コード例 #1
0
ファイル: OSG_GUI.cpp プロジェクト: octaviansoldea/VRShop
void main_Model3D(ref_ptr<Group> pScene)	{
	ref_ptr<Model3D> pModel3D = new Model3D();

	pModel3D->setColor(Vec4(0.0, 1.0, 0.0, 1.0));
	pModel3D->setIsTargetPick(true);
	pScene->addChild(pModel3D);
}
コード例 #2
0
ファイル: BezierCurveVisualizer.cpp プロジェクト: nixz/covise
void BezierCurveVisualizer::drawLine(ref_ptr<MatrixTransform> master, Vec3 point1, Vec3 point2, Vec4 color, float linewidth)
{
    ref_ptr<Vec3Array> lineCoordList = new Vec3Array(2);
    lineCoordList.get()->at(0) = point1;
    lineCoordList.get()->at(1) = point2;

    ref_ptr<Vec4Array> lineColorList = new Vec4Array;
    lineColorList->push_back(color);

    ref_ptr<Geometry> lineGeoset = new Geometry;
    ref_ptr<StateSet> lineGeoset_state = lineGeoset->getOrCreateStateSet();
    lineGeoset->setVertexArray(lineCoordList);
    lineGeoset->setColorArray(lineColorList);
    lineGeoset->setColorBinding(Geometry::BIND_OVERALL);
    lineGeoset->addPrimitiveSet(new DrawArrays(PrimitiveSet::LINES, 0, 2));
    ref_ptr<LineWidth> lw = new LineWidth(linewidth);
    lineGeoset_state->setAttribute(lw);

    ref_ptr<Material> mtl = new Material;
    mtl->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.f));
    mtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setShininess(Material::FRONT_AND_BACK, 16.f);

    //	lineGeoState->setAttributeAndModes(material, osg::StateAttribute::ON);
    lineGeoset_state->setAttribute(mtl.get());

    ref_ptr<Geode> lineGeode = new Geode;
    lineGeode->addDrawable(lineGeoset);

    master->addChild(lineGeode);
}
コード例 #3
0
void BezierSurfaceVisualizer::visualizeCasteljau(ref_ptr<MatrixTransform> master)
{
    std::vector<Vec3> preCasteljauPoints;
    std::vector<Vec3> casteljauU;

    Vec4 colors[9];
    colors[0] = Vec4(0.0, 0.0, 0.5, 1.0); // steel blue
    colors[1] = Vec4(0.0, 1.0, 0.0, 1.0); //green
    colors[2] = Vec4(1.0, 0.39, 0.28, 1.0); //light red
    colors[3] = Vec4(1.0, 1.0, 0.0, 1.0); //yellow
    colors[4] = Vec4(1.0, 0.0, 1.0, 1.0); //purple
    colors[5] = Vec4(0.0, 0.55, 0.0, 1.0); //dark green
    colors[6] = Vec4(0.0, 0.75, 1.0, 1.0); //light blue
    colors[7] = Vec4(0.6, 0.2, 0.8, 1.0); //dark orchid
    colors[8] = Vec4(0.93, 0.71, 0.13, 1.0); //gold

    int counter = 0;
    for (size_t i = 0; i < controlPoints.size(); i++)
    {
        preCasteljauPoints.push_back(controlPoints[i]);
        counter++;

        if (counter == n)
        {
            counter = 0;
            casteljauU.push_back(visualizeCasteljauCurve(master, preCasteljauPoints, parameterV));
            preCasteljauPoints.clear();
        }
    }

    int colorOffset = casteljauU.size() - 3 + (n - m);

    for (size_t i = 0; i < casteljauU.size() - 1; i++)
    {
        drawLine(master, casteljauU[i], casteljauU[i + 1], colors[colorOffset]);
    }

