Esempio n. 1
0
//////////////////////////////////////////////////////////////////////////
//! build a box
//////////////////////////////////////////////////////////////////////////
void buildBox(void)
{
    Vec3f Lengths(frand()*2.0+0.5, frand()*2.0+0.5, frand()*2.0+0.5);
    Matrix m;
    //create OpenSG mesh
    GeometryPtr box;
    NodePtr boxNode = makeBox(Lengths.x(), Lengths.y(), Lengths.z(), 1, 1, 1);
    box = GeometryPtr::dcast(boxNode->getCore());
    SimpleMaterialPtr box_mat = SimpleMaterial::create();
    beginEditCP(box_mat);
        box_mat->setAmbient(Color3f(0.0,0.0,0.0));
        box_mat->setDiffuse(Color3f(0.0,1.0 ,0.0));
    endEditCP(box_mat);
    beginEditCP(box, Geometry::MaterialFieldMask);
        box->setMaterial(box_mat);
    endEditCP(box, Geometry::MaterialFieldMask);
    TransformPtr boxTrans;
    NodePtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    Real32 randX = frand()*10.0-5.0;
    Real32 randY = frand()*10.0-5.0;
    m.setTranslate(randX, randY, 10.0);
    beginEditCP(boxTrans, Transform::MatrixFieldMask);
        boxTrans->setMatrix(m);
    endEditCP(boxTrans, Transform::MatrixFieldMask);

    //create ODE data
    PhysicsBodyPtr boxBody = PhysicsBody::create(physicsWorld);
    beginEditCP(boxBody, PhysicsBody::PositionFieldMask);
        boxBody->setPosition(Vec3f(randX, randY, 10.0));
    endEditCP(boxBody, PhysicsBody::PositionFieldMask);
    boxBody->setBoxMass(1.0, Lengths.x(), Lengths.y(), Lengths.z());

    PhysicsBoxGeomPtr boxGeom = PhysicsBoxGeom::create();
    beginEditCP(boxGeom, PhysicsBoxGeom::BodyFieldMask | PhysicsBoxGeom::SpaceFieldMask  | PhysicsBoxGeom::LengthsFieldMask | PhysicsBoxGeom::CategoryBitsFieldMask);
        boxGeom->setBody(boxBody);
        boxGeom->setSpace(physicsSpace);
        boxGeom->setLengths(Lengths);
        boxGeom->setCategoryBits(BoxCategory);
    endEditCP(boxGeom, PhysicsBoxGeom::BodyFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::LengthsFieldMask | PhysicsBoxGeom::CategoryBitsFieldMask);

    //add attachments
    beginEditCP(boxNode, Node::AttachmentsFieldMask);
        boxNode->addAttachment(boxGeom);
    endEditCP(boxNode, Node::AttachmentsFieldMask);
    beginEditCP(boxTransNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);
        boxTransNode->addAttachment(boxBody);
        boxTransNode->addChild(boxNode);
    endEditCP(boxTransNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);

    //add to SceneGraph
    beginEditCP(spaceGroupNode, Node::ChildrenFieldMask);
        spaceGroupNode->addChild(boxTransNode);
    endEditCP(spaceGroupNode, Node::ChildrenFieldMask);
}
Esempio n. 2
0
//////////////////////////////////////////////////////////////////////////
//! build a sphere
//////////////////////////////////////////////////////////////////////////
void buildSphere(void)
{
    Real32 Radius(frand()*1.5+0.2);
    Matrix m;
    //create OpenSG mesh
    GeometryPtr sphere;
    NodePtr sphereNode = makeSphere(2, Radius);
    sphere = GeometryPtr::dcast(sphereNode->getCore());
    SimpleMaterialPtr sphere_mat = SimpleMaterial::create();
    beginEditCP(sphere_mat);
    sphere_mat->setAmbient(Color3f(0.0,0.0,0.0));
    sphere_mat->setDiffuse(Color3f(0.0,0.0,1.0));
    endEditCP(sphere_mat);
    beginEditCP(sphere, Geometry::MaterialFieldMask);
    sphere->setMaterial(sphere_mat);
    endEditCP(sphere);
    TransformPtr sphereTrans;
    NodePtr sphereTransNode = makeCoredNode<Transform>(&sphereTrans);
    m.setIdentity();
    Real32 randX = frand()*10.0-5.0;
    Real32 randY = frand()*10.0-5.0;
    m.setTranslate(randX, randY, 10.0);
    beginEditCP(sphereTrans, Transform::MatrixFieldMask);
    sphereTrans->setMatrix(m);
    endEditCP(sphereTrans);
    //create ODE data
    PhysicsBodyPtr sphereBody = PhysicsBody::create(physicsWorld);
    beginEditCP(sphereBody, PhysicsBody::PositionFieldMask | PhysicsBody::AngularDampingFieldMask);
        sphereBody->setPosition(Vec3f(randX, randY, 10.0));
        sphereBody->setAngularDamping(0.0001);
    endEditCP(sphereBody, PhysicsBody::PositionFieldMask | PhysicsBody::AngularDampingFieldMask);
    sphereBody->setSphereMass(0.4,Radius);

