From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
This commit is contained in:
@@ -39,17 +39,17 @@
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// This demos uses the illustrates how to creates the various different types of geometry that
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// the osg::Geometry class can represent. This demos uses the OpenGL red books diagram of different
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// OpenGL Primitives as a template for all the equivilant OpenSceneGraph Primitives. The OpenSceneGraph
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// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives. The OpenSceneGraph
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// wraps OpenGL very thinly so uses all the same enum and naming conventions. The coordinate data is also
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// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familarity with
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// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familiarity with
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// OpenGL will help understand the the osg::Geometry class which encapsulate all this, or if you
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// havn't learnt OpenGL yet, learning osg::Geometry will help you understand how OpenGL
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// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
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// works!
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// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides
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// a draw method for drawing objects in the scene. osg::Geometry contains all the vertex, normal
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// color and texture coordate arrays required to specify the coordinates of your objects, and the
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// primtives join these coordinates together as the points, lines or surfaces that you will see
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// color and texture coordinate arrays required to specify the coordinates of your objects, and the
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// primitives join these coordinates together as the points, lines or surfaces that you will see
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// rendered on your screen.
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//
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// This demo is split into two functions, the createScene() function which creates the scene graph
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@@ -67,7 +67,7 @@ struct NormalPrint
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}
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};
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// decompose Drawable primtives into triangles, print out these triangles and computed normals.
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// decompose Drawable primitives into triangles, print out these triangles and computed normals.
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void printTriangles(const std::string& name, osg::Drawable& drawable)
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{
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std::cout<<name<<std::endl;
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@@ -85,19 +85,19 @@ osg::Node* createScene()
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osg::Geode* geode = new osg::Geode();
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// follows are separate blocks for creating POINTS, LINES, LINE_STRIP, LINE_LOOP, POLYGON, QUADS,
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// QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primtives. A image of these primtives
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// are provided in the distribution : OpenSceneGraph-Data/Images/primtives.gif.
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// QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primitives. A image of these primitives
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// are provided in the distribution : OpenSceneGraph-Data/Images/primitives.gif.
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// create POINTS
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{
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// create Geometry object to store all the vetices and points primtive.
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// create Geometry object to store all the vertices and points primitive.
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osg::Geometry* pointsGeom = new osg::Geometry();
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// create a Vec3Array and add to it all my coordinates.
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// Like all the *Array variants (see include/osg/Array) , Vec3Array is derivied from both osg::Array
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// Like all the *Array variants (see include/osg/Array) , Vec3Array is derived from both osg::Array
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// and std::vector<>. osg::Array's are reference counted and hence sharable,
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// which std::vector<> provides all the convinience, flexibility and robustness
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// which std::vector<> provides all the convenience, flexibility and robustness
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// of the most popular of all STL containers.
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osg::Vec3Array* vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(-1.02168, -2.15188e-09, 0.885735));
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@@ -112,13 +112,13 @@ osg::Node* createScene()
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// create the color of the geometry, one single for the whole geometry.
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// for consitency of design even one single color must added as an element
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// for consistency of design even one single color must added as an element
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// in a color array.
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osg::Vec4Array* colors = new osg::Vec4Array;
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// add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on.
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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// pass the color arry to points geometry, note the binding to tell the geometry
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// pass the color array to points geometry, note the binding to tell the geometry
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// that only use one color for the whole object.
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pointsGeom->setColorArray(colors);
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pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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@@ -131,24 +131,24 @@ osg::Node* createScene()
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pointsGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// create and add a DrawArray Primitive (see include/osg/Primtive). The first
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// paramter passed to the DrawArrays constructor is the Primtive::Mode which
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// create and add a DrawArray Primitive (see include/osg/Primitive). The first
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// parameter passed to the DrawArrays constructor is the Primitive::Mode which
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// in this case is POINTS (which has the same value GL_POINTS), the second
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// parameter is the index position into the vertex array of the first point
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// to draw, and the third parameter is the number of points to draw.
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pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,vertices->size()));
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(pointsGeom);
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}
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// create LINES
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll prealloacte the vertex array to the size we
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// this time we'll preallocate the vertex array to the size we
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// need and then simple set them as array elements, 8 points
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// makes 4 line segments.
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osg::Vec3Array* vertices = new osg::Vec3Array(8);
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@@ -165,7 +165,7 @@ osg::Node* createScene()
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the aobve
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// set the colors as before, plus using the above
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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linesGeom->setColorArray(colors);
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@@ -184,16 +184,16 @@ osg::Node* createScene()
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linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,8));
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(linesGeom);
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}
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// create LINE_STRIP
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll prealloacte the vertex array to the size
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// this time we'll preallocate the vertex array to the size
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// and then use an iterator to fill in the values, a bit perverse
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// but does demonstrate that we have just a standard std::vector underneath.