    Vec3 casteljauPoint = visualizeCasteljauCurve(master, casteljauU, parameterU, colorOffset + 1);

    osg::Sphere *unitSphere = new osg::Sphere(casteljauPoint, 10);
    osg::ShapeDrawable *unitSphereDrawable = new osg::ShapeDrawable(unitSphere);
    ref_ptr<StateSet> sphere_state = unitSphereDrawable->getOrCreateStateSet();
    unitSphereDrawable->setColor(colors[casteljauU.size() - 3 + colorOffset + 1]);

    ref_ptr<Material> mtl = new Material;
    mtl->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.f));
    mtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setShininess(Material::FRONT_AND_BACK, 16.f);
    sphere_state->setAttribute(mtl.get());

    ref_ptr<Geode> sphereGeode = new Geode;
    sphereGeode->addDrawable(unitSphereDrawable);

    master->addChild(sphereGeode.get());
}
コード例 #4
0
ファイル: MyView.cpp プロジェクト: MaXllll/Quoridor
// associe un objet light a un objet lightsource
ref_ptr<LightSource> MyView::associeLightASource(ref_ptr<Light> light,ref_ptr<Camera> camera){
	ref_ptr<LightSource> source = new LightSource;
	source->setLight(light);
	if(light->getLightNum() == 0){
		source->setReferenceFrame(LightSource::ABSOLUTE_RF);
	}
	camera->addChild(source);	
	return source;
}
コード例 #5
0
ファイル: MyView.cpp プロジェクト: MaXllll/Quoridor
void MyView::creerSwitchOnGeode(ref_ptr<MatrixTransform> matrix,ref_ptr<Geode> geode,ref_ptr<Geode> geodeAlt){
	ModeleVue* modelV = ModeleVue::getInstance();
	ref_ptr<Switch> switchB = new Switch;
	// ajout des deux matrix au switch
	switchB->addChild(geode,true);
	switchB->addChild(geodeAlt,false);
	// ajout du switch a la camera
	matrix->addChild(switchB);
}
コード例 #6
0
ファイル: MyView.cpp プロジェクト: MaXllll/Quoridor
void MyView::creerSwitchOnMatrix(ref_ptr<Camera> camera,ref_ptr<MatrixTransform> mBouton,ref_ptr<MatrixTransform> mBoutonAlt){
	ModeleVue* modelV = ModeleVue::getInstance();
	ref_ptr<Switch> switchB = new Switch;
	// ajout des deux matrix au switch
	switchB->addChild(mBouton,true);
	switchB->addChild(mBoutonAlt,false);
	// ajout du switch a la camera
	camera->addChild(switchB);
	modelV->ajouterSwitch(switchB);
}
コード例 #7
0
ファイル: BezierCurveVisualizer.cpp プロジェクト: nixz/covise
void BezierCurveVisualizer::visualizeCasteljau(ref_ptr<MatrixTransform> master, double t)
{
    Vec4 colors[9];
    colors[0] = Vec4(0.0, 1.0, 0.0, 1.0); //green
    colors[1] = Vec4(0.93, 0.71, 0.13, 1.0); //gold
    colors[2] = Vec4(0.0, 0.0, 0.5, 1.0); // steel blue
    colors[3] = Vec4(0.6, 0.2, 0.8, 1.0); //dark orchid
    colors[4] = Vec4(0.0, 0.75, 1.0, 1.0); //light blue
    colors[5] = Vec4(1.0, 0.39, 0.28, 1.0); //light red
    colors[6] = Vec4(0.0, 0.55, 0.0, 1.0); //dark green
    colors[7] = Vec4(1.0, 1.0, 0.0, 1.0); //yellow
    colors[8] = Vec4(1.0, 0.0, 1.0, 1.0); //purple

    std::vector<Vec3> points = controlPoints;
    int steps = points.size() - 1;

