Beispiel #1
0
void addDeviceTo(osgViewer::Viewer& viewer, const std::string& device_name)
{
    osg::ref_ptr<osgGA::Device> dev = osgDB::readFile<osgGA::Device>(device_name);
    if (dev.valid())
    {
        OSG_INFO << "Adding Device : " << device_name << std::endl;
        viewer.addDevice(dev.get());

        if (dev->getCapabilities() & osgGA::Device::SEND_EVENTS)
            viewer.getEventHandlers().push_front(new ForwardToDeviceEventHandler(dev.get()));
    }
    else
    {
        OSG_WARN << "could not open device: " << device_name << std::endl;
    }
}
Beispiel #2
0
void LevelUpdater::operator()(osg::Node *node, osg::NodeVisitor *nv)
{    
    double currentStepTime = viewer.getFrameStamp()->getSimulationTime();
    
    // compensate error arising from the osg::Viewer resetting its SimulationTime
    if(currentStepTime - _previousStepTime < 0.0f)
    {
        Player::getInstance()->resetPosition();
        ((LazyCameraManipulator *)viewer.getCameraManipulator())->resetCamera();        
        _previousStepTime = currentStepTime - 0.5;        
    }
    
    int numSimulationSubSteps = _level->getPhysicsWorld()->stepSimulation(currentStepTime - _previousStepTime, 
                                        (int)((currentStepTime - _previousStepTime) * 60.0f) + 1); 
                                        
    ((LazyCameraManipulator *)viewer.getCameraManipulator())->setNumSimulationSubSteps(numSimulationSubSteps);
       
    _previousStepTime = currentStepTime;
    
    // player dies when falling too low
    {
        btVector3 position = Player::getInstance()->getController()->getGhostObject()->getWorldTransform().getOrigin();
        int yBucketIndex = (int)(position.y() / 20.0f);
    
        if(yBucketIndex >= _level->getDeadlyAltitudes().size())
            yBucketIndex = _level->getDeadlyAltitudes().size() - 1;

        float minimum = min(_level->getDeadlyAltitudes()[yBucketIndex], 
                            (_level->getDeadlyAltitudes())[yBucketIndex + 1]);

        if(position.z() < (minimum - 5.0f))
            _level->playerDied();
    }
    
    // fade out when level is finished
    osg::Vec4 constantBlendColor = _blendColor->getConstantColor();
    float alpha = constantBlendColor.a();
    
    // player reached finish
    {
        osg::Vec3 position = Player::getInstance()->getPosition();
        std::vector<osg::Vec3> finishs = _level->getFinishs();

        for(size_t i = 0; i < finishs.size(); i++)
        {
            float maxDistance = 1.0f;
            osg::Vec3 diff = position - finishs[i];
            
            if(diff.x() < maxDistance && diff.x() > -maxDistance &&
                diff.y() < maxDistance * 3.0f && diff.y() > -maxDistance &&
                diff.z() < maxDistance && diff.z() > -maxDistance)
                {
                    if(alpha == 1.0f)
                    {
                        alpha -= 0.01f;
                        _level->getHeadUpDisplay()->stopTimer();
                        viewer.getEventHandlers().remove(_level->getKeyboardHandler());
                        ((LazyCameraManipulator *)viewer.getCameraManipulator())->fadeOut();
                        Player::getInstance()->getPlayerState()->setRequestAccelerate(false);
                        Player::getInstance()->getPlayerState()->setRequestDecelerate(true);
                    }                    
                }
        }
        
        if(alpha < 1.0f)
        {
            alpha -= 0.01f;

            if(alpha <= 0.0f)
            {
                alpha = 0.0f;                 
                _level->setReachedFinish(true);
            }

            constantBlendColor[3] = alpha;

            _blendColor->setConstantColor(constantBlendColor);
        }
    }
    
    traverse(node, nv);
}
Beispiel #3
0
int main( int argc, char **argv )
{
	int windowWidth, windowHeight;
	std::string osgEarthFileName = "D:/Dev/csp/csp/examples/cspEarth/data/srtm.earth";

	// use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);

	// Allow a debugger to be attached before the interesting parts start
	if (arguments.read("-p"))
	{
		std::cout << "Attach debugger and press a key..." << std::endl;
		std::getchar();
	}

