int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        TheLuaManager->init();

        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

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

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

        //Setup the Lua Manager

        BoostPath ModulePath("./Data/");
        std::string PackagePath = std::string("?;")
            + (ModulePath / "?.lua" ).file_string() + ";"
            + (ModulePath / "?" /  "init.lua").file_string();
        TheLuaManager->setPackagePath(PackagePath);

        // Make Torus Node (creates Torus in background of scene)
        GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 16, 16);
        setName(TorusGeometry,"Torus Geometry");
        //calcVertexTangents(TorusGeometry,0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId);


        NodeRefPtr TorusGeometryNode = Node::create();
        setName(TorusGeometryNode,"Torus Geometry Node");
        TorusGeometryNode->setCore(TorusGeometry);

        //Torus Transformation Node
        TransformRefPtr TheTorusNodeTransform = Transform::create();

        NodeRefPtr TheTorusTransfromNode = Node::create();
        TheTorusTransfromNode->setCore(TheTorusNodeTransform);
        TheTorusTransfromNode->addChild(TorusGeometryNode);
        setName(TheTorusTransfromNode,"Torus Transform Node");

        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TheTorusTransfromNode);
        setName(scene,"Scene Node");

        //Light Beacon Node
        TransformRefPtr TheLightBeaconNodeTransform = Transform::create();

        NodeRefPtr TheLightBeaconNode = Node::create();
        TheLightBeaconNode->setCore(TheLightBeaconNodeTransform);
        setName(TheLightBeaconNode,"Light Beacon Node");


        //Light Node
        DirectionalLightRefPtr TheLightCore = DirectionalLight::create();
        TheLightCore->setDirection(Vec3f(1.0,0.0,0.0));
        TheLightCore->setAmbient(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setDiffuse(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setSpecular(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setBeacon(TheLightBeaconNode);

        NodeRefPtr TheLightNode = Node::create();
        TheLightNode->setCore(TheLightCore);
        TheLightNode->addChild(scene);
        setName(TheLightNode,"Light Node");

        NodeRefPtr RootNode = Node::create();
        RootNode->setCore(Group::create());
        RootNode->addChild(TheLightNode);
        RootNode->addChild(TheLightBeaconNode);
        setName(RootNode,"Root Node");

        // Create the Graphics
        GraphicsRefPtr TutorialGraphics = Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        //Create the Main interface
        LuaDebuggerInterface TheLuaDebuggerInterface;

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRefPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        BorderLayoutRefPtr MainInternalWindowLayout = BorderLayout::create();

        //Split Panel
        BorderLayoutConstraintsRefPtr SplitPanelConstraints = BorderLayoutConstraints::create();
        SplitPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_CENTER);
        TheLuaDebuggerInterface.getMainSplitPanel()->setConstraints(SplitPanelConstraints);

        BorderLayoutConstraintsRefPtr ButtonPanelConstraints = BorderLayoutConstraints::create();
        ButtonPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_NORTH);
        TheLuaDebuggerInterface.getButtonPanel()->setConstraints(ButtonPanelConstraints);

        BorderLayoutConstraintsRefPtr CodeAreaInfoPanelConstraints = BorderLayoutConstraints::create();
        CodeAreaInfoPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_SOUTH);
        TheLuaDebuggerInterface.getCodeAreaInfoPanel()->setConstraints(CodeAreaInfoPanelConstraints);

        InternalWindowRefPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getButtonPanel());
        MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getMainSplitPanel());
        MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getCodeAreaInfoPanel());
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setTitle("Lua Debugger");
        setName(MainInternalWindow,"Internal Window");

        // Create the Drawing Surface
        UIDrawingSurfaceRefPtr TutorialDrawingSurface = UIDrawingSurface::create();
        TutorialDrawingSurface->setGraphics(TutorialGraphics);
        TutorialDrawingSurface->setEventProducer(TutorialWindow);

        TutorialDrawingSurface->openWindow(MainInternalWindow);

        // Create the UI Foreground Object
        UIForegroundRefPtr TutorialUIForeground = UIForeground::create();

        TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface);

        //Scene Background
        GradientBackgroundRefPtr SceneBackground = GradientBackground::create();
        SceneBackground->addLine(Color3f(0.0,0.0,0.0),0.0);
        setName(SceneBackground,"Scene Background");

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);
        sceneManager.setRoot(RootNode);
        //sceneManager.setHeadlight(false);

