/usr/share/openscenegraph/examples/osgdelaunay/osgdelaunay.cpp is in openscenegraph-examples 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 | /* OpenSceneGraph example, osgdelaunay.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/** Example of use of delaunay triangulator with constraints.
* this could be a method of generating terrains, a constraint forces certain edges to
* exist in the triangulation.
*/
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>
#include <osg/CoordinateSystemNode>
#include <osgUtil/DelaunayTriangulator>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/Projection>
#include <osg/MatrixTransform>
#include <osgUtil/Tessellator> // tessellator triangulates the constrained triangles
#include <osgText/Text>
#include <sstream>
#include <iostream>
/** here are 2 common types of constraint
* Area - forces an area to be filled; replacement geometry is a canopy and optional wall
* Linear - constructs a closed loop of constant width around a line.
*/
class WallConstraint: public osgUtil::DelaunayConstraint { // forces lines to eb edge
// wall constraint - can generate a wall at the coordinates of the constraint
public:
/** if you derive a class from DelaunayConstraint then you can create
* a specific geometry creation routine.
*/
WallConstraint() : height(0), txxrepWall(10), txyrepWall(10) { }
/** or create a wall around the constraint area: */
virtual osg::Geometry * makeWallGeometry(void) const;
/** for basic purposes, you can call these routines to make simple fill in geometries */
virtual osg::DrawArrays* makeWall(void ) const { // build a wall height high around the constraint
const osg::Vec3Array *_line= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
return (new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,2*_line->size()));
}
virtual osg::Vec3Array *getWall(const float height) const;
virtual osg::Vec2Array *getWallTexcoords(const float height) const;
virtual osg::Vec3Array *getWallNormals(void) const {
osg::ref_ptr<osg::Vec3Array> nrms=new osg::Vec3Array;
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP ||
prset->getMode()==osg::PrimitiveSet::LINE_STRIP) { // loops and walls
// start with the last point on the loop
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
nrm.normalize();
nrms->push_back(nrm);
nrms->push_back(nrm);
prevp=curp;
}
const osg::Vec3 curp=(*vertices)[prset->index (0)];
osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
nrm.normalize();
nrms->push_back(nrm);
nrms->push_back(nrm);
}
}
return nrms.release();
}
// geometry creation parameters
void setWallTexrep(const float w,const float h) { txxrepWall=w;txyrepWall=h;}
/** Wall Geometry will return with this texture applied: */
void setTexture(const char *tx) { texture=tx;}
/** fence/wall height */
void setHeight(const float h) { height=h;}
protected:
float height;
std::string texture;
float txxrepWall, txyrepWall;
};
class ArealConstraint: public osgUtil::DelaunayConstraint { // forces edges of an area to fit triangles
// areal constraint - general nonuniform field, forest, lake etc.
public:
/** if you derive a class from DelaunayConstraint then you can create
* a specific geometry creation routine.
*/
ArealConstraint() : txxrepArea(10), txyrepArea(10),txxrepWall(10), txyrepWall(10) { }
/** return a geometry that fills the constraint.
*/
virtual deprecated_osg::Geometry * makeAreal( osg::Vec3Array *points);
/** or create a wall around the constraint area: */
virtual deprecated_osg::Geometry * makeWallGeometry( osg::Vec3Array *points) ;
/** for basic purposes, you can call these routines to make simple fill in geometries */
virtual osg::DrawArrays* makeWall(void ) const;
virtual osg::Vec3Array *getWall(const float height) const;
virtual osg::Vec2Array *getWallTexcoords(const float height) const;
virtual osg::Vec3Array *getWallNormals(void) const;
/** Canopies are the same triangles as the terrain but offset by height above
* (height might be 0). */
virtual osg::DrawArrays* makeCanopy(void ) const;
virtual osg::Vec3Array *getCanopy(const osg::Vec3Array *points,const float height) const;
virtual osg::Vec2Array *getCanopyTexcoords(const osg::Vec3Array *points) const;
virtual osg::Vec3Array *getCanopyNormals(const osg::Vec3Array *points) const;
// geometry creation parameters
void setTexrep(const float w,const float h) { txxrepArea=w;txyrepArea=h;}
void setWallTexrep(const float w,const float h) { txxrepWall=w;txyrepWall=h;}
/** Geometry will return with this texture applied: */
void setWallTexture(const char *tx) { walltexture=tx;}
/** Geometry will return with this texture applied: */
void setTexture(const char *tx) { texture=tx;}
/** fence/wall height */
void setHeight(const float h) { height=h;}
std::string walltexture;
protected:
float height;
std::string texture;
float txxrepArea, txyrepArea;
float txxrepWall, txyrepWall;
};
class LinearConstraint: public osgUtil::DelaunayConstraint {
/** forces edges of a "road" to fit triangles
* if 2 roads cross, then the overlap will be replaced by a 'cross road'
* and the roads built up to the cross roads with a texture along its length. */
public:
LinearConstraint() : osgUtil::DelaunayConstraint(), txxrepAlong(10), txyrepAcross(10), width(2) { }
/** geometry creation parameters */
/* Width of linear feature (eg road, railway) */
void setWidth(const float w) { width=w;}
/** Texture repeat distance across linear (often equal to width) and along its length */
virtual void setTexrep(const float w,const float h) { txyrepAcross=h;txxrepAlong=w; }
/** generate constant width around line - creates the area to be cut into the terrain. */
virtual void setVertices( osg::Vec3Array *lp, const float width);
/** return a geometry that fills the constraint.