    for (int n = 0; n < steps; n++)
    {
        for (int i = 0; i < int(points.size() - 1) - n; i++)
        {
            points[i] *= (1 - t);
            Vec3 tmp = points[i + 1];
            tmp *= t;
            points[i] += tmp;
        }
        for (int j = 0; j < int(points.size()) - 2 - n; j++)
        {
            drawLine(master, points[j], points[j + 1], colors[n]);
        }
    }

    ref_ptr<Vec4Array> lineColorList = new Vec4Array;
    lineColorList->push_back(colors[2]);

    osg::Sphere *unitSphere = new osg::Sphere(points[0], 0.3);
    osg::ShapeDrawable *unitSphereDrawable = new osg::ShapeDrawable(unitSphere);
    ref_ptr<StateSet> sphere_state = unitSphereDrawable->getOrCreateStateSet();
    unitSphereDrawable->setColor(colors[controlPoints.size() - 3]);

    ref_ptr<Material> mtl = new Material;
    mtl->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.f));
    mtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setShininess(Material::FRONT_AND_BACK, 16.f);
    sphere_state->setAttribute(mtl.get());

    ref_ptr<Geode> sphereGeode = new Geode;
    sphereGeode->addDrawable(unitSphereDrawable);

    master->addChild(sphereGeode.get());
}
コード例 #8
0
Vec3 BezierSurfaceVisualizer::visualizeCasteljauCurve(ref_ptr<MatrixTransform> master, std::vector<Vec3> casteljauPoints, double t, int colorOffset)
{
    Vec4 colors[9];
    colors[0] = Vec4(0.0, 0.0, 0.5, 1.0); // steel blue
    colors[1] = Vec4(0.0, 1.0, 0.0, 1.0); //green
    colors[2] = Vec4(1.0, 0.39, 0.28, 1.0); //light red
    colors[3] = Vec4(1.0, 1.0, 0.0, 1.0); //yellow
    colors[4] = Vec4(1.0, 0.0, 1.0, 1.0); //purple
    colors[5] = Vec4(0.0, 0.55, 0.0, 1.0); //dark green
    colors[6] = Vec4(0.0, 0.75, 1.0, 1.0); //light blue
    colors[7] = Vec4(0.6, 0.2, 0.8, 1.0); //dark orchid
    colors[8] = Vec4(0.93, 0.71, 0.13, 1.0); //gold

    std::vector<Vec3> points = casteljauPoints;
    int steps = points.size() - 1;

    for (size_t n = 0; ssize_t(n) < steps; n++)
    {
        for (size_t i = 0; i < points.size() - 1 - n; i++)
        {
            points[i] *= (1 - t);
            Vec3 tmp = points[i + 1];
            tmp *= t;
            points[i] += tmp;
        }
        for (size_t j = 0; j < points.size() - 2 - n; j++)
        {
            drawLine(master, points[j], points[j + 1], colors[n + colorOffset]);
        }
    }

    osg::Sphere *unitSphere = new osg::Sphere(points[0], 7);
    osg::ShapeDrawable *unitSphereDrawable = new osg::ShapeDrawable(unitSphere);
    ref_ptr<StateSet> sphere_state = unitSphereDrawable->getOrCreateStateSet();
    unitSphereDrawable->setColor(colors[casteljauPoints.size() - 3 + colorOffset]);

    ref_ptr<Material> mtl = new Material;
    mtl->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.f));
    mtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setShininess(Material::FRONT_AND_BACK, 16.f);
    sphere_state->setAttribute(mtl.get());

    ref_ptr<Geode> sphereGeode = new Geode;
    sphereGeode->addDrawable(unitSphereDrawable);

    master->addChild(sphereGeode.get());

    return points[0];
}
コード例 #9
0
BezierSurfaceVisualizer::BezierSurfaceVisualizer(ref_ptr<MatrixTransform> master)
{
    bezierDCS = new MatrixTransform;
    lineDCS = NULL;

    showCasteljauGeom = false;
    showSurfaceGeom = false;
    showControlPolygonGeom = false;
    n = 0;
    m = 0;
    parameterU = 0;
    parameterV = 0;