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osg::Vec3Array* vertices = new osg::Vec3Array(5);
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@@ -207,7 +207,7 @@ osg::Node* createScene()
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the aobve
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// set the colors as before, plus using the above
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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linesGeom->setColorArray(colors);
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@@ -226,16 +226,16 @@ osg::Node* createScene()
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linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5));
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(linesGeom);
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}
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// create LINE_LOOP
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll a C arrays to initilize the vertices.
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// this time we'll a C arrays to initialize the vertices.
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osg::Vec3 myCoords[] =
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{
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@@ -254,7 +254,7 @@ osg::Node* createScene()
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the aobve
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// set the colors as before, plus using the above
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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linesGeom->setColorArray(colors);
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@@ -273,7 +273,7 @@ osg::Node* createScene()
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linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,numCoords));
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(linesGeom);
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}
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@@ -305,11 +305,11 @@ osg::Node* createScene()
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// create POLYGON
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// this time we'll a C arrays to initilize the vertices.
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// note, anticlockwsie ordering.
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// this time we'll a C arrays to initialize the vertices.
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// note, anticlockwise ordering.
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// note II, OpenGL polygons must be convex plan polygons, otherwise
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// undefined results will occur. If you have concave polygons or ones
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// that cross over themselves then use the osgUtil::Tessellator to fix
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@@ -346,17 +346,17 @@ osg::Node* createScene()
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printTriangles("Polygon",*polyGeom);
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(polyGeom);
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}
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// create QUADS
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, anticlockwsie ordering.
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// note, anticlockwise ordering.
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osg::Vec3 myCoords[] =
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{
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osg::Vec3(0.0247182, 0.0f, -0.156548),
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@@ -394,13 +394,13 @@ osg::Node* createScene()
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printTriangles("Quads",*polyGeom);
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(polyGeom);
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}
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// create QUAD_STRIP
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
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@@ -443,25 +443,25 @@ osg::Node* createScene()
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printTriangles("Quads strip",*polyGeom);
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(polyGeom);
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}
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// create TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN all in one Geometry/
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{
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
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osg::Vec3 myCoords[] =
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{
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// TRIANGLES 6 vertices, v0..v5
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// note in aniclockwise order.
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// note in anticlockwise order.
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osg::Vec3(-1.12056, -2.15188e-09, -0.840418),
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osg::Vec3(-0.95165, -2.15188e-09, -0.840418),
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osg::Vec3(-1.11644, 9.18133e-09, -0.716827),
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// note in aniclockwise order.
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// note in anticlockwise order.
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osg::Vec3(-0.840418, 9.18133e-09, -0.778623),
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osg::Vec3(-0.622074, 9.18133e-09, -0.613835),
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osg::Vec3(-1.067, 9.18133e-09, -0.609715),
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@@ -478,7 +478,7 @@ osg::Node* createScene()
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osg::Vec3(0.280139, -2.15188e-09, -0.823939),
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// TRIANGLE FAN 5 vertices, v12..v16
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// note defined in anticlockwsie order.
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// note defined in anticlockwise order.
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osg::Vec3(0.844538, 9.18133e-09, -0.712708),
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osg::Vec3(1.0258, 9.18133e-09, -0.799221),
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osg::Vec3(1.03816, -2.15188e-09, -0.692109),
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@@ -518,7 +518,7 @@ osg::Node* createScene()
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printTriangles("Triangles/Strip/Fan",*polyGeom);
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(polyGeom);
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}
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@@ -566,10 +566,10 @@ osg::Node* createBackground()
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if (!image) return NULL;
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// create Geometry object to store all the vetices and lines primtive.
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, anticlockwsie ordering.
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// note, anticlockwise ordering.
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osg::Vec3 myCoords[] =
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{
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osg::Vec3(-1.22908f,0.0f,1.0f),
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@@ -620,9 +620,9 @@ osg::Node* createBackground()
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int numIndices = sizeof(myIndices)/sizeof(unsigned short);
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// Theere are three variants of the DrawElements osg::Primitive, UByteDrawElements which
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// contains unsigned char indicies, UShortDrawElements which contains unsigned short indices,
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// and UIntDrawElements whcih contains ... unsigned int indices.
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// There are three variants of the DrawElements osg::Primitive, UByteDrawElements which
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// contains unsigned char indices, UShortDrawElements which contains unsigned short indices,
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// and UIntDrawElements which contains ... unsigned int indices.
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// The first parameter to DrawElements is
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polyGeom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,numIndices,myIndices));
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@@ -642,12 +642,12 @@ osg::Node* createBackground()
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// create the Geode (Geometry Node) to contain all our osg::Geometry objects.
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osg::Geode* geode = new osg::Geode();
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// add the points geomtry to the geode.
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// add the points geometry to the geode.
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geode->addDrawable(polyGeom);
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//return geode;
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// create a tranform to move the background back and forward with.
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// create a transform to move the background back and forward with.
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osg::MatrixTransform* transform = new osg::MatrixTransform();
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transform->setUpdateCallback(new MyTransformCallback(1.0f));
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