|
||||
geode_2->addDrawable(shape.get());
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 3.0f, 0.0f), radius, height), hints.get());
|
||||
shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
|
||||
geode_2->addDrawable(shape.get());
|
||||
|
||||
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 3.0f), 2.0f, 2.0f, 0.1f), hints.get());
|
||||
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f));
|
||||
geode_3->addDrawable(shape.get());
|
||||
|
||||
// material
|
||||
osg::ref_ptr<osg::Material> matirial = new osg::Material;
|
||||
matirial->setColorMode(osg::Material::DIFFUSE);
|
||||
matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
|
||||
matirial->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
|
||||
matirial->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
|
||||
scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), osg::StateAttribute::ON);
|
||||
|
||||
bool withBaseTexture = true;
|
||||
while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
|
||||
while(arguments.read("--no-base-texture")) { withBaseTexture = false; }
|
||||
|
||||
if (withBaseTexture)
|
||||
{
|
||||
scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
osg::Node* createTestModel(osg::ArgumentParser& arguments)
|
||||
{
|
||||
if (arguments.read("-1"))
|
||||
{
|
||||
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;
|
||||
return ModelOne::createModel(arguments);
|
||||
}
|
||||
else if (arguments.read("-2"))
|
||||
{
|
||||
return 0;
|
||||
return ModelTwo::createModel(arguments);
|
||||
}
|
||||
else /*if (arguments.read("-3"))*/
|
||||
{
|
||||
return 0;
|
||||
return ModelThree::createModel(arguments);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -258,7 +498,7 @@ int main(int argc, char** argv)
|
||||
while (arguments.read("--CullThreadPerCameraDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
|
||||
|
||||
|
||||
bool postionalLight = false;
|
||||
bool postionalLight = true;
|
||||
while (arguments.read("--positionalLight")) postionalLight = true;
|
||||
while (arguments.read("--directionalLight")) postionalLight = false;
|
||||
|
||||
@@ -302,7 +542,11 @@ int main(int argc, char** argv)
|
||||
viewer.addEventHandler( new osgViewer::StatsHandler() );
|
||||
|
||||
osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
|
||||
if (!model)
|
||||
if (model.valid())
|
||||
{
|
||||
model->setNodeMask(CastsShadowTraversalMask | RecievesShadowTraversalMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
model = createTestModel(arguments);
|
||||
}
|
||||
@@ -326,10 +570,9 @@ int main(int argc, char** argv)
|
||||
|
||||
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
|
||||
|
||||
shadowedScene->setRecievesShadowTraversalMask(0x1);
|
||||
shadowedScene->setCastsShadowTraversalMask(0x2);
|
||||
shadowedScene->setRecievesShadowTraversalMask(RecievesShadowTraversalMask);
|
||||
shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
|
||||
|
||||
model->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
|
||||
|
||||
if (arguments.read("--sv"))
|
||||
{
|
||||
@@ -391,9 +634,6 @@ int main(int argc, char** argv)
|
||||
shadowedScene->addChild(model.get());
|
||||
shadowedScene->addChild(ls.get());
|
||||
|
||||
osgDB::writeNodeFile(*shadowedScene, "shadow.osg");
|
||||
|
||||
|
||||
viewer.setSceneData(shadowedScene.get());
|
||||
|
||||
// create the windows and run the threads.
|
||||
|
||||
Reference in New Issue
Block a user