    master->addChild(bezierDCS.get());
}
コード例 #10
0
ファイル: BezierCurveVisualizer.cpp プロジェクト: nixz/covise
BezierCurveVisualizer::BezierCurveVisualizer(ref_ptr<MatrixTransform> master, Computation computation)
{
    bezierDCS = new MatrixTransform;
    lineDCS = NULL;

    this->computation = computation;

    showCasteljauGeom = false;
    showCurveGeom = false;
    showControlPolygonGeom = false;
    showTangentBeginGeom = false;
    showTangentEndGeom = false;
    t = 0;

    master->addChild(bezierDCS.get());
}
コード例 #11
0
  // Override
  void processInput(
      SceneParser *parser,
      SceneInputNode &input,
      const ref_ptr<StateNode> &parent)
  {
    ref_ptr<State> state = ref_ptr<State>::alloc();
    ref_ptr<StateNode> newNode = ref_ptr<StateNode>::alloc(state);
    newNode->set_name(input.getName());
    newNode->set_isHidden(GL_TRUE);
    parent->addChild(newNode);
    parser->putNode(input.getName(), newNode);
    handleChildren(parser,input,newNode);

    ViewNode viewNode;
    viewNode.name = input.getName();
    viewNode.node = newNode;
    viewNodes_->push_back(viewNode);
    REGEN_INFO("View: " << viewNode.name);
  }
コード例 #12
0
void BezierSurfaceVisualizer::drawPatch(ref_ptr<MatrixTransform> master, Vec3 p1, Vec3 p2, Vec3 p3, Vec3 p4, Vec4 color)
{
    ref_ptr<Vec3Array> patchCoordList = new Vec3Array(4);
    patchCoordList.get()->at(0) = p1;
    patchCoordList.get()->at(1) = p2;
    patchCoordList.get()->at(2) = p3;
    patchCoordList.get()->at(3) = p4;

    ref_ptr<Geometry> patchGeoset = new Geometry;
    patchGeoset->setVertexArray(patchCoordList);
    patchGeoset->addPrimitiveSet(new DrawArrays(PrimitiveSet::POLYGON, 0, 4));

    ref_ptr<Vec4Array> patchColorList = new Vec4Array(1);
    patchColorList.get()->at(0) = color;
    patchGeoset->setColorArray(patchColorList);
    patchGeoset->setColorBinding(osg::Geometry::BIND_OVERALL);

    ref_ptr<Vec3Array> normals = new osg::Vec3Array(1);
    Vec3 normal = computeNormal(p1, p2, p3);
    normals.get()->at(0) = normal;
    patchGeoset->setNormalArray(normals);
    patchGeoset->setNormalBinding(osg::Geometry::BIND_OVERALL);

    ref_ptr<StateSet> patchGeoset_state = patchGeoset->getOrCreateStateSet();
    ref_ptr<Material> mtl = new Material;
    mtl->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.1f, 0.1f, 0.1f, 1.f));
    mtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.1f, 0.1f, 0.1f, 1.f));
    mtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setShininess(Material::FRONT_AND_BACK, 0.1f);

    patchGeoset_state->setAttribute(mtl.get());
    patchGeoset_state->setMode(GL_LIGHTING, osg::StateAttribute::ON);
    patchGeoset_state->setMode(GL_BLEND, osg::StateAttribute::ON);
    patchGeoset_state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

    ref_ptr<Geode> patchGeode = new Geode;
    patchGeode->addDrawable(patchGeoset);

    master->addChild(patchGeode);
}
コード例 #13
0
ファイル: MyView.cpp プロジェクト: MaXllll/Quoridor
//Méthode qui crée la ligne de séparation entre le rangement et les cases de jeu en définissant entièrement l'objet 3D
// Le deuxieme paramètre est pour définir la ligne du haut ou la ligne du bas
void MyView::createObjetPersonnalise(ref_ptr<Camera> camera, double yBoiteP){