*/
virtual deprecated_osg::Geometry *makeGeometry(const osg::Vec3Array *points) ;
/** return normals array - flat shaded */
osg::Vec3Array* getNormals(const osg::Vec3Array *points);
/** Roads apply a texture proportional to length along the road line. */
virtual osg::DrawArrays* makeRoad( ) const;
virtual osg::Vec3Array *getRoadVertices() const;
virtual osg::Vec2Array *getRoadTexcoords(const osg::Vec3Array *points) ;
virtual osg::Vec3Array *getRoadNormals(const osg::Vec3Array *points) const;
/** Geometry will return with this texture applied: */
void setTexture(const char *tx) { texture=tx;}
protected:
osg::ref_ptr<osg::Vec2Array> _tcoords;
osg::ref_ptr<osg::Vec3Array> _edgecoords;
float txxrepAlong, txyrepAcross;
std::string texture;
float width; // width of a linear feature
osg::ref_ptr<osg::Vec3Array> _midline; // defines the midline of a road, rail etc.
};
/** a specific type of constaint - that replaces an area with a pyramid */
class pyramid : public osgUtil::DelaunayConstraint {
/** sample user constriant - creates hole in terrain to fit base of pyramid, and
* geometry of an Egyptian pyramid to fit the hole. */
public:
pyramid() : _side(100.) {}
void setpos(const osg::Vec3 p, const float size) { _pos=p;_side=size;}
virtual osg::Geometry * makeGeometry(void) const
{
// create pyramid geometry. Centre plus points around base
const osg::Vec3Array *_line= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
deprecated_osg::Geometry *gm=new deprecated_osg::Geometry;
osg::Vec3Array *pts=new osg::Vec3Array;
osg::Vec3Array *norms=new osg::Vec3Array;
osg::Vec2Array *tcoords=new osg::Vec2Array;
int ip;
pts->push_back(_pos+osg::Vec3(0,0,_side)*0.5);
for (ip=0; ip<4; ip++) {
pts->push_back((*_line)[ip]);
}
for (ip=1; ip<5; ip++) {
osg::Vec3 nrm=((*pts)[ip]-(*pts)[0])^((*pts)[ip==4?0:ip+1]-(*pts)[ip]);
nrm.normalize( );
norms->push_back(nrm);
}
gm->setNormalBinding(deprecated_osg::Geometry::BIND_PER_PRIMITIVE);
gm->setVertexArray(pts);
osg::StateSet *dstate= gm->getOrCreateStateSet( );
dstate->setMode( GL_LIGHTING, osg::StateAttribute::ON );
osg::Image* image = osgDB::readImageFile("Images/Brick-Std-Orange.TGA");
if (image)
{
osg::Texture2D* txt = new osg::Texture2D;
txt->setImage(image);
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
dstate->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
}
gm->setNormalArray(norms);
//// gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,0,6));
osg::DrawElementsUInt *dui=new osg::DrawElementsUInt(GL_TRIANGLES);
for (ip=0; ip<4; ip++) {
dui->push_back(0);
dui->push_back(ip+1);
dui->push_back(ip==3?1:ip+2);
}
tcoords->push_back(osg::Vec2(2,4));
tcoords->push_back(osg::Vec2(0,0));
tcoords->push_back(osg::Vec2(4,0));
tcoords->push_back(osg::Vec2(0,0));
tcoords->push_back(osg::Vec2(4,0));
gm->setTexCoordArray(0,tcoords);
gm->addPrimitiveSet(dui);
return gm;
}
virtual void calcVertices( void) { // must have a position first
osg::Vec3Array *edges=new osg::Vec3Array;
osg::Vec3 valong;
edges->push_back(_pos+osg::Vec3(0.5,0.5,0)*_side);
edges->push_back(_pos+osg::Vec3(-0.5,0.5,0)*_side);
edges->push_back(_pos+osg::Vec3(-0.5,-0.5,0)*_side);
edges->push_back(_pos+osg::Vec3(0.5,-0.5,0)*_side);
setVertexArray(edges);
}
private:
osg::Vec3 _pos; // where the pyramid is
float _side ; // length of side
};
float getheight(const float x, const float y)
{ // returns the x,y,height of terrain
return 150*sin(x*.0020)*cos(y*.0020);
}
osg::Vec3d getpt(const int np)
{ // returns the x,y,height of terrain up to maxp^2 points
static int maxp =40;
int i=np/maxp;
int j=np%maxp;
// make the random scale 0.00 if you want an equispaced XY grid.
float x=3000.0/(maxp-1)*i+16.*(float)rand()/RAND_MAX;
float y=3000.0/(maxp-1)*j+16.*(float)rand()/RAND_MAX;
float z=getheight(x,y);
if (np>=maxp*maxp) z=-1.e32;
return osg::Vec3d(x,y,z);
}
osg::Node* createHUD(const int ndcs,std::string what)
{ // add a string reporting the type of winding rule tessellation applied
osg::Geode* geode = new osg::Geode();
std::string timesFont("fonts/arial.ttf");
// turn lighting off for the text and disable depth test to ensure its always ontop.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
// Disable depth test, and make sure that the hud is drawn after everything
// else so that it always appears ontop.
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
stateset->setRenderBinDetails(11,"RenderBin");
osg::Vec3 position(50.0f,900.0f,0.0f);
osg::Vec3 delta(0.0f,-35.0f,0.0f);
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
std::ostringstream cue;
cue<<"Delaunay triangulation with constraints level "<<ndcs <<"\n"<< what;
text->setFont(timesFont);
text->setPosition(position);
text->setText(cue.str());
text->setColor(osg::Vec4(1.0,1.0,0.8,1.0));
position += delta*(ndcs+2);
#if 0
text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("(use 'W' wireframe & 'T' texture to visualise mesh)");
text->setColor(osg::Vec4(1.0,1.0,0.8,1.0));
position += delta;
#endif
}
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("Press 'n' to add another constraint.");
}
// create the hud.
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
modelview_abs->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
modelview_abs->setMatrix(osg::Matrix::identity());
modelview_abs->addChild(geode);
osg::Projection* projection = new osg::Projection;
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
projection->addChild(modelview_abs);
return projection;
}
osg::Group *makedelaunay(const int ndcs)
{ // create a terrain tile. This is just an example!
