#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include static osg::Vec3 defaultPos( 0.0f, 0.0f, 0.0f ); static osg::Vec3 centerScope(0.0f, 0.0f, 0.0f); osg::Group* createSunLight() { osg::Group* lightNode = new osg::Group; osg::Light* sunLight = new osg::Light; sunLight->setPosition( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) ); sunLight->setAmbient( osg::Vec4( 0.0f, 0.0f, 0.0f, 1.0f ) ); osg::LightSource* sunLightSource = new osg::LightSource; sunLightSource->setLight( sunLight ); lightNode->addChild( sunLightSource ); osg::LightModel* lightModel = new osg::LightModel; lightModel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); lightNode->getOrCreateStateSet()->setAttribute(lightModel); return lightNode; }// end createSunLight osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime) { // set up the animation path osg::AnimationPath* animationPath = new osg::AnimationPath; animationPath->setLoopMode(osg::AnimationPath::LOOP); int numSamples = 40; float yaw = 0.0f; float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f); float roll = osg::inDegrees(30.0f); double time=0.0f; double time_delta = looptime/(double)numSamples; for(int i=0;iinsert(time,osg::AnimationPath::ControlPoint(position,rotation)); yaw += yaw_delta; time += time_delta; } return animationPath; }// end createAnimationPath osg::MatrixTransform* createEarthTranslationAndTilt( double RorbitEarth, double tiltEarth ) { osg::MatrixTransform* earthPositioned = new osg::MatrixTransform; //earthPositioned->setDataVariance(osg::Object::STATIC); earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitEarth, 0.0 ) )* osg::Matrix::scale(1.0, 1.0, 1.0)* osg::Matrix::rotate(osg::inDegrees( tiltEarth ),0.0f,0.0f,1.0f)); return earthPositioned; }// end createEarthTranslationAndTilt osg::MatrixTransform* createRotation( double orbit, double speed ) { osg::Vec3 center( 0.0, 0.0, 0.0 ); float animationLength = 10.0f; osg::AnimationPath* animationPath = createAnimationPath( center, orbit, animationLength ); osg::MatrixTransform* rotation = new osg::MatrixTransform; rotation->setUpdateCallback( new osg::AnimationPathCallback( animationPath, 0.0f, speed ) ); return rotation; }// end createEarthRotation osg::MatrixTransform* createMoonTranslation( double RorbitMoon ) { osg::MatrixTransform* moonPositioned = new osg::MatrixTransform; //earthPositioned->setDataVariance(osg::Object::STATIC); //earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( RorbitEarth, 0.0, 0.0 ) )* moonPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitMoon, 0.0 ) )* //earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, 0.0, RorbitEarth ) )* osg::Matrix::scale(1.0, 1.0, 1.0)* osg::Matrix::rotate(osg::inDegrees(0.0f),0.0f,0.0f,1.0f)); return moonPositioned; }// end createMoonTranslation osg::Geode* createSpace( double radius, const std::string& name, const std::string& textureName ) { osg::Sphere *spaceSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius ); osg::ShapeDrawable *sSpaceSphere = new osg::ShapeDrawable( spaceSphere ); if( !textureName.empty() ) { osg::Image* image = osgDB::readImageFile( textureName ); if ( image ) { sSpaceSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON ); // reset the object color to white to allow the texture to set the colour. sSpaceSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) ); } } osg::Geode* geodeSpace = new osg::Geode(); geodeSpace->setName( name ); geodeSpace->addDrawable( sSpaceSphere ); return( geodeSpace ); }// end createSpace osg::Geode* createPlanet( double radius, const std::string& name, const osg::Vec4& color , const std::string& textureName ) { // create a cube shape osg::Sphere *planetSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius ); // create a container that makes the sphere drawable osg::ShapeDrawable *sPlanetSphere = new osg::ShapeDrawable( planetSphere ); // set the object color sPlanetSphere->setColor( color ); if( !textureName.empty() ) { osg::Image* image = osgDB::readImageFile( textureName ); if ( image ) { sPlanetSphere->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D( image ), osg::StateAttribute::ON ); // reset the object color to white to allow the texture to set the colour. sPlanetSphere->setColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) ); } } // create a geode object to as a container for our drawable sphere object osg::Geode* geodePlanet = new osg::Geode(); geodePlanet->setName( name ); // add our drawable sphere to the geode container geodePlanet->addDrawable( sPlanetSphere ); return( geodePlanet ); }// end createPlanet class SolarSystem { public: double _radiusSun; double _radiusEarth; double _RorbitEarth; double _tiltEarth; double _rotateSpeedEarthAndMoon; double _rotateSpeedEarth; double _radiusMoon; double _RorbitMoon; double _rotateSpeedMoon; double _radiusSpace; SolarSystem() { _radiusSun = 5.0; _radiusEarth = 2.0; _RorbitEarth = 10.0; _tiltEarth = 18.0; _rotateSpeedEarthAndMoon = 1.0; _rotateSpeedEarth = 1.0; _radiusMoon = 0.5; _RorbitMoon = 2.0; _rotateSpeedMoon = 1.0; _radiusSpace = 300.0; } osg::Group* built() { osg::Group* thisSystem = new osg::Group; osg::StateSet* sunStateSet = new osg::StateSet; osg::Material* material = new osg::Material; material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 0.0f, 0.0f ) ); sunStateSet->setAttributeAndModes( material, osg::StateAttribute::ON ); // create the sun osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 0, 0, 0, 