Files
OpenSceneGraph/examples/osgdistortion/osgdistortion.cpp
2007-02-21 19:41:03 +00:00

670 lines
24 KiB
C++

#include <osg/GLExtensions>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/Stencil>
#include <osg/ColorMask>
#include <osg/Depth>
#include <osg/Billboard>
#include <osg/Material>
#include <osg/Projection>
#include <osg/TextureCubeMap>
#include <osg/io_utils>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osgUtil/SmoothingVisitor>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/StatsHandler>
#include <osgViewer/HelpHandler>
using namespace osg;
osg::Node* createDistortionSubgraph(osg::Node* subgraph, const osg::Vec4& clearColour)
{
osg::Group* distortionNode = new osg::Group;
unsigned int tex_width = 1024;
unsigned int tex_height = 1024;
osg::Texture2D* texture = new osg::Texture2D;
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// set up the render to texture camera.
{
osg::Camera* camera = new osg::Camera;
// set clear the color and depth buffer
camera->setClearColor(clearColour);
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// just inherit the main cameras view
camera->setReferenceFrame(osg::Transform::RELATIVE_RF);
camera->setProjectionMatrix(osg::Matrixd::identity());
camera->setViewMatrix(osg::Matrixd::identity());
// set viewport
camera->setViewport(0,0,tex_width,tex_height);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::Camera::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture);
// add subgraph to render
camera->addChild(subgraph);
distortionNode->addChild(camera);
}
// set up the hud camera
{
// create the quad to visualize.
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom->setSupportsDisplayList(false);
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 xAxis(1.0f,0.0f,0.0f);
osg::Vec3 yAxis(0.0f,1.0f,0.0f);
osg::Vec3 zAxis(0.0f,0.0f,1.0f);
float height = 1024.0f;
float width = 1280.0f;
int noSteps = 50;
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec2Array* texcoords = new osg::Vec2Array;
osg::Vec4Array* colors = new osg::Vec4Array;
osg::Vec3 bottom = origin;
osg::Vec3 dx = xAxis*(width/((float)(noSteps-1)));
osg::Vec3 dy = yAxis*(height/((float)(noSteps-1)));
osg::Vec2 bottom_texcoord(0.0f,0.0f);
osg::Vec2 dx_texcoord(1.0f/(float)(noSteps-1),0.0f);
osg::Vec2 dy_texcoord(0.0f,1.0f/(float)(noSteps-1));
osg::Vec3 cursor = bottom;
osg::Vec2 texcoord = bottom_texcoord;
int i,j;
for(i=0;i<noSteps;++i)
{
osg::Vec3 cursor = bottom+dy*(float)i;
osg::Vec2 texcoord = bottom_texcoord+dy_texcoord*(float)i;
for(j=0;j<noSteps;++j)
{
vertices->push_back(cursor);
texcoords->push_back(osg::Vec2((sin(texcoord.x()*osg::PI-osg::PI*0.5)+1.0f)*0.5f,(sin(texcoord.y()*osg::PI-osg::PI*0.5)+1.0f)*0.5f));
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
cursor += dx;
texcoord += dx_texcoord;
}
}
// pass the created vertex array to the points geometry object.
polyGeom->setVertexArray(vertices);
polyGeom->setColorArray(colors);
polyGeom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
polyGeom->setTexCoordArray(0,texcoords);
for(i=0;i<noSteps-1;++i)
{
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
for(j=0;j<noSteps;++j)
{
elements->push_back(j+(i+1)*noSteps);
elements->push_back(j+(i)*noSteps);
}
polyGeom->addPrimitiveSet(elements);
}
// new we need to add the texture to the Drawable, we do so by creating a
// StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = polyGeom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(polyGeom);
// set up the camera to render the textured quad
osg::Camera* camera = new osg::Camera;
// just inherit the main cameras view
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::Camera::NESTED_RENDER);
// add subgraph to render
camera->addChild(geode);
distortionNode->addChild(camera);
}
return distortionNode;
}
void setDomeFaces(osgViewer::Viewer& viewer, osg::ArgumentParser& /*arguments*/)
{
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
unsigned int width, height;
wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<<std::endl;
return;
}
int center_x = width/2;
int center_y = height/2;
int camera_width = 256;
int camera_height = 256;
// front face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y, camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
// top face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y+camera_height, camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 1.0,0.0,0.0));
}
// left face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(center_x-camera_width*3/2, center_y, camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,1.0,0.0));
}
// right face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(center_x+camera_width/2, center_y, camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,1.0,0.0));
}
// bottom face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y-camera_height, camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 1.0,0.0,0.0));
}
// back face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y-2*camera_height, camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-180.0f), 1.0,0.0,0.0));
}
viewer.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
viewer.assignSceneDataToCameras();
}
void setDomeCorrection(osgViewer::Viewer& viewer, osg::ArgumentParser& /*arguments*/)
{
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
unsigned int width, height;
wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<<std::endl;
return;
}
gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int center_x = width/2;
int center_y = height/2;
int camera_width = 512;
int camera_height = 512;
int tex_width = 512;
int tex_height = 512;
#define CUBE_MAP
#ifdef CUBE_MAP
osg::TextureCubeMap* texture = new osg::TextureCubeMap;
#else
osg::Texture2D* texture = new osg::Texture2D;
#endif
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_RGB);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// front face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Front face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
#ifdef CUBE_MAP
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Z);
#else
camera->attach(osg::Camera::COLOR_BUFFER, texture);
#endif
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
// top face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Top face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
#ifdef CUBE_MAP
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Y);
#else
camera->attach(osg::Camera::COLOR_BUFFER, texture);
#endif
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 1.0,0.0,0.0));
}
// left face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Left face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
#ifdef CUBE_MAP
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_X);
#else
camera->attach(osg::Camera::COLOR_BUFFER, texture);
#endif
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,1.0,0.0));
}
// right face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Right face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
#ifdef CUBE_MAP
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_X);
#else
camera->attach(osg::Camera::COLOR_BUFFER, texture);
#endif
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,1.0,0.0));
}
// bottom face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setName("Bottom face camera");
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
#ifdef CUBE_MAP
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_Y);
#else
camera->attach(osg::Camera::COLOR_BUFFER, texture);
#endif
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 1.0,0.0,0.0));
}
// back face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Back face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
#ifdef CUBE_MAP
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_Z);
#else
camera->attach(osg::Camera::COLOR_BUFFER, texture);
#endif
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-180.0f), 1.0,0.0,0.0));
}
viewer.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
viewer.assignSceneDataToCameras();
// distortion correction set up.