// ndcs is the number of delaunay constraints to be applied
osg::ref_ptr<osg::Group> grp=new osg::Group;
osg::ref_ptr<osg::Geode> geode=new osg::Geode;
osg::ref_ptr<osgUtil::DelaunayTriangulator> trig=new osgUtil::DelaunayTriangulator();
osg::StateSet *stateset=geode->getOrCreateStateSet();
osg::Vec3Array *points=new osg::Vec3Array;
osg::Image* image = osgDB::readImageFile("Images/blueFlowers.png");
if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
texture->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
geode->setStateSet( stateset );
unsigned int i;
int eod=0;
while (eod>=0) {
osg::Vec3d pos=getpt(eod);
if (pos.z()>-10000) {
points->push_back(pos);
eod++;
} else {
eod=-9999;
}
}
std::vector < pyramid* > pyrlist;
osg::ref_ptr<WallConstraint> wc; // This example does not remove the interior
osg::ref_ptr<ArealConstraint> dc2;
osg::ref_ptr<ArealConstraint> forest;
osg::ref_ptr<LinearConstraint> dc3;
osg::ref_ptr<LinearConstraint> dc6;
osg::ref_ptr<LinearConstraint> dc6a;
osg::ref_ptr<LinearConstraint> dc8;
osg::ref_ptr<LinearConstraint> forestroad;
osg::ref_ptr<LinearConstraint> forestroad2;
osg::ref_ptr<LinearConstraint> forestroad3;
osg::ref_ptr<osgUtil::DelaunayConstraint> dc;
std::ostringstream what;
if (1==0) { // add a simple constraint of few points
osg::ref_ptr<osgUtil::DelaunayConstraint> dc=new osgUtil::DelaunayConstraint;
osg::Vec3Array *bounds=new osg::Vec3Array;
unsigned int nmax=4;
for (i=0 ; i<nmax; i++) {
float x=910.0+800.0*(i)/(float)nmax,y=810.0+6000*(i-1)*(i-1)/(float)(nmax*nmax);
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
}
dc->setVertexArray(bounds);
dc->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,nmax) );
trig->addInputConstraint(dc.get());
what << nmax << " point simple constraint\n";
}
if (ndcs>0) { // add 5 pyramids
for (unsigned int ipy=0; ipy<5/*5*/; ipy++) {
osg::ref_ptr<pyramid> pyr=new pyramid;
float x=2210+ipy*120, y=1120+ipy*220;
pyr->setpos(osg::Vec3(x,y,getheight(x,y)),125.0+10*ipy);
pyr->calcVertices(); // make vertices
pyr->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,4) );
trig->addInputConstraint(pyr.get());
pyrlist.push_back(pyr.get());
}
what << 5 << " pyramids\n";
if (ndcs>1) {
// add a simple constraint feature - this can cut holes in the terrain or just leave the triangles
// with edges forced to the constraint.
dc=new osgUtil::DelaunayConstraint;
osg::Vec3Array *bounds=new osg::Vec3Array;
for (i=0 ; i<12; i++) {
float x=610.0+420*sin(i/3.0),y=610.0+420*cos(i/3.0);
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
}
dc->setVertexArray(bounds);
dc->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,12) );
trig->addInputConstraint(dc.get());
what << 12 << " point closed loop";
if (ndcs>2) {
wc=new WallConstraint; // This example does not remove the interior
// eg to force terrain edges that are on ridges in the terrain etc.
// use wireframe to see the constrained edges.
// NB this is not necessarily a closed loop of edges.
// we do however build a wall at the coordinates.
bounds=new osg::Vec3Array;
for (i=0 ; i<5; i++) {
float x=1610.0+420*sin(i/1.0),y=1610.0+420*cos(i/1.0);
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
}
wc->setVertexArray(bounds);
wc->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5) );
wc->setHeight(12.0);
trig->addInputConstraint(wc.get());
what << " with interior removed\n";
what << 5 << " point wall derived constraint\n";
if (ndcs>3) {
// add a removed area and replace it with a different texture
dc2=new ArealConstraint;
bounds=new osg::Vec3Array;
for (i=0 ; i<18; i++) {
float x=1610.0+420*sin(i/3.0),y=610.0+220*cos(i/3.0);
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
}
dc2->setVertexArray(bounds);
dc2->setTexrep(100,100); // texture is repeated at this frequency
dc2->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,18) );
trig->addInputConstraint(dc2.get());
what << 18 << " point area replaced\n";
if (ndcs>4) {
dc3=new LinearConstraint;
// a linear feature or 'road'
osg::Vec3Array *verts=new osg::Vec3Array;
for (i=0 ; i<32; i++) {
float x=610.0+50*i+90*sin(i/5.0),y=1110.0+90*cos(i/5.0);
verts->push_back(osg::Vec3(x,y,getheight(x,y)));
}
dc3->setVertices(verts,9.5); // width of road
for (osg::Vec3Array::iterator vit=points->begin(); vit!=points->end(); ) {
if (dc3->contains(*vit)) {
vit=points->erase(vit);
} else {
vit++;
}
}
trig->addInputConstraint(dc3.get());
what << 32 << " point road constraint\n";