    PhysicsSphereGeomPtr sphereGeom = PhysicsSphereGeom::create();
    beginEditCP(sphereGeom, PhysicsSphereGeom::BodyFieldMask | PhysicsSphereGeom::SpaceFieldMask | PhysicsSphereGeom::RadiusFieldMask | PhysicsSphereGeom::CategoryBitsFieldMask);
        sphereGeom->setBody(sphereBody);
        sphereGeom->setSpace(physicsSpace);
        sphereGeom->setRadius(Radius);
        sphereGeom->setCategoryBits(SphereCategory);
    endEditCP(sphereGeom, PhysicsSphereGeom::BodyFieldMask | PhysicsSphereGeom::SpaceFieldMask | PhysicsSphereGeom::RadiusFieldMask | PhysicsSphereGeom::CategoryBitsFieldMask);
    
    //add attachments
    beginEditCP(sphereNode, Node::AttachmentsFieldMask);
    sphereNode->addAttachment(sphereGeom);
    endEditCP(sphereNode);
    beginEditCP(sphereTransNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);
    sphereTransNode->addAttachment(sphereBody);
    sphereTransNode->addChild(sphereNode);
    endEditCP(sphereTransNode);
    //add to SceneGraph
    beginEditCP(spaceGroupNode, Node::ChildrenFieldMask);
    spaceGroupNode->addChild(sphereTransNode);
    endEditCP(spaceGroupNode);
}
Esempio n. 3
0
//////////////////////////////////////////////////////////////////////////
//! trimesh defined by filenode will be loaded
//////////////////////////////////////////////////////////////////////////
void buildTriMesh(void)
{
    //NodePtr tri = makeTorus(0.5, 1.0, 24, 12);
    //NodePtr tri = makeBox(10.0, 10.0, 10.0, 1, 1, 1);
    NodePtr tri = Node::Ptr::dcast(TriGeometryBase->shallowCopy());
    if(tri!=NullFC)
    {
        GeometryPtr triGeo = GeometryPtr::dcast(tri->getCore()); 
        Matrix m;
        SimpleMaterialPtr tri_mat = SimpleMaterial::create();
        beginEditCP(tri_mat);
        tri_mat->setAmbient(Color3f(0.1,0.1,0.2));
        tri_mat->setDiffuse(Color3f(1.0,0.1,0.7));
        endEditCP(tri_mat);
        triGeo->setMaterial(tri_mat);
        TransformPtr triTrans;
        NodePtr triTransNode = makeCoredNode<Transform>(&triTrans);
        m.setIdentity();
        Real32 randX = frand()*10.0-5.0;
        Real32 randY = frand()*10.0-5.0;
        m.setTranslate(randX, randY, 18.0);
        triTrans->setMatrix(m);

