Hi JS,

I've already fixed and checked in this change, and yes I spotted it from the
nightly builds too ;-)

Robert.

On Fri, Apr 10, 2009 at 2:23 PM, Jean-Sébastien Guay <
[email protected]> wrote:

> Hi Robert,
>
> Small build fix for Windows, use osg::PI instead of M_PI.
> See http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=18158
> Nightly builds rule :-)
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    [email protected]
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
>
> /* OpenSceneGraph example, osgdepthpartion.
> *
> *  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.
> */
>
> #include <osgUtil/UpdateVisitor>
>
> #include <osgDB/ReadFile>
>
> #include <osg/ShapeDrawable>
> #include <osg/PositionAttitudeTransform>
>
> #include <osgGA/TrackballManipulator>
>
> #include <osgViewer/Viewer>
>
> #include "DepthPartitionNode.h"
>
> const double r_earth = 6378.137;
> const double r_sun = 695990.0;
> const double AU = 149697900.0;
>
> osg::Node* createScene()
> {
>    // Create the Earth, in blue
>    osg::ShapeDrawable *earth_sd = new osg::ShapeDrawable;
>    osg::Sphere* earth_sphere = new osg::Sphere;
>    earth_sphere->setName("EarthSphere");
>    earth_sphere->setRadius(r_earth);
>    earth_sd->setShape(earth_sphere);
>    earth_sd->setColor(osg::Vec4(0, 0, 1.0, 1.0));
>
>    osg::Geode* earth_geode = new osg::Geode;
>    earth_geode->setName("EarthGeode");
>    earth_geode->addDrawable(earth_sd);
>
>    // Create the Sun, in yellow
>    osg::ShapeDrawable *sun_sd = new osg::ShapeDrawable;
>    osg::Sphere* sun_sphere = new osg::Sphere;
>    sun_sphere->setName("SunSphere");
>    sun_sphere->setRadius(r_sun);
>    sun_sd->setShape(sun_sphere);
>    sun_sd->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));
>
>    osg::Geode* sun_geode = new osg::Geode;
>    sun_geode->setName("SunGeode");
>    sun_geode->addDrawable(sun_sd);
>
>    // Move the sun behind the earth
>    osg::PositionAttitudeTransform *pat = new
> osg::PositionAttitudeTransform;
>    pat->setPosition(osg::Vec3d(0.0, AU, 0.0));
>    pat->addChild(sun_geode);
>
>    osg::Geometry * unitCircle = new osg::Geometry();
>    {
>      osg::Vec4Array * colours = new osg::Vec4Array(1);
>      (*colours)[0] = osg::Vec4d(1.0,1.0,1.0,1.0);
>      unitCircle->setColorArray(colours);
>      unitCircle->setColorBinding(osg::Geometry::BIND_OVERALL);
>      const unsigned int n_points = 1024;
>      osg::Vec3Array * coords = new osg::Vec3Array(n_points);
>      const double dx = 2.0*osg::PI/n_points;
>      double s,c;
>      for (unsigned int j=0; j<n_points; ++j) {
>    s = sin(dx*j);
>    c = cos(dx*j);
>    (*coords)[j].set(osg::Vec3d(c,s,0.0));
>      }
>      unitCircle->setVertexArray(coords);
>
>  
> unitCircle->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
>      unitCircle->addPrimitiveSet(new
> osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,n_points));
>    }
>
>    osg::Geometry *axes = new osg::Geometry;
>    {
>      osg::Vec4Array *colours = new osg::Vec4Array(1);
>      (*colours)[0] = osg::Vec4d(1.0,0.0,0.0,1.0);
>      axes->setColorArray(colours);
>      axes->setColorBinding(osg::Geometry::BIND_OVERALL);
>      osg::Vec3Array *coords = new osg::Vec3Array(6);
>      (*coords)[0].set(osg::Vec3d(0.0, 0.0, 0.0));
>      (*coords)[1].set(osg::Vec3d(0.5, 0.0, 0.0));
>      (*coords)[2].set(osg::Vec3d(0.0, 0.0, 0.0));
>      (*coords)[3].set(osg::Vec3d(0.0, 0.5, 0.0));
>      (*coords)[4].set(osg::Vec3d(0.0, 0.0, 0.0));
>      (*coords)[5].set(osg::Vec3d(0.0, 0.0, 0.5));
>      axes->setVertexArray(coords);
>
>  axes->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
>      axes->addPrimitiveSet(new
> osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
>    }
>
>    // Earth orbit
>    osg::Geode * earthOrbitGeode = new osg::Geode;
>    earthOrbitGeode->addDrawable(unitCircle);
>    earthOrbitGeode->addDrawable(axes);
>    earthOrbitGeode->setName("EarthOrbitGeode");
>
>    osg::PositionAttitudeTransform * earthOrbitPAT = new
> osg::PositionAttitudeTransform;
>    earthOrbitPAT->setScale(osg::Vec3d(AU,AU,AU));
>    earthOrbitPAT->setPosition(osg::Vec3d(0.0, AU, 0.0));
>    earthOrbitPAT->addChild(earthOrbitGeode);
>    earthOrbitPAT->setName("EarthOrbitPAT");
>
>    osg::Group* scene = new osg::Group;
>    scene->setName("SceneGroup");
>    scene->addChild(earth_geode);
>    scene->addChild(pat);
>    scene->addChild(earthOrbitPAT);
>
>    return scene;
> }
>
> 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;
>
>    bool needToSetHomePosition = false;
>
>    // read the scene from the list of file specified commandline args.
>    osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
>
>    // if one hasn't been loaded create an earth and sun test model.
>    if (!scene)
>    {
>        scene = createScene();
>        needToSetHomePosition = true;
>    }
>
>    // Create a DepthPartitionNode to manage partitioning of the scene
>    osg::ref_ptr<DepthPartitionNode> dpn = new DepthPartitionNode;
>    dpn->addChild(scene.get());
>    dpn->setActive(true); // Control whether the node analyzes the scene
>
>    // pass the loaded scene graph to the viewer.
>    viewer.setSceneData(dpn.get());
>
>    viewer.setCameraManipulator(new osgGA::TrackballManipulator);
>
>    if (needToSetHomePosition)
>    {
>
>  
> viewer.getCameraManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0*r_earth,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0));
>    }
>
>    // depth partion node is only supports single window/single threaded at
> present.
>    viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
>
>    return viewer.run();
> }
>
>
> _______________________________________________
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> [email protected]
>
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>
>
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