if (ndcs>5) {
// add a removed area and replace it with a 'forest' with textured roof and walls
forest=new ArealConstraint;
bounds=new osg::Vec3Array;
for (i=0 ; i<12; i++) {
float x=610.0+420*sin(i/2.0),y=1810.0+420*cos(i/2.0);
bounds->push_back(osg::Vec3(x,y,getheight(x,y)));
}
forest->setVertexArray(bounds);
forest->setHeight(50);
forest->setWallTexrep(100,50);
forest->setTexrep(100,100); // texture is repeated at this frequency
forest->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,12) );
if (ndcs==6) trig->addInputConstraint(forest.get());
what << 12 << " point forest constraint\n";
if (ndcs>6) { // add roads that intersect forest
osg::ref_ptr<osgUtil::DelaunayConstraint> forestplus=new osgUtil::DelaunayConstraint;
forestroad=new LinearConstraint;
verts=new osg::Vec3Array;
for (i=0 ; i<12; i++) {
int ip=(i-6)*(i-6);
float xp=410.0+20.0*ip;
float y=1210.0+150*i;
verts->push_back(osg::Vec3(xp,y,getheight(xp,y)));
}
forestroad->setVertices(verts,22); // add road
forestplus->merge(forestroad.get());
forestroad2=new LinearConstraint;
verts=new osg::Vec3Array;
for (i=0 ; i<12; i++) {
int ip=(i-6)*(i-6);
float xp=810.0-10.0*ip;
float y=1010.0+150*i;
verts->push_back(osg::Vec3(xp,y,getheight(xp,y)));
}
forestroad2->setVertices(verts,22); // add road
forestplus->merge(forestroad2.get());
forestroad3=new LinearConstraint;
verts=new osg::Vec3Array;
for (i=0 ; i<6; i++) {
int ip=(i-6)*(i-6);
float xp=210.0+140.0*i+ip*10.0;
float y=1510.0+150*i;
verts->push_back(osg::Vec3(xp,y,getheight(xp,y)));
}
forestroad3->setVertices(verts,22); // add road
forestplus->merge(forestroad3.get());
forestplus->merge(forest.get());
forestplus->handleOverlaps();
for (osg::Vec3Array::iterator vit=points->begin(); vit!=points->end(); ) {
if (forestroad->contains(*vit)) {
vit=points->erase(vit);
} else if (forestroad2->contains(*vit)) {
vit=points->erase(vit);
} else if (forestroad3->contains(*vit)) {
vit=points->erase(vit);
} else {
vit++;
}
}
trig->addInputConstraint(forestplus.get());
what << " roads intersect forest constraint\n";
if (ndcs>7) {
// this option adds a more complex DC
// made of several (ok 2 - extend your own way) overlapping DC's
osg::ref_ptr<osgUtil::DelaunayConstraint> dcoverlap=new osgUtil::DelaunayConstraint;
float x=1200; float y=1900;
{
verts=new osg::Vec3Array;
dc6=new LinearConstraint;
verts->push_back(osg::Vec3(x-180,y,getheight(x-180,y)));
verts->push_back(osg::Vec3(x+180,y,getheight(x+180,y)));
dc6->setVertices(verts,22); // width of road
dcoverlap->merge(dc6.get());
}
{
dc6a= new LinearConstraint;
verts=new osg::Vec3Array;
verts->push_back(osg::Vec3(x,y-180,getheight(x,y-180)));
verts->push_back(osg::Vec3(x-20,y,getheight(x,y)));
verts->push_back(osg::Vec3(x,y+180,getheight(x,y+180)));
dc6a->setVertices(verts,22); // width of road
dcoverlap->merge(dc6a.get());
}
what << "2 intersecting roads, with added points\n";
if (ndcs>9) {
// add yet more roads
dc8= new LinearConstraint;
verts=new osg::Vec3Array;
float rad=60.0;
for (float theta=0; theta<4*osg::PI; theta+=0.1*osg::PI) {
float xp=x+rad*cos(theta), yp=y+rad*sin(theta);
verts->push_back(osg::Vec3(xp,yp,getheight(xp,yp)));
rad+=2.5;
}
dc8->setVertices(verts,16); // width of road
dcoverlap->merge(dc8.get());
what << "Spiral road crosses several other constraints.";
}
dcoverlap->handleOverlaps();
if (ndcs>8) {
// remove vertices cleans up the texturing at the intersection.
dcoverlap->removeVerticesInside(dc6.get());
dcoverlap->removeVerticesInside(dc6a.get());
if (dc8.valid()) dcoverlap->removeVerticesInside(dc8.get());
what << " remove internal vertices to improve texturing.";
}
for (osg::Vec3Array::iterator vit=points->begin(); vit!=points->end(); ) {
if (dcoverlap->contains(*vit)) {
vit=points->erase(vit);
} else {
vit++;
}
}
trig->addInputConstraint(dcoverlap.get());
}
}
}
}
}
}
}
} // ndcs>0
trig->setInputPointArray(points);
/** NB you need to supply a vec3 array for the triangulator to calculate normals into */
osg::Vec3Array *norms=new osg::Vec3Array;
trig->setOutputNormalArray(norms);
trig->triangulate();
osg::notify(osg::WARN) << " End of trig\n " <<std::endl;
// Calculate the texture coordinates after triangulation as
//the points may get disordered by the triangulate function
osg::ref_ptr<deprecated_osg::Geometry> gm=new deprecated_osg::Geometry;
gm->setVertexArray(points); // points may have been modified in order by triangulation.