        //create ODE data
        Vec3f GeometryBounds(calcMinGeometryBounds(triGeo));
        PhysicsBodyPtr triBody = PhysicsBody::create(physicsWorld);
        beginEditCP(triBody, PhysicsBody::PositionFieldMask | PhysicsBody::LinearDampingFieldMask | PhysicsBody::AngularDampingFieldMask);
            triBody->setPosition(Vec3f(randX, randY, 18.0));
            triBody->setLinearDamping(0.0001);
            triBody->setAngularDamping(0.0001);
        endEditCP(triBody, PhysicsBody::PositionFieldMask | PhysicsBody::LinearDampingFieldMask | PhysicsBody::AngularDampingFieldMask);
            triBody->setBoxMass(1.0,GeometryBounds.x(), GeometryBounds.y(), GeometryBounds.z());
        PhysicsGeomPtr triGeom;
        if(true)
        {
            triGeom = PhysicsTriMeshGeom::create();
            beginEditCP(triGeom, PhysicsTriMeshGeom::BodyFieldMask | 
                            PhysicsTriMeshGeom::SpaceFieldMask | 
                            PhysicsTriMeshGeom::GeometryNodeFieldMask);
                triGeom->setBody(triBody);
                //add geom to space for collision
                triGeom->setSpace(physicsSpace);
                //set the geometryNode to fill the ode-triMesh
                PhysicsTriMeshGeom::Ptr::dcast(triGeom)->setGeometryNode(tri);
            endEditCP(triGeom, PhysicsTriMeshGeom::BodyFieldMask | 
                            PhysicsTriMeshGeom::SpaceFieldMask | 
                            PhysicsTriMeshGeom::GeometryNodeFieldMask);
        }
        else
        {

            triGeom = PhysicsBoxGeom::create();
            beginEditCP(triGeom, PhysicsBoxGeom::BodyFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::LengthsFieldMask);
                triGeom->setBody(triBody);
                triGeom->setSpace(physicsSpace);
                PhysicsBoxGeom::Ptr::dcast(triGeom)->setLengths(GeometryBounds);

            endEditCP(triGeom, PhysicsBoxGeom::BodyFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::LengthsFieldMask);
        }
        beginEditCP(triGeom, PhysicsGeom::CategoryBitsFieldMask);
            triGeom->setCategoryBits(TriCategory);
        endEditCP(triGeom, PhysicsGeom::CategoryBitsFieldMask);
        
        //add attachments
        tri->addAttachment(triGeom);
        triTransNode->addAttachment(triBody);
        //add to SceneGraph
        triTransNode->addChild(tri);
        spaceGroupNode->addChild(triTransNode);
    }
    else
    {
        SLOG << "Could not read MeshData!" << endLog;
    }
}
Esempio n. 4
0
// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

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

    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);


    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

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

    //Make Torus Node
    TriGeometryBase = makeTorus(.55, 1.5, 16, 16);

    //Make Main Scene Node
	NodePtr scene = makeCoredNode<Group>();
    setName(scene, "scene");
    rootNode = Node::create();
    setName(rootNode, "rootNode");
    ComponentTransformPtr Trans;
    Trans = ComponentTransform::create();
    beginEditCP(rootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
         rootNode->setCore(Trans);
        // add the torus as a child
        rootNode->addChild(scene);
    endEditCP  (rootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);

    //Setup Physics Scene
    physicsWorld = PhysicsWorld::create();
    beginEditCP(physicsWorld, PhysicsWorld::WorldContactSurfaceLayerFieldMask | 
                              PhysicsWorld::AutoDisableFlagFieldMask | 
                              PhysicsWorld::AutoDisableTimeFieldMask | 
                              PhysicsWorld::WorldContactMaxCorrectingVelFieldMask | 
                              PhysicsWorld::GravityFieldMask);
        physicsWorld->setWorldContactSurfaceLayer(0.005);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(100.0);
        physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
    endEditCP(physicsWorld, PhysicsWorld::WorldContactSurfaceLayerFieldMask | 
                              PhysicsWorld::AutoDisableFlagFieldMask | 
                              PhysicsWorld::AutoDisableTimeFieldMask | 
                              PhysicsWorld::WorldContactMaxCorrectingVelFieldMask | 
                              PhysicsWorld::GravityFieldMask);

    //Create the Collision Space
    physicsSpace = PhysicsHashSpace::create();