	// if an .earth file definition was specified, use this one instead of the default
	arguments.read("-file", osgEarthFileName);

	// get screen size
	arguments.read("-window", windowWidth, windowHeight);

	// =====================================================================
	// SETUP
	// Make it possible for this application to locate images bound
	// to textures.
	std::string search_path = ";";
	csp::ospath::addpath(search_path, "./data/images/");
	csp::ospath::addpath(search_path, "./data/models/");
	csp::ObjectModel::setDataFilePathList(search_path);

	// Set paths for shader files.
	Shader::instance()->setShaderPath("./data/shaders/");


	// =====================================================================
	// Manual creation of a object model.
	Ref<ObjectModel> my_model = new ObjectModel();

	// An external is used to handle the path to the scene graph file.
	// It is also ensuring that paths is handled independent on operating
	// system.
	External modelPath;
	modelPath.setSource("industry/refinery_column01/refinery_column01.osg");
	my_model->setModelPath(modelPath);
	my_model->setSmooth(true);

	// Load the model from disc. This will also apply needed shaders.
	// smoothing and more things.
	my_model->loadModel();

	// read osgEarth config file and create the globe
	std::cout << "reading osgEarth config file: " << osgEarthFileName << std::endl;
	osg::ref_ptr<osg::Node> globe = osgDB::readNodeFile(osgEarthFileName);
	osg::ref_ptr<osg::Node> topNode = new osg::Node;

	osg::Group* group = new osg::Group;
	group->setName("root group");

	// =====================================================================
	// construct the viewer
	viewer.addEventHandler(new osgViewer::StatsHandler);
	viewer.addEventHandler(new osgViewer::HelpHandler);
    viewer.addEventHandler(new osgViewer::WindowSizeHandler);
	viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);

	// modify the key mapping of an osg default event handler
	// this is just to demonstrate the principle, no real use case behind it...
	osgViewer::View::EventHandlers eventHandlers = viewer.getEventHandlers();
	// iterate through the viewer's event handlers and modify their default behavior
	for (osgViewer::View::EventHandlers::iterator it = eventHandlers.begin(); it != eventHandlers.end(); ++it)
	{
		// EventHandlers is a list of osgGA::GUIEventHandlers, so RTTI is used to find out the derived class
		if(osgViewer::WindowSizeHandler *winSizeHandler = 
			dynamic_cast<osgViewer::WindowSizeHandler *>(it->get()))
		{
			winSizeHandler->setKeyEventToggleFullscreen(osgGA::GUIEventAdapter::KEY_F2);
		}
	}


	// Create overlay data
	osg::ref_ptr<osg::Geode> statsGeometry = createStatsGeometry();
	group->addChild( statsGeometry );
	
	// add the osgEarth globe to the scene
	group->addChild( globe.get() );
	group->addChild( my_model->getModel().get() );

	//viewer.setSceneData(my_model->getModel().get());
	viewer.setSceneData( group );
	//viewer.setSceneData(globe.get());

	// create camera and context
	setupCameraAndContext( viewer, windowWidth, windowHeight );

	// the overlay geometry is added to an individual camera
	// QUESTION: But why isn't it rendered by the primary cam?!?
	statsCamera->addChild( statsGeometry );

	//viewer.setCameraManipulator(new osgGA::FlightManipulator);

	osgEarth::MapNode* mapNode = osgEarth::MapNode::findMapNode(globe);
    manip = new osgEarthUtil::EarthManipulator();
	manip->setNode(globe);
    if ( mapNode->getMap()->isGeocentric() )
    {
        manip->setHomeViewpoint( 
            osgEarthUtil::Viewpoint( osg::Vec3d( -90, 0, 0 ), 0.0, -90.0, 5e7 ) );
    }
	manip->getSettings()->bindMouseDoubleClick(
		osgEarthUtil::EarthManipulator::ACTION_GOTO, osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON );

	viewer.setCameraManipulator(manip);
	viewer.addEventHandler(new inputHandler());
	// run the viewers frame loop
    viewer.realize();

    // main loop (note, window toolkits which take control over the main loop will require 
	// a window redraw callback containing the code below.)
    while(!viewer.done())
    {
        viewer.frame();
    }
}