/** calculate texture coords for terrain points */
if (image) {
float repeat=150.0, ry=150.0; // how often to repeat texture
osg::Vec2Array *tcoords=new osg::Vec2Array;
for (osg::Vec3Array::iterator itr=points->begin(); itr!=points->end(); itr++) {
osg::Vec2 tcatxy((*itr).x()/repeat,(*itr).y()/ry);
tcoords->push_back(tcatxy);
}
gm->setTexCoordArray(0,tcoords);
}
gm->addPrimitiveSet(trig->getTriangles());
gm->setNormalArray(trig->getOutputNormalArray());
gm->setNormalBinding(deprecated_osg::Geometry::BIND_PER_PRIMITIVE);
geode->addDrawable(gm.get());
if (ndcs>0) {
for ( std::vector < pyramid* >::iterator itr=pyrlist.begin(); itr!=pyrlist.end(); itr++) {
trig->removeInternalTriangles(*itr);
geode->addDrawable((*itr)->makeGeometry()); // this fills the holes of each pyramid with geometry
}
if (ndcs>2) {
trig->removeInternalTriangles(dc.get());
wc->setTexture("Images/Brick-Norman-Brown.TGA"); // wall looks like brick
geode->addDrawable(wc->makeWallGeometry()); // this creates wall at wc drawarrays
if (ndcs>3) {
trig->removeInternalTriangles(dc2.get());
osg::ref_ptr<osg::Vec3Array> arpts=dc2->getPoints(points);
dc2->setTexture("Images/purpleFlowers.png");
geode->addDrawable(dc2->makeAreal(arpts.get())); // this creates fill in geometry
if (ndcs>4) { // a simple "road"
trig->removeInternalTriangles(dc3.get());
dc3->setTexture ("Images/road.png");
dc3->setTexrep(40,9.5); // texture is repeated at this frequency
geode->addDrawable(dc3->makeGeometry(points)); // this creates road geometry
if (ndcs>5) {
if (ndcs>6) { // road & forest overlap - order of removal is important
trig->removeInternalTriangles(forestroad.get());
trig->removeInternalTriangles(forestroad2.get());
trig->removeInternalTriangles(forestroad3.get());
}
trig->removeInternalTriangles(forest.get());
forest->setTexture("Images/forestRoof.png");
osg::ref_ptr<osg::Vec3Array> locpts=forest->getPoints(points);
geode->addDrawable(forest->makeAreal(locpts.get()));
forest->setWallTexture("Images/forestWall.png");
geode->addDrawable(forest->makeWallGeometry(locpts.get()) );
for (osg::Vec3Array::iterator vit=(*locpts).begin(); vit!=(*locpts).end(); vit++) {
(*vit)+=osg::Vec3(0,0,30);
}
if (ndcs>6) {// road & forest overlap
forestroad->setTexture ("Images/road.png");
forestroad->setTexrep(40,22); // texture is repeated at this frequency
geode->addDrawable(forestroad->makeGeometry(points)); // this creates road geometry
forestroad2->setTexture ("Images/road.png");
forestroad2->setTexrep(40,22); // texture is repeated at this frequency
geode->addDrawable(forestroad2->makeGeometry(points)); // this creates road geometry
forestroad3->setTexture ("Images/road.png");
forestroad3->setTexrep(40,22); // texture is repeated at this frequency
geode->addDrawable(forestroad3->makeGeometry(points)); // this creates road geometry
if (ndcs>7) {// several overlapping DC's - add geom
trig->removeInternalTriangles(dc6.get());
// dc6->makeDrawable();
// dc6a->makeDrawable();
dc6->setTexture ("Images/road.png");
dc6->setTexrep(40,22); // texture is repeated at this frequency
geode->addDrawable(dc6->makeGeometry(points)); // this creates road geometry
trig->removeInternalTriangles(dc6a.get());
dc6a->setTexture ("Images/road.png");
dc6a->setTexrep(40,22); // texture is repeated at this frequency
geode->addDrawable(dc6a->makeGeometry(points)); // this creates road geometry
if (dc8.valid()) {
trig->removeInternalTriangles(dc8.get());
dc8->setTexture ("Images/road.png");
dc8->setTexrep(40,16); // texture is repeated at this frequency
geode->addDrawable(dc8->makeGeometry(points)); // this creates road geometry
}
}
}
}
}
}
}
}
grp->addChild(geode.get());
grp->addChild(createHUD(ndcs,what.str()));
return grp.release();
}
class KeyboardEventHandler : public osgGA::GUIEventHandler
{ // extra event handler traps 'n' key to re-triangulate the basic terrain.
public:
KeyboardEventHandler(osgViewer::Viewer &vr):
viewer(vr), iview(0) {}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='n')
{
iview++;
if (iview>10) iview=0;
osg::ref_ptr<osg::Node> loadedModel = makedelaunay(iview);
viewer.setSceneData(loadedModel.get());
return true;
}
break;
}
default:
break;
}
return false;
}
osgViewer::Viewer &viewer;
int iview;
};
osg::Vec3Array * WallConstraint::getWall(const float height) const
{ // return array of points for a wall height high around the constraint
osg::Vec3Array *wall=new osg::Vec3Array;
if (height>0.0) {
osg::Vec3 off(0,0,height);
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP ||
prset->getMode()==osg::PrimitiveSet::LINE_STRIP) { // nothing else loops
// start with the last point on the loop
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
wall->push_back(curp);
wall->push_back(curp+off);
}
const osg::Vec3 curp=(*vertices)[prset->index (0)];
wall->push_back(curp);
wall->push_back(curp+off);
}
}
}
return wall;
}
osg::Vec2Array * WallConstraint::getWallTexcoords(const float height) const
{ // return array of points for a wall height high around the constraint
osg::Vec2Array *tcoords= NULL;
if (height>0.0) {
float texrepRound=txxrepWall;
tcoords= new osg::Vec2Array;
float circumference=0; // distance around wall to get exact number of repeats of texture
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
unsigned int i;
for (i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
circumference+=(curp-prevp).length();
prevp=curp;
}
const osg::Vec3 curp=(*vertices)[prset->index (0)];
circumference+=(curp-prevp).length();
int nround=(int)(circumference/txxrepWall);
if (nround<1) nround=1; // at least one repeat.