	ModeleVue* modelV = ModeleVue::getInstance();
	ref_ptr<Vec3Array> vertexArray = new Vec3Array;
	double tailleEcart = modelV->getTaille_ecart();
	double tailleCase = modelV->getTaille_case();
	double tailleCaseEcart = modelV->getTaille_case_ecart();
	double tailleMur = modelV->getTaille_mur();	
	double taillePlateau = TAILLE_PLATEAU;
	double xBoite = (taillePlateau/2.) - 2*tailleCaseEcart; 
	double yBoite = yBoiteP; 
	double zBoite = EPAISSEURCASE/2+EPAISSEUR_PLATEAU/2;
	ref_ptr<Geometry> rectanglePerso = new Geometry;
	//BIND_OVERALL sur la color car je ne peux pas de différenciation des couleurs par sommet
	rectanglePerso->setColorBinding(Geometry::BIND_OVERALL);
	rectanglePerso->setNormalBinding(Geometry::BIND_OVERALL);

	ref_ptr<Vec4Array> colorArray = new Vec4Array;
	colorArray->push_back(BEIGE);
	rectanglePerso->setColorArray(colorArray);

	//rectanglePerso->setNormalArray(normalArray);
	//4 points formant la 'base' de la forme
	vertexArray->push_back(Vec3(xBoite,yBoite,zBoite)); //down back right 0
	vertexArray->push_back(Vec3(-xBoite,yBoite-tailleEcart,zBoite)); //down front left 1
	vertexArray->push_back(Vec3(-xBoite,yBoite,zBoite)); //down back left 2
	vertexArray->push_back(Vec3(xBoite,yBoite-tailleEcart,zBoite)); //down front right 3
	
	//4 points formant le 'toit' de la forme
	vertexArray->push_back(Vec3(xBoite,yBoite,zBoite+tailleEcart)); //top back right 4
	vertexArray->push_back(Vec3(-xBoite,yBoite-tailleEcart,zBoite+tailleEcart)); //top front left 5
	vertexArray->push_back(Vec3(-xBoite,yBoite,zBoite+tailleEcart)); //top back left 6
	vertexArray->push_back(Vec3(xBoite,yBoite-tailleEcart,zBoite+tailleEcart));	//top front right 7

	rectanglePerso->setVertexArray(vertexArray);
	
	//ref_ptr<Vec3Array> normalArray = new Vec3Array;
	//normalArray->push_back(Vec3(0,0,1));


	// Explicite comment il faut utiliser les sommets pour créer la surface requise 
	// On respecte bien l'ordre anti-horlogique
	// On crée chacunes des faces pour créer l'objet en 3D
	ref_ptr<DrawElementsUInt> base = new DrawElementsUInt(GL_QUADS);
	base->push_back(3);
	base->push_back(0);
	base->push_back(2);
	base->push_back(1);	
	rectanglePerso->addPrimitiveSet(base);
	ref_ptr<DrawElementsUInt> toit = new DrawElementsUInt(GL_QUADS);
	toit->push_back(7);
	toit->push_back(4);
	toit->push_back(6);
	toit->push_back(5);
	rectanglePerso->addPrimitiveSet(toit);
	ref_ptr<DrawElementsUInt> back = new DrawElementsUInt(GL_QUADS);
	back->push_back(0);
	back->push_back(4);
	back->push_back(6);
	back->push_back(2);
	rectanglePerso->addPrimitiveSet(back);
	ref_ptr<DrawElementsUInt> front = new DrawElementsUInt(GL_QUADS);
	front->push_back(3);
	front->push_back(7);
	front->push_back(5);
	front->push_back(1);
	rectanglePerso->addPrimitiveSet(front);
	ref_ptr<DrawElementsUInt> left = new DrawElementsUInt(GL_QUADS);
	left->push_back(1);
	left->push_back(5);
	left->push_back(6);
	left->push_back(2);
	rectanglePerso->addPrimitiveSet(left);
	ref_ptr<DrawElementsUInt> right = new DrawElementsUInt(GL_QUADS);
	right->push_back(3);
	right->push_back(7);
	right->push_back(4);
	right->push_back(0);
	rectanglePerso->addPrimitiveSet(right);

