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#include <stdio.h>
#include <unistd.h>
#include <iostream>
#include <OpenThreads/Thread>
#include <Producer/Camera>
#include <Producer/Trackball>
#include <osgProducer/OsgSceneHandler>
#include <osg/Node>
#include <osg/MatrixTransform>
#include <osgUtil/UpdateVisitor>
#include <osgDB/ReadFile>
#include "gui.h"
using namespace Producer;
using namespace osg;
using namespace osgProducer;
class TransformCB : public NodeCallback
{
public:
TransformCB(Trackball &tb) : _tb(tb) {}
void operator()(Node *node, NodeVisitor *nv )
{
MatrixTransform *tx = dynamic_cast<MatrixTransform *>(node);
osg::Matrix mat(_tb.getMatrix().ptr() );
tx->setMatrix( mat );
traverse(node,nv);
}
private :
Trackball &_tb;
};
class renderThread : public OpenThreads::Thread
{
public:
renderThread( Gui *gui, osg::Node *scene ) : Thread(), _gui(gui), _scene(scene)
{
_done = false;
}
virtual void run()
{
osg::ref_ptr<Producer::Camera> cam = new Producer::Camera;
while( (_win=_gui->getRenderWindow()) == 0 )
usleep(50000);
cam->getRenderSurface()->setWindow( _win );
cam->getRenderSurface()->realize();
osg::ref_ptr<osgProducer::OsgSceneHandler> sh = new osgProducer::OsgSceneHandler;
sh->getSceneView()->setDefaults();
sh->getSceneView()->setSceneData( _scene );
cam->setSceneHandler( sh.get() );
osg::BoundingSphere bs = sh->getSceneView()->getSceneData()->getBound();
cam->setViewByLookat(
bs.center()[0], bs.center()[1] - (bs.radius()*3), bs.center()[2],
bs.center()[0], bs.center()[1], bs.center()[2],
0, 0, 1);
osgUtil::UpdateVisitor update;
osg::ref_ptr<Producer::Trackball> tb = new Producer::Trackball;
tb->setComputeOrientation(false);
MatrixTransform *tx = dynamic_cast<MatrixTransform *>(sh->getSceneView()->getSceneData());
if( tx != NULL )
tx->setUpdateCallback( new TransformCB(*tb) );
while( !_done )
{
sh->getSceneView()->getSceneData()->accept( update );
cam->frame();
tb->input( _gui->mx(), _gui->my(), _gui->buttonState() );
}
}
void setDone() { _done = true; }
private:
Producer::Window _win;
Gui *_gui;
osg::Node *_scene;
bool _done;
};
Node *loadDatabase( int argc, char **argv )
{
MatrixTransform *transform = new MatrixTransform;
Group *group = new Group;
transform->addChild( group );
// Load files listed on the command line and populate
// the Group node at the top of the scene graph
for( int i = 1; i < argc; i++ )
{
Node *node = osgDB::readNodeFile( argv[i] );
if( node != NULL )
group->addChild( node );
else
std::cerr << "Unable to load \"" << argv[i] << "\"." << std::endl;
}
if( group->getNumChildren() == 0 )
{
std::cerr << "Usage : " << argv[0] << " <model.osg> ..." << std::endl;
exit(1);
}
return transform;
}
main(int argc, char **argv )
{
Gui *gui = new Gui;
gui->init( &argc, argv);
renderThread rt(gui, loadDatabase( argc, argv ));
// Set the render thread to run in the background
rt.startThread();
// The GUI will run in the foreground
gui->mainLoop();
rt.setDone();
rt.join();
}
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