texrepRound=circumference/nround;
float ds=0;
prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
if (tcoords) {
for (i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
tcoords->push_back(tci);
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
tcoords->push_back(tci);
ds+=(curp-prevp).length();
prevp=curp;
}
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
tcoords->push_back(tci);
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
tcoords->push_back(tci);
}
} // per primitiveset
}
return tcoords;
}
osg::Geometry *WallConstraint::makeWallGeometry() const
{
osg::ref_ptr<osg::Geometry> gm=new osg::Geometry; // the wall
if (texture!="") {
osg::Image* image = osgDB::readImageFile(texture.c_str());
if (image)
{
osg::Texture2D* txt = new osg::Texture2D;
osg::StateSet* stateset = gm->getOrCreateStateSet();
txt->setImage(image);
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
osg::Material* material = new osg::Material;
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,0.0f,1.0f));
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
stateset->setAttribute(material,osg::StateAttribute::ON);
stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
}
}
gm->setVertexArray(getWall(height));
gm->addPrimitiveSet(makeWall());
gm->setTexCoordArray(0,getWallTexcoords(height));
gm->setNormalArray(getWallNormals(), osg::Array::BIND_PER_VERTEX); // this creates normals to walls
return gm.release();
}
osg::Vec3Array *ArealConstraint::getWallNormals() const
{
osg::Vec3Array *nrms=new osg::Vec3Array;
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP) { // nothing else loops
// start with the last point on the loop
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
nrm.normalize();
nrms->push_back(nrm);
nrms->push_back(nrm);
prevp=curp;
}
const osg::Vec3 curp=(*vertices)[prset->index (0)];
osg::Vec3 nrm=(curp-prevp)^osg::Vec3(0,0,1);
nrm.normalize();
nrms->push_back(nrm);
nrms->push_back(nrm);
}
}
return nrms;
}
osg::Vec3Array * ArealConstraint::getWall(const float height) const
{ // return array of points for a wall height high around the constraint
osg::Vec3Array *wall=new osg::Vec3Array;
if (height>0.0) {
osg::Vec3 off(0,0,height);
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
if (prset->getMode()==osg::PrimitiveSet::LINE_LOOP) { // nothing else loops
// start with the last point on the loop
for (unsigned int i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
wall->push_back(curp);
wall->push_back(curp+off);
}
const osg::Vec3 curp=(*vertices)[prset->index (0)];
wall->push_back(curp);
wall->push_back(curp+off);
}
}
}
return wall;
}
osg::Vec2Array * ArealConstraint::getWallTexcoords(const float height) const
{ // return array of points for a wall height high around the constraint
osg::Vec2Array *tcoords= NULL;
if (height>0.0) {
float texrepRound=txxrepWall;
tcoords= new osg::Vec2Array;
float circumference=0; // distance around wall to get exact number of repeats of texture
const osg::Vec3Array *vertices= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
for (unsigned int ipr=0; ipr<getNumPrimitiveSets(); ipr++) {
const osg::PrimitiveSet* prset=getPrimitiveSet(ipr);
osg::Vec3 prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
unsigned int i;
for (i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
circumference+=(curp-prevp).length();
prevp=curp;
}
const osg::Vec3 curp=(*vertices)[prset->index (0)];
circumference+=(curp-prevp).length();
int nround=(int)(circumference/txxrepWall);
if (nround<1) nround=1; // at least one repeat.
texrepRound=circumference/nround;
float ds=0;
prevp=(*vertices)[prset->index (prset->getNumIndices()-1)];
if (tcoords) {
for (i=0; i<prset->getNumIndices(); i++) {
const osg::Vec3 curp=(*vertices)[prset->index (i)];
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
tcoords->push_back(tci);
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
tcoords->push_back(tci);
ds+=(curp-prevp).length();
prevp=curp;
}
osg::Vec2 tci=osg::Vec2f(ds/texrepRound,0/txyrepWall);
tcoords->push_back(tci);
tci=osg::Vec2f(ds/texrepRound,height/txyrepWall);
tcoords->push_back(tci);
}
} // per primitiveset
}
return tcoords;
}
osg::DrawArrays* ArealConstraint::makeCanopy( void ) const
{
return (new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,3*_interiorTris.size()));
}
osg::Vec3Array *ArealConstraint::getCanopy(const osg::Vec3Array *points,const float height) const
{ // returns the array of vertices in the canopy
osg::Vec3 off(0,0,height);
osg::Vec3Array *internals=new osg::Vec3Array;
trilist::const_iterator tritr;
for (tritr=_interiorTris.begin(); tritr!=_interiorTris.end();tritr++) {
for (int i=0; i<3; i++) {
int index=(*tritr)[i];
internals->push_back((*points)[index]+off);
}
}
return internals;
}
osg::Vec3Array *ArealConstraint::getCanopyNormals(const osg::Vec3Array *points) const
{
osg::Vec3Array *nrms=new osg::Vec3Array;
trilist::const_iterator tritr;
for (tritr=_interiorTris.begin(); tritr!=_interiorTris.end();tritr++) {
osg::Vec3 e1=(*points)[(*tritr)[1]]-(*points)[(*tritr)[0]];
osg::Vec3 e2=(*points)[(*tritr)[2]]-(*points)[(*tritr)[0]];
osg::Vec3 nrm=e1^e2;
nrm.normalize();
nrms->push_back(nrm);
}
return nrms;
}
osg::Vec2Array *ArealConstraint::getCanopyTexcoords(const osg::Vec3Array *points) const
{
osg::Vec3Array::const_iterator tritr;
osg::ref_ptr<osg::Vec2Array> tcoords= new osg::Vec2Array ;
for (tritr=points->begin(); tritr!=points->end();tritr++) {
// calculate tcoords for terrain from xy drape.
osg::Vec2 tci=osg::Vec2f(tritr->x()/txxrepArea, tritr->y()/txyrepArea);
tcoords->push_back(tci);
}
return tcoords.release();
}
osg::DrawArrays * ArealConstraint::makeWall(void) const
{ // build a wall height high around the constraint
const osg::Vec3Array *_line= dynamic_cast<const osg::Vec3Array*>(getVertexArray());
return (new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,2+2*_line->size()));
}
deprecated_osg::Geometry *ArealConstraint::makeWallGeometry( osg::Vec3Array *pt)
{
osg::ref_ptr<deprecated_osg::Geometry> gm=new deprecated_osg::Geometry; // the wall
osg::ref_ptr<deprecated_osg::Geometry> edges=new deprecated_osg::Geometry; // edges of bounds
edges->setVertexArray(pt);
osg::DrawElementsUInt *trgeom=getTriangles();
edges->addPrimitiveSet(trgeom);
osg::ref_ptr<osgUtil::Tessellator> tscx=new osgUtil::Tessellator; // this assembles all the constraints
tscx->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
tscx->setBoundaryOnly(true);
tscx->setWindingType( osgUtil::Tessellator::TESS_WINDING_NONZERO);
// find all edges.