	//Instanciation de la Geometry	
	ref_ptr<Geode> unRectanglePerso = new Geode;
	StateSet* stateset;
	stateset = unRectanglePerso->getOrCreateStateSet();
	stateset->setMode(GL_LIGHTING,StateAttribute::OFF);
	unRectanglePerso->addDrawable(rectanglePerso.get());

	// ne fait pas ce qu'on veut mais la couleur rend bien avec la texture dessus
	ref_ptr<Texture2D> textureBois = creationTexture("woodtexture1.jpg");
	unRectanglePerso->getOrCreateStateSet()->setTextureAttributeAndModes(0,textureBois.get());

	camera->addChild(unRectanglePerso);
}
コード例 #14
0
ファイル: main-VideoGeometry.cpp プロジェクト: SPhoenixx/NAM
int main(int argc, char **argv)
{
   // use an ArgumentParser object to manage the program arguments.
   osg::ArgumentParser arguments(&argc,argv);
   
   // read the first useful arguments for creating video geode
   int camNumber=0;
   arguments.read("--cam",camNumber);
   int imWidth = 640;
   arguments.read("--width",imWidth);
   int imHeight = 480;
   arguments.read("--height",imHeight);
   int threshold = 230;
   arguments.read("--thres",threshold);
   // do we want to use a movie?
   movieName="";
   arguments.read("--video", movieName);
   if(!movieName.empty())
      cout<<"Movie name: "<<movieName<<endl;
   
   // we need the scene's state set to enable the light for the entire scene
	scene = new Group();
	lightStateSet = scene->getOrCreateStateSet();
	lightStateSet->ref();
	
   /*cout<<"Number of arguments: "<<arguments.argc()<<endl;
   movieName = "";
   if(arguments.argc() >= 3 && arguments.isString(2)){
      movieName = arguments[2];
      cout<<"Movie name: "<<movieName<<endl;
   }*/
   
	// create VideoGeometry
	try {
		videoGeode = new VideoGeode(movieName,camNumber,imWidth,imHeight);
		videoGeode->setThreshold(threshold);
		// stars / starfield
		Material *material = new Material();
		material->setEmission(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f));
		material->setAmbient(Material::FRONT,  Vec4(1.0f, 1.0f, 1.0f, 1.0f));
		material->setShininess(Material::FRONT, 25.0f);
		// creating a video plane
		videoGeode->prepareMaterial(material);
      //videoPlane = videoGeode->createVideoPlane(1,1, true);
      videoPlane = videoGeode->createVideoPlane(2,2, true);
      videoPlane->setPosition(Vec3(0,0,0));
	} catch (char *e) {
		std::cerr << e;
	}
	
   scene->addChild(videoPlane);
   
      
   // load the nodes from the commandline arguments.
   model = new PositionAttitudeTransform();
        
   Node *osgModel = osgDB::readNodeFiles(arguments);
   
   // if not loaded assume no arguments passed in, try use default mode instead.
   if (!osgModel) osgModel = osgDB::readNodeFile("cessna.osg"); // I can't get Xcode to search in this directory (OSG_FILE_PATH) so this does not work
   
   if (osgModel)
   {
      // Resizing the model so that it fits in the window
      BoundingSphere bs = osgModel->getBound();
      float bsR = bs.radius();
      float targetSize = 1.0f; // we set up the projection matrix as an ortho 2d between -1 and 1 --> hence the radius of the model should be of size 1
      float factor = targetSize / bsR;
      std::cout << "Model Bounding Sphere radius is: " << bsR << std::endl;
      std::cout << "Scale factor is: " << factor << std::endl;
      model->setScale(osg::Vec3d(factor,factor,factor));
   }
   
