int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);
    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();

        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        //Initialize Window
        TutorialWindow->initWindow();

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Print key command info
        std::cout << "\n\nKEY COMMANDS:" << std::endl;
        std::cout << "space   Play/Pause the animation" << std::endl;
        std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
        std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
        //std::cout << "1       Play first example animation" << std::endl;
        //std::cout << "2       Play second example animation" << std::endl;
        std::cout << "CTRL-Q  Exit\n\n" << std::endl;


        //SkeletonDrawer System Material
        LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
        ExampleLineChunk->setWidth(2.0f);
        ExampleLineChunk->setSmooth(true);

        BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
        ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
        ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
        ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
        ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

        ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
        ExampleMaterial->addChunk(ExampleLineChunk);
        ExampleMaterial->addChunk(ExampleMaterialChunk);
        ExampleMaterial->addChunk(ExampleBlendChunk);

        GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f);
        GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1);

        //Skeleton
        SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create();

        //Joint
        TransformRecPtr ExampleRootJoint = Transform::create();

        NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint);

        //Add this joint to the skeleton
        ExampleSkeleton->pushToJoints(ExampleRootJointNode, Matrix());

        NodeRecPtr TempRootJointNode = ExampleRootJointNode;
        NodeRefPtr GeoNode = makeNodeFor(BoxGeometry);
        TempRootJointNode->addChild(GeoNode);

        Matrix TempMat;
        //Create a set of randomly placed child joints
        for (Real32 i = 0.0f; i < 5.0f; ++i)
        {
            TransformRecPtr ExampleChildJoint = Transform::create();
            NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint);

            GeoNode = makeNodeFor(SphereGeometry);
            ExampleChildJointNode->addChild(GeoNode);

            //TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f));
            switch((static_cast<UInt32>(i) % 3))
            {
                case 0:
                    TempMat.setTranslate(2.0f,0.0f,0.0f);
                    break;
                case 1:
                    TempMat.setTranslate(0.0f,2.0f,0.0f);
                    break;
                case 2:
                    TempMat.setTranslate(0.0f,0.0f,2.0f);
                    break;
            }

            //Set bind and current transformations to TempMat (calculated above)
            ExampleChildJoint->setMatrix(TempMat);

            //Add ExampleChildJoint as a child to the previous joint    
            TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint

            //ExampleChildJoint will be the next parent joint
            TempRootJointNode = ExampleChildJointNode;

            //Add this joint to the skeleton
            Matrix InvBind(TempRootJointNode->getToWorld());
            InvBind.invert();
            ExampleSkeleton->pushToJoints(ExampleChildJointNode, InvBind);
        }

        //SkeletonDrawer
        SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
        ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
        ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
        ExampleSkeletonDrawable->setDrawBindPose(false);  //By default, we won't draw the skeleton's bind pose
        ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When the skeleton's bind pose is rendered, it will be green
        ExampleSkeletonDrawable->setDrawPose(true);  //By default, we do draw the skeleton's current pose
        ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose is rendered in blue

        //Skeleton Node
        NodeUnrecPtr SkeletonNode = Node::create();
        SkeletonNode->setCore(ExampleSkeletonDrawable);

        //Create scene
        NodeUnrecPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(SkeletonNode);
        scene->addChild(ExampleRootJointNode);

        sceneManager.setRoot(scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        //Setup the Animation
        AnimationUnrecPtr TheAnimation = setupAnimation(ExampleRootJoint,
                                                        dynamic_cast<Transform*>(ExampleRootJointNode->getChild(1)->getCore()));
        TheAnimation->attachUpdateProducer(TutorialWindow);
        TheAnimation->start();

        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1,
                                                      TheAnimation.get(),
                                                      SkeletonNode.get(),
                                                      TutorialWindow.get()));

        // Show the whole Scene
        sceneManager.showAll();


        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "11BoneAnimation");

        //Main Loop
        TutorialWindow->mainLoop();

    }
    osgExit();

    return 0;
}