// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); /* open a new scope, because the pointers below should go out of scope before entering glutMainLoop. Otherwise OpenSG will complain about objects being alive after shutdown. */ { // the connection between GLUT and OpenSG OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->init(); /* create the scene In the previous example, the colors and positions used the same indices. That might not always be the preferred way, and it might not make sense for other properties, e.g. normals. It is possible to assign a different index for every property. See the indices section below for details. The initial setup is the same as in 06indexgeometry */ OSG::GeoUInt8PropertyRefPtr type = OSG::GeoUInt8Property::create(); type->addValue(GL_POLYGON ); type->addValue(GL_TRIANGLES); type->addValue(GL_QUADS ); OSG::GeoUInt32PropertyRefPtr lens = OSG::GeoUInt32Property::create(); lens->addValue(4); lens->addValue(6); lens->addValue(8); // positions OSG::GeoPnt3fPropertyRefPtr pnts = OSG::GeoPnt3fProperty::create(); // the base pnts->addValue(OSG::Pnt3f(-1, -1, -1)); pnts->addValue(OSG::Pnt3f(-1, -1, 1)); pnts->addValue(OSG::Pnt3f( 1, -1, 1)); pnts->addValue(OSG::Pnt3f( 1, -1, -1)); // the roof base pnts->addValue(OSG::Pnt3f(-1, 0, -1)); pnts->addValue(OSG::Pnt3f(-1, 0, 1)); pnts->addValue(OSG::Pnt3f( 1, 0, 1)); pnts->addValue(OSG::Pnt3f( 1, 0, -1)); // the gable pnts->addValue(OSG::Pnt3f( 0, 1, -1)); pnts->addValue(OSG::Pnt3f( 0, 1, 1)); // colors OSG::GeoVec3fPropertyRefPtr colors = OSG::GeoVec3fProperty::create(); colors->push_back(OSG::Color3f(1, 1, 0)); colors->push_back(OSG::Color3f(1, 0, 0)); colors->push_back(OSG::Color3f(1, 0, 0)); colors->push_back(OSG::Color3f(1, 1, 0)); colors->push_back(OSG::Color3f(0, 1, 1)); colors->push_back(OSG::Color3f(1, 0, 1)); /* A new property: normals. They are used for lighting calculations and have to point away from the surface. Normals are standard vectors. */ OSG::GeoVec3fPropertyRefPtr norms = OSG::GeoVec3fProperty::create(); norms->push_back(OSG::Vec3f(-1, 0, 0)); norms->push_back(OSG::Vec3f( 1, 0, 0)); norms->push_back(OSG::Vec3f( 0, -1, 0)); norms->push_back(OSG::Vec3f( 0, 1, 0)); norms->push_back(OSG::Vec3f( 0, 0, -1)); norms->push_back(OSG::Vec3f( 0, 0, 1)); /* To use more than one index for a geometry, create multiple GeoUInt32Property (or GeoUInt8Property or GeoUInt16Property) objects and add them as index for the corresponding property you want to index. */ OSG::GeoUInt32PropertyRefPtr ind1 = OSG::GeoUInt32Property::create(); OSG::GeoUInt32PropertyRefPtr ind2 = OSG::GeoUInt32Property::create(); // fill first index (will be used for positions) ind1->push_back(0); // polygon ind1->push_back(1); ind1->push_back(2); ind1->push_back(3); ind1->push_back(7); // triangle 1 ind1->push_back(4); ind1->push_back(8); ind1->push_back(5); // triangle 2 ind1->push_back(6); ind1->push_back(9); ind1->push_back(1); // quad 1 ind1->push_back(2); ind1->push_back(6); ind1->push_back(5); ind1->push_back(3); // quad 2 ind1->push_back(0); ind1->push_back(4); ind1->push_back(7); // fill second index (will be used for colors/normals) ind2->push_back(3); // polygon ind2->push_back(3); ind2->push_back(3); ind2->push_back(3); ind2->push_back(4); // triangle 1 ind2->push_back(4); ind2->push_back(4); ind2->push_back(5); // triangle 2 ind2->push_back(5); ind2->push_back(5); ind2->push_back(5); // quad 1 ind2->push_back(5); ind2->push_back(5); ind2->push_back(5); ind2->push_back(4); // quad 2 ind2->push_back(4); ind2->push_back(4); ind2->push_back(4); /* Put it all together into a Geometry NodeCore. */ OSG::GeometryRefPtr geo = OSG::Geometry::create(); geo->setTypes (type); geo->setLengths (lens); /* Set the properties and indices used to index them. Calling geo->setProperty(pnts, Geometry::PositionsIndex) is the same as calling geo->setPositions(pnts), but this way it is more obvious which properties and indices go together. */ geo->setProperty(pnts, OSG::Geometry::PositionsIndex); geo->setIndex (ind1, OSG::Geometry::PositionsIndex); geo->setProperty(norms, OSG::Geometry::NormalsIndex ); geo->setIndex (ind2, OSG::Geometry::NormalsIndex ); geo->setProperty(colors, OSG::Geometry::ColorsIndex ); geo->setIndex (ind2, OSG::Geometry::ColorsIndex ); geo->setMaterial (OSG::getDefaultMaterial()); // put the geometry core into a node OSG::NodeRefPtr n = OSG::Node::create(); n->setCore(geo); // add a transformation to make it move OSG::NodeRefPtr scene = OSG::Node::create(); trans = OSG::Transform::create(); scene->setCore(trans); scene->addChild(n); OSG::commitChanges(); // create the SimpleSceneManager helper mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); // show the whole scene mgr->showAll(); } // GLUT main loop glutMainLoop(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // open a new scope, because the pointers below should go out of scope // before entering glutMainLoop. // Otherwise OpenSG will complain about objects being alive after shutdown. { // the connection between GLUT and OpenSG OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->init(); // The scene group OSG::NodeRefPtr scene = OSG::Node::create(); OSG::GroupRefPtr g = OSG::Group::create(); scene->setCore(g); if(argc < 2) { FWARNING(("No file given!\n")); FWARNING(("Supported file formats:\n")); std::list<const char*> suffixes; OSG::SceneFileHandler::the()->getSuffixList(suffixes); for(std::list<const char*>::iterator it = suffixes.begin(); it != suffixes.end(); ++it) { FWARNING(("%s\n", *it)); } fileroot = OSG::makeTorus(.5, 2, 16, 16); } else { fileroot = OSG::SceneFileHandler::the()->read(argv[1]); /* All scene file loading is handled via the SceneFileHandler. */ } scene->addChild(fileroot); // Create a small geometry to show the ray and what was hit // Contains a line and a single triangle. // The line shows the ray, the triangle whatever was hit. OSG::SimpleMaterialRefPtr red = OSG::SimpleMaterial::create(); red->setDiffuse (OSG::Color3f( 1,0,0 )); red->setTransparency(0.5); red->setLit (false); isectPoints = OSG::GeoPnt3fProperty::create(); isectPoints->addValue(OSG::Pnt3f(0,0,0)); isectPoints->addValue(OSG::Pnt3f(0,0,0)); isectPoints->addValue(OSG::Pnt3f(0,0,0)); isectPoints->addValue(OSG::Pnt3f(0,0,0)); isectPoints->addValue(OSG::Pnt3f(0,0,0)); OSG::GeoUInt32PropertyRefPtr index = OSG::GeoUInt32Property::create(); index->addValue(0); index->addValue(1); index->addValue(2); index->addValue(3); index->addValue(4); OSG::GeoUInt32PropertyRefPtr lens = OSG::GeoUInt32Property::create(); lens->addValue(2); lens->addValue(3); OSG::GeoUInt8PropertyRefPtr type = OSG::GeoUInt8Property::create(); type->addValue(GL_LINES); type->addValue(GL_TRIANGLES); testgeocore = OSG::Geometry::create(); testgeocore->setPositions(isectPoints); testgeocore->setIndices(index); testgeocore->setLengths(lens); testgeocore->setTypes(type); testgeocore->setMaterial(red); OSG::NodeRefPtr testgeo = OSG::Node::create(); testgeo->setCore(testgeocore); scene->addChild(testgeo); // create the SimpleSceneManager helper mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); // show the whole scene mgr->showAll(); mgr->getCamera()->setNear(mgr->getCamera()->getNear() / 10); // Show the bounding volumes? Not for now mgr->getRenderAction()->setVolumeDrawing(false); _idbuff = new IDbuffer(); _idbuff->setCamera(mgr->getCamera()); _idbuff->setRoot(scene); } // GLUT main loop glutMainLoop(); return 0; }