// Debug
//------------------------------------------------------------------------------
void VertexData::print() {
	printf("\nVertices:\n"); printVertices();
	printf("\nNormals:\n"); printNormals();
	printf("\nTangents:\n");printTangents();
	printf("\nBinormals:\n"); printBinormals();
	printf("\nTexCoords:\n"); printTexCoords();
	printf("\nTriangles:\n"); printTriangles();	
}
Example #2
0
osg::Node* createScene()
{
    // create the Geode (Geometry Node) to contain all our osg::Geometry objects.
    osg::Geode* geode = new osg::Geode();

    // following are separate blocks for creating POINTS, LINES, LINE_STRIP, LINE_LOOP, POLYGON, QUADS,
    // QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primitives. An image of these primitives
    // is provided in the distribution: OpenSceneGraph-Data/Images/primitives.gif.


    // create POINTS
    {
        // create Geometry object to store all the vertices and points primitive.
        osg::Geometry* pointsGeom = new osg::Geometry();

        // create a Vec3Array and add to it all my coordinates.
        // Like all the *Array variants (see include/osg/Array) , Vec3Array is derived from both osg::Array
        // and std::vector<>.  osg::Array's are reference counted and hence sharable,
        // which std::vector<> provides all the convenience, flexibility and robustness
        // of the most popular of all STL containers.
        osg::Vec3Array* vertices = new osg::Vec3Array;
        vertices->push_back(osg::Vec3(-1.02168, -2.15188e-09, 0.885735));
        vertices->push_back(osg::Vec3(-0.976368, -2.15188e-09, 0.832179));
        vertices->push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179));
        vertices->push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735));
        vertices->push_back(osg::Vec3(-0.790982, 9.18133e-09, 0.959889));

        // pass the created vertex array to the points geometry object.
        pointsGeom->setVertexArray(vertices);



        // create the color of the geometry, one single for the whole geometry.
        // for consistency of design even one single color must added as an element
        // in a color array.
        osg::Vec4Array* colors = new osg::Vec4Array;
        // add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on.
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));

        // pass the color array to points geometry, note the binding to tell the geometry
        // that only use one color for the whole object.
        pointsGeom->setColorArray(colors, osg::Array::BIND_OVERALL);


        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        pointsGeom->setNormalArray(normals, osg::Array::BIND_OVERALL);


        // create and add a DrawArray Primitive (see include/osg/Primitive).  The first
        // parameter passed to the DrawArrays constructor is the Primitive::Mode which
        // in this case is POINTS (which has the same value GL_POINTS), the second
        // parameter is the index position into the vertex array of the first point
        // to draw, and the third parameter is the number of points to draw.
        pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,vertices->size()));


        // add the points geometry to the geode.
        geode->addDrawable(pointsGeom);
    }

    // create LINES
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* linesGeom = new osg::Geometry();

        // this time we'll preallocate the vertex array to the size we
        // need and then simple set them as array elements, 8 points
        // makes 4 line segments.
        osg::Vec3Array* vertices = new osg::Vec3Array(8);
        (*vertices)[0].set(-1.13704, -2.15188e-09, 0.40373);
        (*vertices)[1].set(-0.856897, -2.15188e-09, 0.531441);
        (*vertices)[2].set(-0.889855, -2.15188e-09, 0.444927);
        (*vertices)[3].set(-0.568518, -2.15188e-09, 0.40373);
        (*vertices)[4].set(-1.00933, -2.15188e-09, 0.370773);
        (*vertices)[5].set(-0.716827, -2.15188e-09, 0.292498);
        (*vertices)[6].set(-1.07936, 9.18133e-09, 0.317217);
        (*vertices)[7].set(-0.700348, 9.18133e-09, 0.362533);


        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);

        // set the colors as before, plus using the above
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors, osg::Array::BIND_OVERALL);


        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals, osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,8));


        // add the points geometry to the geode.
        geode->addDrawable(linesGeom);
    }

    // create LINE_STRIP
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* linesGeom = new osg::Geometry();

        // this time we'll preallocate the vertex array to the size
        // and then use an iterator to fill in the values, a bit perverse
        // but does demonstrate that we have just a standard std::vector underneath.
        osg::Vec3Array* vertices = new osg::Vec3Array(5);
        osg::Vec3Array::iterator vitr = vertices->begin();
        (vitr++)->set(-0.0741545, -2.15188e-09, 0.416089);
        (vitr++)->set(0.234823, -2.15188e-09, 0.259541);
        (vitr++)->set(0.164788, -2.15188e-09, 0.366653);
        (vitr++)->set(-0.0288379, -2.15188e-09, 0.333695);
        (vitr++)->set(-0.0453167, -2.15188e-09, 0.280139);

        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);

        // set the colors as before, plus using the above
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors, osg::Array::BIND_OVERALL);


        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals, osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5));


        // add the points geometry to the geode.
        geode->addDrawable(linesGeom);
    }

    // create LINE_LOOP
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* linesGeom = new osg::Geometry();

        // this time we'll a C arrays to initialize the vertices.

        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.741546, -2.15188e-09, 0.453167),
            osg::Vec3(0.840418, -2.15188e-09, 0.304858),
            osg::Vec3(1.12468, -2.15188e-09, 0.300738),
            osg::Vec3(1.03816, 9.18133e-09, 0.453167),
            osg::Vec3(0.968129, -2.15188e-09, 0.337815),
            osg::Vec3(0.869256, -2.15188e-09, 0.531441)
        };

        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);

        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);

        // set the colors as before, plus using the above
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors, osg::Array::BIND_OVERALL);


        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals, osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,numCoords));


        // add the points geometry to the geode.
        geode->addDrawable(linesGeom);
    }




    // now we'll stop creating separate normal and color arrays
    // since we are using the same values all the time, we'll just
    // share the same ColorArray and NormalArrays..