    //Setup the default collision parameters
    CollisionContactParametersPtr DefaultCollisionParams = CollisionContactParameters::createEmpty();
    beginEditCP(DefaultCollisionParams);
        DefaultCollisionParams->setMode(dContactApprox1);
        DefaultCollisionParams->setMu(0.3);
        DefaultCollisionParams->setMu2(0.0);
        DefaultCollisionParams->setBounce(0.0);
        DefaultCollisionParams->setBounceSpeedThreshold(0.0);
        DefaultCollisionParams->setSoftCFM(0.1);
        DefaultCollisionParams->setSoftERP(0.2);
        DefaultCollisionParams->setMotion1(0.0);
        DefaultCollisionParams->setMotion2(0.0);
        DefaultCollisionParams->setMotionN(0.0);
        DefaultCollisionParams->setSlip1(0.0);
        DefaultCollisionParams->setSlip2(0.0);
    endEditCP(DefaultCollisionParams);

    beginEditCP(physicsSpace, PhysicsSpace::DefaultCollisionParametersFieldMask);
        physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams);
    endEditCP(physicsSpace, PhysicsSpace::DefaultCollisionParametersFieldMask);

    //Bouncy Sphere collision parameters
    CollisionContactParametersPtr BouncySphereCollisionParams = CollisionContactParameters::createEmpty();
    beginEditCP(BouncySphereCollisionParams);
        BouncySphereCollisionParams->setMode(dContactApprox1 | dContactBounce);
        BouncySphereCollisionParams->setMu(0.3);
        BouncySphereCollisionParams->setMu2(0.0);
        BouncySphereCollisionParams->setBounce(0.8);
        BouncySphereCollisionParams->setBounceSpeedThreshold(0.1);
        BouncySphereCollisionParams->setSoftCFM(0.1);
        BouncySphereCollisionParams->setSoftERP(0.2);
        BouncySphereCollisionParams->setMotion1(0.0);
        BouncySphereCollisionParams->setMotion2(0.0);
        BouncySphereCollisionParams->setMotionN(0.0);
        BouncySphereCollisionParams->setSlip1(0.0);
        BouncySphereCollisionParams->setSlip2(0.0);
    endEditCP(BouncySphereCollisionParams);
    physicsSpace->addCollisionContactCategory(SphereCategory, TerrainCategory, BouncySphereCollisionParams);
    physicsSpace->addCollisionContactCategory(SphereCategory, BoxCategory, BouncySphereCollisionParams);
    physicsSpace->addCollisionContactCategory(SphereCategory, SphereCategory, BouncySphereCollisionParams);
    physicsSpace->addCollisionContactCategory(SphereCategory, TriCategory, BouncySphereCollisionParams);

    //Soft Box collision parameters
    CollisionContactParametersPtr SlickBoxParams = CollisionContactParameters::createEmpty();
    beginEditCP(SlickBoxParams);
        SlickBoxParams->setMode(dContactApprox1);
        SlickBoxParams->setMu(0.01);
        SlickBoxParams->setMu2(0.0);
        SlickBoxParams->setBounce(0.0);
        SlickBoxParams->setBounceSpeedThreshold(0.0);
        SlickBoxParams->setSoftCFM(0.0);
        SlickBoxParams->setSoftERP(0.2);
        SlickBoxParams->setMotion1(0.0);
        SlickBoxParams->setMotion2(0.0);
        SlickBoxParams->setMotionN(0.0);
        SlickBoxParams->setSlip1(0.0);
        SlickBoxParams->setSlip2(0.0);
    endEditCP(SlickBoxParams);
    physicsSpace->addCollisionContactCategory(BoxCategory, TerrainCategory, SlickBoxParams);
    physicsSpace->addCollisionContactCategory(BoxCategory, BoxCategory, SlickBoxParams);
    //physicsSpace->addCollisionContactCategory(BoxCategory, SphereCategory, SlickBoxParams);
    physicsSpace->addCollisionContactCategory(BoxCategory, TriCategory, SlickBoxParams);

    
    TutorialCollisionListener BoxColListener(Path("./Data/click.wav"));
    physicsSpace->addCollisionListener(&BoxColListener,BoxCategory, 2.0);