   // Adding the model to the PAT node
   model->addChild(osgModel);
   
   //Group *scene = startup();
	//if (!scene) return 1;
   
   // create a light
	lightSource = new LightSource();
	lightSource->setLight(createLight(Vec4(0.9f, 0.9f, 0.9f, 1.0f)));
	// enable the light for the entire scene
	lightSource->setLocalStateSetModes(StateAttribute::ON);
	lightSource->setStateSetModes(*lightStateSet, StateAttribute::ON);
	
	lightTransform = new PositionAttitudeTransform();
	lightTransform->addChild(lightSource);
	lightTransform->setPosition(Vec3(0, 0, 100));
   
   // Adding the 3D model to the scene
   scene->addChild(lightTransform);
   scene->addChild(model);
   
   
   // Testing the movie
   //osg::Image* image = osgDB::readImageFile(arguments[2]);
   
   //cout<<"Number of arguments: "<<arguments.argc()<<endl;
   

   //if(arguments.argc() >= 3 && arguments.isString(2)){
 
      //cout<<"Movie name: "<<arguments[2]<<endl;
      
      // not sure this is actually useful
		//Material *mat = new Material();
		//mat->setEmission(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f));
		//mat->setAmbient(Material::FRONT,  Vec4(1.0f, 1.0f, 1.0f, 1.0f));
		//mat->setShininess(Material::FRONT, 25.0f);
      
      //movieGeode->prepareMaterial(mat);
      //moviePlane = movieGeode->createMoviePlane(Vec3(5,5,5), 5, 5, true); // position, width, height, repeatTexture
      //scene->addChild(moviePlane);
   //}
   
    
   // Creating the viewer
	osgViewer::Viewer viewer;
   viewer.setUpViewOnSingleScreen(0);
   
   // Checking screen specs
   osgViewer::Viewer::Windows windows;
   viewer.getWindows(windows);
   int x,y,w,h;
   windows[0]->getWindowRectangle(x,y,w,h);
   cout<<"Window: "<<x<<" "<<y<<" "<<w<<" "<<h<<endl;
   
   //viewer.setUpViewInWindow(0,0,1280,800,0);
   //viewer.setUpViewInWindow(x,y,w,h,0);
   
   // Camera management
   cameraPosition = osg::Vec3(0.0f,-5.0f,0.0f);
   cameraTarget   = osg::Vec3(0.0f,0.0f,0.0f);
   cameraUpVector = osg::Vec3(0.0f,0.0f,1.0f);
   
   viewer.setSceneData(scene);
   viewer.addEventHandler( new osgViewer::StatsHandler );
	viewer.setCameraManipulator(new CustomCameraManipulator(cameraPosition, cameraTarget));

   
   ref_ptr<CustomEventHandler> customHdler = new CustomEventHandler(videoGeode.get());
   viewer.addEventHandler(customHdler.get());
   
   
   // New test 11/05/2011
   viewer.getCamera()->setViewMatrixAsLookAt(cameraPosition, cameraTarget,cameraUpVector);
   //viewer.getCamera()->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
   viewer.getCamera()->setProjectionMatrixAsOrtho(-1,1,-1,1,-5,5);
   
   //osg::Matrixd m,m2;
   //m = viewer.getCamera()->getInverseViewMatrix();
   //std::cout << "Camera inverse view matrix: " << m << std::endl;
   
   // Compulsory call
   viewer.realize();
  
	while (!viewer.done()) {
		update(viewer.elapsedTime());
      videoGeode->updateVideoTexture();
     
      //m2 = viewer.getCamera()->getInverseViewMatrix();
      //std::cout << "Camera inverse view matrix: " << m2 << std::endl;
      
      viewer.frame();
   }
}