        // Add the UI Foreground Object to the Scene
        ViewportRefPtr TutorialViewport = sceneManager.getWindow()->getPort(0);
        TutorialViewport->addForeground(TutorialUIForeground);
        TutorialViewport->setBackground(SceneBackground);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped,
                                                    _1,
                                                    &TheLuaDebuggerInterface));

        // 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,
                                   "03LuaDebugger");

        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setPreferredSize(WinSize * 0.85);

        //Enter main Loop
        TutorialWindow->mainLoop();

        TheLuaManager->uninit();
    }

    osgExit();

    return 0;
}
// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);
	TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindow->addUpdateListener(&TheTutorialUpdateListener);


    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Make Main Scene Node
	NodeRefPtr scene = makeCoredNode<Group>();
    setName(scene, "scene");
    rootNode = Node::create();
    setName(rootNode, "rootNode");
    ComponentTransformRefPtr Trans;
    Trans = ComponentTransform::create();
    {
        rootNode->setCore(Trans);
 
        // add the torus as a child
        rootNode->addChild(scene);
    }

    //Make The Physics Characteristics Node
    PhysicsCharacteristicsDrawableUnrecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create();
        PhysDrawable->setRoot(rootNode);

	PhysDrawableNode = Node::create();
    PhysDrawableNode->setCore(PhysDrawable);
    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());

    rootNode->addChild(PhysDrawableNode);

    //Light Beacon
    NodeRefPtr TutorialLightBeacon = makeCoredNode<Transform>();

    //Light Node
    DirectionalLightRefPtr TutorialLight = DirectionalLight::create();
    TutorialLight->setDirection(0.0,0.0,-1.0);
    TutorialLight->setBeacon(TutorialLightBeacon);

    NodeRefPtr TutorialLightNode = Node::create();
    TutorialLightNode->setCore(TutorialLight);

    scene->addChild(TutorialLightNode);
    scene->addChild(TutorialLightBeacon);


    //Setup Physics Scene
    physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.01);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(1.0);
        //physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
        //physicsWorld->setCfm(0.001);
        //physicsWorld->setErp(0.2);

    hashSpace = PhysicsHashSpace::create();

    physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(hashSpace);
        physHandler->setUpdateNode(rootNode);
    physHandler->attachUpdateProducer(TutorialWindow->editEventProducer());
    

        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(hashSpace);


	/************************************************************************/
	/* create spaces, geoms and bodys                                                                     */
	/************************************************************************/
    //create a group for our space
    GroupRefPtr spaceGroup;
	spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
	//add Attachments to nodes...
	    spaceGroupNode->addAttachment(hashSpace);

	    TutorialLightNode->addChild(spaceGroupNode);

    //Create Character
    ShipBody = buildShip(Vec3f(3.0,3.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0));
    ShipMotor = buildMotor(ShipBody);

    for(UInt32 i(0) ; i<5 ; ++i)
    {
        buildBox(Vec3f(10.0,10.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0));
    }

    // tell the manager what to manage
    mgr->setRoot  (rootNode);

    // show the whole rootNode
    mgr->showAll();
    
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "04ZeroGravityShip");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
void ApplicationStartScreen::attachApplication(void)
{
    Inherited::attachApplication();

    //Camera Transformation Node
    Matrix CameraTransformMatrix;
    CameraTransformMatrix.setTranslate(0.0f,0.0f, 5.0f);
    TransformRefPtr CameraBeaconTransform = Transform::create();
    CameraBeaconTransform->setMatrix(CameraTransformMatrix);

    NodeRefPtr CameraBeaconNode = Node::create();
    CameraBeaconNode->setCore(CameraBeaconTransform);

    // Make Torus Node (creates Torus in background of scene)
    NodeRefPtr TorusGeometryNode = NULL;
    //BoostPath TorusKnotFile(MainApplication::the()->getSettings()->getDataDirectory() / std::string("Models") / std::string("TorusKnot.osb"));
    //SLOG << "Loading Torus Knot from: " << TorusKnotFile.string() << std::endl;
    //if(boost::filesystem::exists(TorusKnotFile))
    //{
        //TorusGeometryNode = SceneFileHandler::the()->read(TorusKnotFile.native_file_string().c_str());
    //}
    //if(TorusGeometryNode == NULL)
    //{
        //SWARNING << "Could not load Torus Knot from: "
                 //<< TorusKnotFile.string() << " because this file doesn't exist."  << std::endl;
        TorusGeometryNode = makeTorus(.5, 2, 64, 64);
    //}

    //Scene Transformation
    TransformRefPtr SceneTransformCore = Transform::create();

    NodeRefPtr SceneTransformNode = Node::create();
    SceneTransformNode->setCore(SceneTransformCore);
    SceneTransformNode->addChild(TorusGeometryNode);