    TutorialCollisionListener SphereColListener(Path("./Data/pop.wav"));
    physicsSpace->addCollisionListener(&SphereColListener,SphereCategory, 2.0);

    physHandler = PhysicsHandler::create();
    beginEditCP(physHandler, PhysicsHandler::WorldFieldMask | PhysicsHandler::SpacesFieldMask | PhysicsHandler::StepSizeFieldMask | PhysicsHandler::UpdateNodeFieldMask);
        physHandler->setWorld(physicsWorld);
        physHandler->getSpaces().push_back(physicsSpace);
        physHandler->setStepSize(0.001);
        physHandler->setUpdateNode(rootNode);
    endEditCP(physHandler, PhysicsHandler::WorldFieldMask | PhysicsHandler::SpacesFieldMask | PhysicsHandler::StepSizeFieldMask | PhysicsHandler::UpdateNodeFieldMask);
    physHandler->attachUpdateProducer(TutorialWindowEventProducer);

    beginEditCP(rootNode, Node::AttachmentsFieldMask);
        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(physicsSpace);
    endEditCP(rootNode, Node::AttachmentsFieldMask);


	/************************************************************************/
	/* create spaces, geoms and bodys                                                                     */
	/************************************************************************/
    //create a group for our space
    GroupPtr spaceGroup;
	spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
    //create the ground plane
    GeometryPtr plane;
	NodePtr planeNode = makeBox(30.0, 30.0, 1.0, 1, 1, 1);
    plane = GeometryPtr::dcast(planeNode->getCore());
    //and its Material
	SimpleMaterialPtr plane_mat = SimpleMaterial::create();
	beginEditCP(plane_mat);
		plane_mat->setAmbient(Color3f(0.7,0.7,0.7));
		plane_mat->setDiffuse(Color3f(0.9,0.6,1.0));
	endEditCP(plane_mat);
    beginEditCP(plane, Geometry::MaterialFieldMask);
	    plane->setMaterial(plane_mat);
    endEditCP(plane);


    //create Physical Attachments
	PhysicsBoxGeomPtr planeGeom = PhysicsBoxGeom::create();
    beginEditCP(planeGeom, PhysicsBoxGeom::LengthsFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::CategoryBitsFieldMask);
        planeGeom->setLengths(Vec3f(30.0, 30.0, 1.0));
        //add geoms to space for collision
        planeGeom->setSpace(physicsSpace);
        //Set the Geoms Category - this will be used by the collision space 
        //for determining if collision tests should occur
        //and for selecting the collision contact parameters when a collision does occur
        planeGeom->setCategoryBits(TerrainCategory);
    endEditCP(planeGeom, PhysicsBoxGeom::LengthsFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::CategoryBitsFieldMask);

	//add Attachments to nodes...
    beginEditCP(spaceGroupNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);
	    spaceGroupNode->addAttachment(physicsSpace);
        spaceGroupNode->addChild(planeNode);
    endEditCP(spaceGroupNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);

    beginEditCP(planeNode, Node::AttachmentsFieldMask);
        planeNode->addAttachment(planeGeom);
    endEditCP(planeNode, Node::AttachmentsFieldMask);
    
	beginEditCP(scene, Node::ChildrenFieldMask);
	    scene->addChild(spaceGroupNode);
	endEditCP(scene, Node::ChildrenFieldMask);
    
    //Create Statistics Foreground
    SimpleStatisticsForegroundPtr PhysicsStatForeground = SimpleStatisticsForeground::create();
    beginEditCP(PhysicsStatForeground);
        PhysicsStatForeground->setSize(25);
        PhysicsStatForeground->setColor(Color4f(0,1,0,0.7));
        PhysicsStatForeground->addElement(PhysicsHandler::statPhysicsTime, 
            "Physics time: %.3f s");
        PhysicsStatForeground->addElement(PhysicsHandler::statCollisionTime, 
            "Collision time: %.3f s");
        PhysicsStatForeground->addElement(PhysicsHandler::statSimulationTime, 
            "Simulation time: %.3f s");
        PhysicsStatForeground->addElement(PhysicsHandler::statNCollisions, 
            "%d collisions");
        PhysicsStatForeground->addElement(PhysicsHandler::statNCollisionTests, 
            "%d collision tests");
        PhysicsStatForeground->addElement(PhysicsHandler::statNPhysicsSteps, 
            "%d simulation steps per frame");
    endEditCP(PhysicsStatForeground);




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

    beginEditCP(mgr->getWindow()->getPort(0), Viewport::ForegroundsFieldMask);
        mgr->getWindow()->getPort(0)->getForegrounds().push_back(PhysicsStatForeground);
    endEditCP(mgr->getWindow()->getPort(0), Viewport::ForegroundsFieldMask);
    physHandler->setStatistics(&PhysicsStatForeground->getCollector());