{
// create the quad to visualize.
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom->setSupportsDisplayList(false);
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 xAxis(1.0f,0.0f,0.0f);
osg::Vec3 yAxis(0.0f,1.0f,0.0f);
osg::Vec3 zAxis(0.0f,0.0f,1.0f);
float height = 1024.0f;
float width = 1280.0f;
int noSteps = 50;
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec3Array* texcoords = new osg::Vec3Array;
osg::Vec4Array* colors = new osg::Vec4Array;
osg::Vec3 bottom = origin;
osg::Vec3 dx = xAxis*(width/((float)(noSteps-1)));
osg::Vec3 dy = yAxis*(height/((float)(noSteps-1)));
osg::Vec3 bottom_texcoord(0.0f,0.0f,0.0f);
osg::Vec3 dx_texcoord(1.0f/(float)(noSteps-1),0.0f,0.0f);
osg::Vec3 dy_texcoord(0.0f,1.0f/(float)(noSteps-1),0.0f);
osg::Vec3 cursor = bottom;
osg::Vec3 texcoord = bottom_texcoord;
int i,j;
for(i=0;i<noSteps;++i)
{
osg::Vec3 cursor = bottom+dy*(float)i;
osg::Vec3 texcoord = bottom_texcoord+dy_texcoord*(float)i;
for(j=0;j<noSteps;++j)
{
vertices->push_back(cursor);
texcoords->push_back(osg::Vec3((sin(texcoord.x()*osg::PI-osg::PI*0.5)+1.0f)*0.5f,(1.0-sin(texcoord.y()*osg::PI-osg::PI*0.5))*0.5f,1.0));
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
cursor += dx;
texcoord += dx_texcoord;
}
}
// pass the created vertex array to the points geometry object.
polyGeom->setVertexArray(vertices);
polyGeom->setColorArray(colors);
polyGeom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
polyGeom->setTexCoordArray(0,texcoords);
for(i=0;i<noSteps-1;++i)
{
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
for(j=0;j<noSteps;++j)
{
elements->push_back(j+(i+1)*noSteps);
elements->push_back(j+(i)*noSteps);
}
polyGeom->addPrimitiveSet(elements);
}
// new we need to add the texture to the Drawable, we do so by creating a
// StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = polyGeom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(polyGeom);
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.1,0.1,1.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setAllowEventFocus(false);
//camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
//camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
camera->setViewMatrix(osg::Matrix::identity());
// add subgraph to render
camera->addChild(geode);
camera->setName("DistortionCorrectionCamera");
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
}
int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer;
// load the nodes from the commandline arguments.
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel)
{
osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."<<std::endl;
return 1;
}
if (arguments.read("--dome"))
{
viewer.setSceneData( loadedModel );
setDomeCorrection(viewer, arguments);
}
else if (arguments.read("--faces"))
{
viewer.setSceneData( loadedModel );
setDomeFaces(viewer, arguments);
}
else
{
osg::Node* distortionNode = createDistortionSubgraph(loadedModel, viewer.getCamera()->getClearColor());
// add model to the viewer.
viewer.setSceneData( distortionNode );
}
// set up the camera manipulators.
{
osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() );
keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() );
keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() );
keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() );
std::string pathfile;
char keyForAnimationPath = '5';
while (arguments.read("-p",pathfile))
{
osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile);
if (apm || !apm->valid())
{
unsigned int num = keyswitchManipulator->getNumMatrixManipulators();
keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm );
keyswitchManipulator->selectMatrixManipulator(num);
++keyForAnimationPath;
}
}
viewer.setCameraManipulator( keyswitchManipulator.get() );
}
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
// add the state manipulator
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
return viewer.run();
}
;