    // set the colors as before, use a ref_ptr rather than just
    // standard C pointer, as that in the case of it not being
    // assigned it will still be cleaned up automatically.
    osg::ref_ptr<osg::Vec4Array> shared_colors = new osg::Vec4Array;
    shared_colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));

    // same trick for shared normal.
    osg::ref_ptr<osg::Vec3Array> shared_normals = new osg::Vec3Array;
    shared_normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));



    // Note on vertex ordering.
    // According to the OpenGL diagram vertices should be specified in a clockwise direction.
    // In reality you need to specify coords for polygons in a anticlockwise direction
    // for their front face to be pointing towards you; get this wrong and you could
    // find back face culling removing the wrong faces of your models.  The OpenGL diagram
    // is just plain wrong, but it's a nice diagram so we'll keep it for now!

    // create POLYGON
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();

        // this time we'll use C arrays to initialize the vertices.
        // note, anticlockwise ordering.
        // note II, OpenGL polygons must be convex, planar polygons, otherwise
        // undefined results will occur.  If you have concave polygons or ones
        // that cross over themselves then use the osgUtil::Tessellator to fix
        // the polygons into a set of valid polygons.
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(-1.0464, 0.0f, -0.193626),
            osg::Vec3(-1.0258, 0.0f, -0.26778),
            osg::Vec3(-0.807461, 0.0f, -0.181267),
            osg::Vec3(-0.766264, 0.0f, -0.0576758),
            osg::Vec3(-0.980488, 0.0f, -0.094753)
        };

        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);

        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);

        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get(), osg::Array::BIND_OVERALL);


        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get(), osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));

        printTriangles("Polygon",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }


    // create QUADS
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();

        // note, anticlockwise ordering.
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.0247182, 0.0f, -0.156548),
            osg::Vec3(0.0247182, 0.0f, -0.00823939),
            osg::Vec3(-0.160668, 0.0f, -0.0453167),
            osg::Vec3(-0.222464, 0.0f, -0.13183),

            osg::Vec3(0.238942, 0.0f, -0.251302),
            osg::Vec3(0.333696, 0.0f, 0.0329576),
            osg::Vec3(0.164788, 0.0f, -0.0453167),
            osg::Vec3(0.13595,  0.0f, -0.255421)
        };

        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);

        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);

        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get(), osg::Array::BIND_OVERALL);


        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get(), osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,numCoords));


        printTriangles("Quads",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }

    // create QUAD_STRIP
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();

        // note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.733306, -2.15188e-09, -0.0741545),
            osg::Vec3(0.758024, -2.15188e-09, -0.205985),

            osg::Vec3(0.885735, -2.15188e-09, -0.0576757),
            osg::Vec3(0.885735, -2.15188e-09, -0.214224),

            osg::Vec3(0.964009, 9.18133e-09, -0.0370773),
            osg::Vec3(1.0464, 9.18133e-09, -0.173027),

            osg::Vec3(1.11232, -2.15188e-09, 0.0123591),
            osg::Vec3(1.12468, 9.18133e-09, -0.164788),
        };

        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);

        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);

        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get(), osg::Array::BIND_OVERALL);


        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get(), osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,numCoords));


        printTriangles("Quads strip",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }

    // create TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN all in one Geometry/
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();

        // note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
        osg::Vec3 myCoords[] =
        {
            // TRIANGLES 6 vertices, v0..v5
            // note in anticlockwise order.
            osg::Vec3(-1.12056, -2.15188e-09, -0.840418),
            osg::Vec3(-0.95165, -2.15188e-09, -0.840418),
            osg::Vec3(-1.11644, 9.18133e-09, -0.716827),

            // note in anticlockwise order.
            osg::Vec3(-0.840418, 9.18133e-09, -0.778623),
            osg::Vec3(-0.622074, 9.18133e-09, -0.613835),
            osg::Vec3(-1.067, 9.18133e-09, -0.609715),

            // TRIANGLE STRIP 6 vertices, v6..v11
            // note defined top point first,
            // then anticlockwise for the next two points,
            // then alternating to bottom there after.
            osg::Vec3(-0.160668, -2.15188e-09, -0.531441),
            osg::Vec3(-0.160668, -2.15188e-09, -0.749785),
            osg::Vec3(0.0617955, 9.18133e-09, -0.531441),
            osg::Vec3(0.168908, -2.15188e-09, -0.753905),
            osg::Vec3(0.238942, -2.15188e-09, -0.531441),
            osg::Vec3(0.280139, -2.15188e-09, -0.823939),

            // TRIANGLE FAN 5 vertices, v12..v16
            // note defined in anticlockwise order.
            osg::Vec3(0.844538, 9.18133e-09, -0.712708),
            osg::Vec3(1.0258, 9.18133e-09, -0.799221),
            osg::Vec3(1.03816, -2.15188e-09, -0.692109),
            osg::Vec3(0.988727, 9.18133e-09, -0.568518),
            osg::Vec3(0.840418, -2.15188e-09, -0.506723),

        };

        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);

        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);

        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get(), osg::Array::BIND_OVERALL);


        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get(), osg::Array::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,6));
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,6,6));
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,12,5));

        // polygon stipple
        osg::StateSet* stateSet = new osg::StateSet();
        polyGeom->setStateSet(stateSet);

        #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
        osg::PolygonStipple* polygonStipple = new osg::PolygonStipple;
        stateSet->setAttributeAndModes(polygonStipple,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
        #endif

        printTriangles("Triangles/Strip/Fan",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }

    return geode;
}