    // show the whole rootNode
    mgr->showAll();

    //Attach the Sound Manager to the update and the camera
    SoundManager::the()->attachUpdateProducer(TutorialWindowEventProducer);
    SoundManager::the()->setCamera(mgr->getCamera());
    
    Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5);
    TutorialWindowEventProducer->openWindow(WinPos,
            WinSize,
            "21Collisions");

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

    osgExit();

    return 0;
}
Esempio n. 5
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // GLUT init
    int winid = setupGLUT(&argc, argv);

    // the connection between GLUT and OpenSG
    GLUTWindowPtr gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->init();

    // load the scene

    NodePtr scene;
    
    if(argc < 2)
    {
        FWARNING(("No file given!\n"));
 
        scene = makeTorus(.5, 2, 16, 16);
    }
    else
    {
        /*
            All scene file loading is handled via the SceneFileHandler.
        */
        scene = SceneFileHandler::the().read(argv[1]);
    }

    /* 
       An Attachment is a special field container that can be attached to many
       of the internal classes like Nodes and NodeCores. There can be multiple
       Attachments attached to an object.
       
       Attachments can be attached to all FieldContainers that are derived from
       AttachmentContainer. This includes most higher-level classes in the
       system, like Nodes, NodeCores, Windows, Viewports etc.

       The only predefined kind of Attachment is the Name, which can
       keep the name of an object. Some of loaders (e.g. the WRL loader)
       create these kinds of Attachments for named nodes.
    */
    
    /*
        An Attachment is a FieldContainer and as such needs to be created using
        ::create().
    */
    NamePtr name = Name::create();
    
    /* 
        The NameAttachment only has a single field, there's no need to use the
        mask here.
    */
    beginEditCP(name);
    {
        name->getField().setValue("Scene");
    }
    endEditCP  (name);
    
    /*
        Attach the name to the scene node.
     */
    beginEditCP(scene, Node::AttachmentsFieldMask);
    {
        scene->addAttachment(name);
    }
    endEditCP  (scene, Node::AttachmentsFieldMask);
    
    /*
        Check if the scene has a Name attachment
        
        Attachments are categorized by the GroupID of their class. Every
        AttachmentContainer generally keeps only one attachment of a specific
        kind. 
     */
    AttachmentPtr a;
    
    a = scene->findAttachment(Name::getClassType());
    
    if(a!=NullFC)
    {
        NamePtr n = NamePtr::dcast(a);
        
        SLOG << "Node name: " << n->getField().getValue() << endl;
    }
    else
    {
        SLOG << "Node has no name!" << endl;
    }
    
    // use the finder helper to find a named object
    
    finder f;
    NodePtr found;
    
    found = f.find(scene, "Scene");  
    SLOG << "Found object " << found << " named Scene." << endl;
    
    found = f.find(scene, "TF_DETAIL"); 
    if(found == NullFC)
    {
        SLOG << "Found no object named TF_DETAIL (did you load the tie?)." 
             << endl;
    }
    else
    {
        SLOG << "Found object " << found << " named TF_DETAIL." << endl;
    }
    
    // Use the simple attachment defined above
    
    MyAttachmentPtr mya = MyAttachment::create();
    
    beginEditCP(mya);
    {
        mya->getField().setValue(42);
    }
    endEditCP  (mya);
    
    // attach it to the scene
    beginEditCP(scene, Node::AttachmentsFieldMask);
    {
        scene->addAttachment(mya);
    }
    endEditCP  (scene, Node::AttachmentsFieldMask);

    // and check if it's still there       
    a = scene->findAttachment(MyAttachment::getClassType());
    
    if(a!=NullFC)
    {
        MyAttachmentPtr m = MyAttachmentPtr::dcast(a);
        
        SLOG << "Node my value: " << m->getField().getValue() << endl;
    }
    else
    {
        SLOG << "Node has no myAttachment!" << endl;
    }
    
    // create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // tell the manager what to manage
    mgr->setWindow(gwin );
    mgr->setRoot  (scene);

    // show the whole scene
    mgr->showAll();

    // GLUT main loop
    glutMainLoop();

    return 0;
}