    //Light
    NodeRefPtr LightBeaconNode = Node::create();
    LightBeaconNode->setCore(Transform::create());

    DirectionalLightRefPtr SceneLightCore = DirectionalLight::create();
    SceneLightCore->setDirection(1.0,0.0,0.0);
    SceneLightCore->setBeacon(LightBeaconNode);

    NodeRefPtr SceneLightNode = Node::create();
    SceneLightNode->setCore(SceneLightCore);
    SceneLightNode->addChild(SceneTransformNode);


    // Make Main Scene Node and add the Torus
    NodeRefPtr DefaultRootNode = OSG::Node::create();
    DefaultRootNode->setCore(OSG::Group::create());
    DefaultRootNode->addChild(CameraBeaconNode);
    DefaultRootNode->addChild(SceneLightNode);
    DefaultRootNode->addChild(LightBeaconNode);

    //Camera
    PerspectiveCameraRefPtr DefaultCamera = PerspectiveCamera::create();
    DefaultCamera->setBeacon(CameraBeaconNode);
    DefaultCamera->setFov   (osgDegree2Rad(60.f));
    DefaultCamera->setNear  (0.1f);
    DefaultCamera->setFar   (10000.f);

    //Background
    GradientBackgroundRefPtr DefaultBackground = GradientBackground::create();
    DefaultBackground->addLine(Color3f(0.0f,0.0f,0.0f), 0.0f);
    DefaultBackground->addLine(Color3f(0.0f,0.0f,0.5f), 1.0f);

    //Animation
    //KeyFrames
    KeyframeTransformationSequenceRefPtr TransformationKeyframes = KeyframeTransformationSequenceMatrix4f::create();
    OSG::Matrix TempMat;

    TransformationKeyframes->addKeyframe(TempMat,0.0f);
    TempMat.setRotate(Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*0.5));
    TransformationKeyframes->addKeyframe(TempMat,4.0f);
    TempMat.setRotate(Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*1.0));
    TransformationKeyframes->addKeyframe(TempMat,8.0f);
    TempMat.setRotate(Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*1.5));
    TransformationKeyframes->addKeyframe(TempMat,12.0f);
    TempMat.setRotate(Quaternion(Vec3f(0.0f,1.0f,0.0f), 0.0f));
    TransformationKeyframes->addKeyframe(TempMat,16.0f);

    //Animator
    KeyframeAnimatorRefPtr TorusAnimator = OSG::KeyframeAnimator::create();
    TorusAnimator->setKeyframeSequence(TransformationKeyframes);

    //Animation
    _TorusAnimation = FieldAnimation::create();
    _TorusAnimation->setAnimator(TorusAnimator);
    _TorusAnimation->setInterpolationType(Animator::LINEAR_INTERPOLATION);
    _TorusAnimation->setCycling(-1);
    _TorusAnimation->setAnimatedField(SceneTransformCore, std::string("matrix"));
    _TorusAnimation->attachUpdateProducer(MainApplication::the()->getMainWindow()->editEventProducer());
    _TorusAnimation->start();

    //Foreground
    //ImageForegroundRefPtr LogoForeground = ImageForeground::create();
    //BoostPath LogoPath(MainApplication::the()->getSettings()->getDataDirectory() / "Images/Logo.png");
    //ImageRefPtr LoadedImage = ImageFileHandler::the().read(LogoPath.string().c_str());

    //	LogoForeground->addImage( LoadedImage, Pnt2f( 0,0 ) );

    ForegroundRefPtr UserInterfaceForeground = createInterface();
    _TheUIDrawingSurface->setEventProducer(MainApplication::the()->getMainWindow());

    if(MainApplication::the()->getMainWindow() != NULL &&
       MainApplication::the()->getMainWindow()->getMFPort()->size() == 0)
    {
        ViewportRefPtr DefaultViewport = Viewport::create();
        DefaultViewport->setCamera                  (DefaultCamera);
        DefaultViewport->setRoot                    (DefaultRootNode);
        DefaultViewport->setSize                    (0.0f,0.0f, 1.0f,1.0f);
        DefaultViewport->setBackground              (DefaultBackground);
        DefaultViewport->addForeground              (UserInterfaceForeground);

        MainApplication::the()->getMainWindow()->addPort(DefaultViewport);
    }

    MainApplication::the()->getMainWindow()->addKeyListener(&_StartScreenKeyListener);
    MainApplication::the()->getMainWindow()->addUpdateListener(&_ScreenUpdateListener);

}