const osg::Vec3Array *points=dynamic_cast<osg::Vec3Array*>(getVertexArray());
tscx->retessellatePolygons(*(edges)); // find all edges
if (walltexture!="") {
osg::Image* image = osgDB::readImageFile(walltexture.c_str());
if (image)
{
osg::Texture2D* txt = new osg::Texture2D;
osg::StateSet* stateset = gm->getOrCreateStateSet();
txt->setImage(image);
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
}
}
points=dynamic_cast<osg::Vec3Array*>(edges->getVertexArray());
int nstart=0;
osg::ref_ptr<osg::Vec3Array> coords=new osg::Vec3Array;
osg::ref_ptr<osg::Vec2Array> tcoords=new osg::Vec2Array;
for (unsigned int i=0; i<edges->getNumPrimitiveSets(); i++) {
osg::PrimitiveSet *pr=edges->getPrimitiveSet(i);
if (pr->getMode() == osg::PrimitiveSet::LINE_LOOP) {
float ds=0;
for (unsigned int icon=0; icon<pr->getNumIndices(); icon++) {
unsigned int ithis=pr->index(icon);
osg::Vec3 pt= (*points)[ithis];
coords->push_back(pt);
coords->push_back(pt+osg::Vec3(0,0,height));
tcoords->push_back(osg::Vec2(ds/txxrepWall,0));
tcoords->push_back(osg::Vec2(ds/txxrepWall,1.0));
if (icon<pr->getNumIndices()-1) ds+=((*points)[pr->index(icon+1)]-(*points)[ithis]).length();
else ds+=((*points)[pr->index(0)]-(*points)[ithis]).length();
}
// repeat first point
unsigned int ithis=pr->index(0);
coords->push_back((*points)[ithis]);
coords->push_back((*points)[ithis]+osg::Vec3(0,0,height));
tcoords->push_back(osg::Vec2(ds/txxrepWall,0));
tcoords->push_back(osg::Vec2(ds/txxrepWall,1.0));
gm->setVertexArray(coords.get());
gm->setTexCoordArray(0,tcoords.get());
gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,nstart,2+2*pr->getNumIndices()));
nstart+=2+2*pr->getNumIndices();
}
}
return gm.release();
}
deprecated_osg::Geometry * ArealConstraint::makeAreal( osg::Vec3Array *points)
{
osg::ref_ptr<deprecated_osg::Geometry> gm; // the fill in area
if (_interiorTris.size()>0) {
gm =new deprecated_osg::Geometry; // the forest roof
gm->setVertexArray(points);
osg::DrawElementsUInt *trgeom=getTriangles();
gm->addPrimitiveSet(trgeom);
gm->setNormalArray(getCanopyNormals(points));
gm->setNormalBinding(deprecated_osg::Geometry::BIND_PER_PRIMITIVE);
gm->setTexCoordArray(0,getCanopyTexcoords(points));
osg::Image* image = osgDB::readImageFile(texture);
if (image)
{
osg::Texture2D* txt = new osg::Texture2D;
osg::StateSet* stateset = gm->getOrCreateStateSet();
txt->setImage(image);
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
osg::Material* material = new osg::Material;
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
stateset->setAttribute(material,osg::StateAttribute::ON);
stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
}
}
return gm.release();
}
void LinearConstraint::setVertices( osg::Vec3Array *lp, const float w)
{ // generate constant width around line (calls setvertices(edges))
osg::ref_ptr<osg::Vec3Array> edges=new osg::Vec3Array;
_tcoords=new osg::Vec2Array; // texture coordinates for replacement geometry
_edgecoords=new osg::Vec3Array; // posiiton coordinates for replacement geometry
width=w;
_midline=lp;
float ds=0;
for(unsigned int i=0;i<lp->size();i++) {
osg::Vec3 valong;
osg::Vec3 pos[2];
if (i==0) {
valong=(*lp)[i+1]-(*lp)[i];
} else if (i==lp->size()-1) {
valong=(*lp)[i]-(*lp)[i-1];
} else {
valong=(*lp)[i+1]-(*lp)[i-1];
}
valong.normalize();
osg::Vec3 vperp=valong^osg::Vec3(0,0,1);
pos[0]=(*lp)[i]-vperp*.5*width;
pos[1]=(*lp)[i]+vperp*.5*width;
edges->push_back(pos[0]);
_edgecoords->push_back(pos[0]);
_tcoords->push_back(osg::Vec2(0/txyrepAcross,ds/txxrepAlong));
edges->insert(edges->begin() ,pos[1]);
_edgecoords->insert(_edgecoords->begin() ,pos[1]);
_tcoords->insert(_tcoords->begin() ,osg::Vec2(width/txyrepAcross,ds/txxrepAlong));
if (i<lp->size()-1) ds+=((*lp)[i+1]-(*lp)[i]).length();
}
setVertexArray(edges.get());
addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,edges->size()) );
}
osg::DrawArrays* LinearConstraint::makeRoad(void ) const
{
return new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,2*_midline->size());
}
osg::Vec3Array *LinearConstraint::getRoadNormals(const osg::Vec3Array* /*points*/) const
{
osg::Vec3Array *nrms=new osg::Vec3Array;
for(unsigned int i=0;i<_midline->size();i++) {
osg::Vec3 valong; // vector along midline of road
if (i==0) {
valong=(*_midline)[i+1]-(*_midline)[i];
} else if (i==_midline->size()-1) {
valong=(*_midline)[i]-(*_midline)[i-1];
} else {
valong=(*_midline)[i+1]-(*_midline)[i-1];
}
osg::Vec3 vperp=valong^osg::Vec3(0,0,1);
osg::Vec3 nrm=vperp^valong; // normal to linear
nrm.normalize();
nrms->push_back(nrm); // repeated for each vertex of linear.