1.0f), "" ); sun->setStateSet( sunStateSet ); // stick sun right under root, no transformations for the sun thisSystem->addChild( sun ); // create light source in the sun osg::Group* sunLight = createSunLight(); //creating right side of the graph with earth and moon and the rotations above it // create earth and moon osg::Node* earth = createPlanet( _radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f), "Images/land_shallow_topo_2048.jpg" ); osg::Node* moon = createPlanet( _radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f), "Images/moon256128.TGA" ); // create transformations for the earthMoonGroup osg::MatrixTransform* aroundSunRotation = createRotation( _RorbitEarth, _rotateSpeedEarthAndMoon ); osg::MatrixTransform* earthPosition = createEarthTranslationAndTilt( _RorbitEarth, _tiltEarth ); //Group with earth and moon under it osg::Group* earthMoonGroup = new osg::Group; //transformation to rotate the earth around itself osg::MatrixTransform* earthRotationAroundItself = createRotation ( 0.0, _rotateSpeedEarth ); //transformations for the moon osg::MatrixTransform* moonAroundEarthXform = createRotation( _RorbitMoon, _rotateSpeedMoon ); osg::MatrixTransform* moonTranslation = createMoonTranslation( _RorbitMoon ); moonTranslation->addChild( moon ); moonAroundEarthXform->addChild( moonTranslation ); earthMoonGroup->addChild( moonAroundEarthXform ); earthRotationAroundItself->addChild( earth ); earthMoonGroup->addChild( earthRotationAroundItself ); earthPosition->addChild( earthMoonGroup ); aroundSunRotation->addChild( earthPosition ); sunLight->addChild( aroundSunRotation ); thisSystem->addChild( sunLight ); #if 0 // add space, but don't light it, as its not illuminated by our sun osg::Node* space = createSpace( _radiusSpace, "Space", "Images/spacemap1.jpg" ); space->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); thisSystem->addChild( space ); #endif return( thisSystem ); } void printParameters() { std::cout << "radiusSun\t= " << _radiusSun << std::endl; std::cout << "radiusEarth\t= " << _radiusEarth << std::endl; std::cout << "RorbitEarth\t= " << _RorbitEarth << std::endl; std::cout << "tiltEarth\t= " << _tiltEarth << std::endl; std::cout << "rotateSpeedEarthAndMoon= " << _rotateSpeedEarthAndMoon << std::endl; std::cout << "rotateSpeedEarth= " << _rotateSpeedEarth << std::endl; std::cout << "radiusMoon\t= " << _radiusMoon << std::endl; std::cout << "RorbitMoon\t= " << _RorbitMoon << std::endl; std::cout << "rotateSpeedMoon\t= " << _rotateSpeedMoon << std::endl; std::cout << "radiusSpace\t= " << _radiusSpace << std::endl; } }; // end SolarSystem int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of osg::AnimationPath and UpdateCallbacks for adding animation to your scenes."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // initialize the viewer. osgProducer::Viewer viewer(arguments); // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); // get details on keyboard and mouse bindings used by the viewer. viewer.getUsage(*arguments.getApplicationUsage()); SolarSystem solarSystem; while (arguments.read("--radiusSun",solarSystem._radiusSun)) { } while (arguments.read("--radiusEarth",solarSystem._radiusEarth)) { } while (arguments.read("--RorbitEarth",solarSystem._RorbitEarth)) { } while (arguments.read("--tiltEarth",solarSystem._tiltEarth)) { } while (arguments.read("--rotateSpeedEarthAndMoon",solarSystem._rotateSpeedEarthAndMoon)) { } while (arguments.read("--rotateSpeedEarth",solarSystem._rotateSpeedEarth)) { } while (arguments.read("--radiusMoon",solarSystem._radiusMoon)) { } while (arguments.read("--RorbitMoon",solarSystem._RorbitMoon)) { } while (arguments.read("--rotateSpeedMoon",solarSystem._rotateSpeedMoon)) { } while (arguments.read("--radiusSpace",solarSystem._radiusSpace)) { } solarSystem.printParameters(); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { std::cout << "setup the following arguments: " << std::endl; std::cout << "--radiusSun: double" << std::endl; std::cout << "--radiusEarth: double" << std::endl; std::cout << "--RorbitEarth: double" << std::endl; std::cout << "--tiltEarth: double" << std::endl; std::cout << "--rotateSpeedEarthAndMoon: double" << std::endl; std::cout << "--rotateSpeedEarth: double" << std::endl; std::cout << "--radiusMoon: double" << std::endl; std::cout << "--RorbitMoon: double" << std::endl; std::cout << "--rotateSpeedMoon: double" << std::endl; std::cout << "--radiusSpace: double" << std::endl; return 1; } // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occured when parsing the program aguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } osg::Group* root = solarSystem.built(); /* // tilt the scene so the default eye position is looking down on the model. osg::MatrixTransform* rootnode = new osg::MatrixTransform; rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f)); rootnode->addChild(model); */ // run optimization over the scene graph osgUtil::Optimizer optimzer; optimzer.optimize( root ); // set the scene to render viewer.setSceneData( root ); // create the windows and run the threads. viewer.realize(); osg::Matrix lookAt; lookAt.makeLookAt( osg::Vec3(0.0f, -80.0f, 0.0f), centerScope, osg::Vec3(0.0f, 0.0f, 1.0f ) ); viewer.setView( lookAt ); viewer.setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); while( !viewer.done() ) { // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } // wait for all cull and draw threads to complete before exit. viewer.sync(); return 0; }