nrms->push_back(nrm);
}
return nrms;
}
osg::Vec3Array *LinearConstraint::getRoadVertices() const
{
osg::Vec3Array *linearEdges=new osg::Vec3Array;
for(unsigned int i=0;i<_midline->size();i++) {
osg::Vec3 valong; // vector along midline of road
if (i==0) {
valong=(*_midline)[i+1]-(*_midline)[i];
} else if (i==_midline->size()-1) {
valong=(*_midline)[i]-(*_midline)[i-1];
} else {
valong=(*_midline)[i+1]-(*_midline)[i-1];
}
valong.normalize();
osg::Vec3 vperp=valong^osg::Vec3(0,0,1); // vector across road
// sides of linear
linearEdges->push_back((*_midline)[i]-vperp*.5*width);
linearEdges->push_back((*_midline)[i]+vperp*.5*width);
}
return linearEdges;
}
osg::Vec2Array *LinearConstraint::getRoadTexcoords(const osg::Vec3Array *points) {
// need to create a vec2 array from the coordinates that fits the road
osg::Vec3Array::const_iterator tritr;
osg::ref_ptr<osg::Vec2Array> tcoords= new osg::Vec2Array ;
for (tritr=points->begin(); tritr!=points->end();tritr++) {
osg::Vec2 tci(-1.,-1.);
int ib=0;
// osg::Vec3Array *varr=dynamic_cast<osg::Vec3Array*>(getVertexArray());
bool ptfound=false;
for (osg::Vec3Array::iterator vit=_edgecoords->begin(); vit!= _edgecoords->end() && !ptfound; vit++) {
if ((*vit)==(*tritr)) {
tci=_tcoords->at(ib);
ptfound=true;
}
ib++;
}
if (!ptfound) { // search for surrounding points and interpolate
ib=0;
osg::Vec3 pminus=(_edgecoords->back()); // need pminus for interpolation
int ibm1=_edgecoords->size()-1;
for (osg::Vec3Array::iterator vit=_edgecoords->begin(); vit!= _edgecoords->end() /*&& !ptfound*/; vit++) {
osg::Vec3 pplus=(*vit)-(*tritr);
osg::Vec3 dpm=pminus-(*tritr);
pplus.set (pplus.x(),pplus.y(),0);
dpm.set (dpm.x(),dpm.y(),0);
float dprod=pplus*dpm/(pplus.length() * dpm.length());
if (dprod<-0.9999) { // *tritr lies between....
osg::Vec2 tminus=_tcoords->at(ibm1);
osg::Vec2 tplus=_tcoords->at(ib);
float frac=(dpm.length()/(dpm.length()+pplus.length()));
tci=tminus+((tplus-tminus)*frac);
ptfound=true;
}
ibm1=ib;
ib++;
pminus=(*vit);
}
}
tcoords->push_back(tci);
}
// some extra points are not interpolated as they lie between 2 interpolated vertices
for (tritr=points->begin(); tritr!=points->end();tritr++) {
int ib=tritr-points->begin();
osg::Vec2 tci=tcoords->at(ib);
if (tci.x()<-.99 && tci.y()<-.99) {
// search through each of the primitivesets
osg::Vec3Array::const_iterator ptitr;
// osg::notify(osg::WARN) << "Not calculated " << (*tritr).x() <<"," << (*tritr).y() << std::endl;
for (ptitr=points->begin(); ptitr!=points->end();ptitr++) {
}
}
}
return tcoords.release();
}
osg::Vec3Array * LinearConstraint::getNormals(const osg::Vec3Array *points)
{
osg::ref_ptr<osg::Vec3Array> norms=new osg::Vec3Array;
for (osg::DrawElementsUInt::iterator uiitr=prim_tris_->begin(); uiitr!=prim_tris_->end();uiitr+=3) {
osg::Vec3 e1=(*points)[*(uiitr+1)]-(*points)[(*uiitr)];
osg::Vec3 e2=(*points)[*(uiitr+2)]-(*points)[*(uiitr+1)];
osg::Vec3 n=e1^e2;
n.normalize();
// if (n.z()<0) n=-n;
norms->push_back(n);
}
return norms.release();
}
deprecated_osg::Geometry * LinearConstraint::makeGeometry(const osg::Vec3Array *points)
{
osg::ref_ptr<deprecated_osg::Geometry> gm=new deprecated_osg::Geometry; // the fill in road/railway
if (_midline->size()>0) {
osg::ref_ptr<osg::Vec3Array> locpts=getPoints(points);
if (texture!="") {
osg::Image* image = osgDB::readImageFile(texture.c_str());
if (image)
{
osg::Texture2D* txt = new osg::Texture2D;
osg::StateSet* stateset = gm->getOrCreateStateSet();
txt->setImage(image);
txt->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT );
txt->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT );
stateset->setTextureAttributeAndModes(0,txt,osg::StateAttribute::ON);
osg::Material* material = new osg::Material;
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
stateset->setAttribute(material,osg::StateAttribute::ON);
stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
}
gm->setTexCoordArray(0,getRoadTexcoords(locpts.get()));
}
gm->setVertexArray(locpts.get());
gm->setNormalArray(getNormals(locpts.get()));
gm->setNormalBinding(deprecated_osg::Geometry::BIND_PER_PRIMITIVE);
gm->addPrimitiveSet(getTriangles());
}
return gm.release();
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer;
// create the scene from internal specified terrain/constraints.
osg::ref_ptr<osg::Node> loadedModel = makedelaunay(0);
// if no model has been successfully loaded report failure.
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());
// pass the loaded scene graph to the viewer.
viewer.setSceneData(loadedModel.get());
// copied from osgtessealte.cpp
// add event handler for keyboard 'n' to retriangulate
viewer.addEventHandler(new KeyboardEventHandler(viewer));
return viewer.run();
}
|