File: osgal.cpp

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/* -*-c++-*- $Id$ */
/**
 * OsgAL - OpenSceneGraph Audio Library
 * Copyright (C) 2004 VRlab, Ume University
 
 * This application is a copy of the osganimation demonstration, with added sound support to
 * demonstrate the osgAL toolkit.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.
 */

#include "osgAL/SoundNode"
#include "osgAL/SoundRoot"
#include "osgAL/SoundManager"
#include "osgAL/SoundState"

#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>

#include <osgUtil/Optimizer>

#include <osgDB/Registry>
#include <osgDB/ReadFile>

#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>

#include <osgProducer/Viewer>
#include "osgAL/Version"

osg::ref_ptr<osgAL::SoundNode> createSound(const std::string& file);


	class KeyboardHandler: public osgGA::GUIEventHandler {
	public:
    KeyboardHandler(osgAL::SoundState *state): m_sound_state(state) {}

		bool handle(const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &)
		{
			if (ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN) {
				if (ea.getKey() == 32) {
          
          // Now push the soundstate to the queue so it will be played.
          // Set any of the parameters that will be activated when it 
          // is head of the queue when the sound manager processes the soundstates later on.
          
          // Get the current position of the listener
          float x,y,z;
          osgAL::SoundManager::instance()->getListener()->getPosition(x,y,z);
          // Place this sound state at the position of the listener
          m_sound_state->setPosition(osg::Vec3(x,y,z));
          
          m_sound_state->setPlay(true); // It will play!
          m_sound_state->setPitch(1); 
          
          // Now push the event to the sound manager so it can play it whenever this
          // event reaches the top of the queue. A higher priority will move it to the top
          // faster!
          int priority = 10;
          osgAL::SoundManager::instance()->pushSoundEvent(m_sound_state.get(), priority);
          return true;
        }
			}

			return false;
		}

	private:
    osg::ref_ptr<osgAL::SoundState> m_sound_state;
	};



osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
{
    // set up the animation path 
    osg::AnimationPath* animationPath = new osg::AnimationPath;
    animationPath->setLoopMode(osg::AnimationPath::LOOP);
    
    int numSamples = 40;
    float yaw = 0.0f;
    float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
    float roll = osg::inDegrees(30.0f);
    
    double time=0.0f;
    double time_delta = looptime/(double)numSamples;
    for(int i=0;i<numSamples;++i)
    {
        osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
        osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
        
        animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));

        yaw += yaw_delta;
        time += time_delta;

    }
    return animationPath;    
}

osg::Node* createBase(const osg::Vec3& center,float radius)
{

    int numTilesX = 10;
    int numTilesY = 10;
    
    float width = 2*radius;
    float height = 2*radius;
    
    osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
    osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
    osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));
    
    // fill in vertices for grid, note numTilesX+1 * numTilesY+1...
    osg::Vec3Array* coords = new osg::Vec3Array;
    int iy;
    for(iy=0;iy<=numTilesY;++iy)
    {
        for(int ix=0;ix<=numTilesX;++ix)
        {
            coords->push_back(v000+dx*(float)ix+dy*(float)iy);
        }
    }
    
    //Just two colours - black and white.
    osg::Vec4Array* colors = new osg::Vec4Array;
    colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
    colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black
    int numColors=colors->size();
    
    
    int numIndicesPerRow=numTilesX+1;
    osg::UByteArray* coordIndices = new osg::UByteArray; // assumes we are using less than 256 points...
    osg::UByteArray* colorIndices = new osg::UByteArray;
    for(iy=0;iy<numTilesY;++iy)
    {
        for(int ix=0;ix<numTilesX;++ix)
        {
            // four vertices per quad.
            coordIndices->push_back(ix    +(iy+1)*numIndicesPerRow);
            coordIndices->push_back(ix    +iy*numIndicesPerRow);
            coordIndices->push_back((ix+1)+iy*numIndicesPerRow);
            coordIndices->push_back((ix+1)+(iy+1)*numIndicesPerRow);
            
            // one color per quad
            colorIndices->push_back((ix+iy)%numColors);
        }
    }
    

    // set up a single normal
    osg::Vec3Array* normals = new osg::Vec3Array;
    normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
    

    osg::Geometry* geom = new osg::Geometry;
    geom->setVertexArray(coords);
    geom->setVertexIndices(coordIndices);
    
    geom->setColorArray(colors);
    geom->setColorIndices(colorIndices);
    geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
    
    geom->setNormalArray(normals);
    geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
    
    geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,coordIndices->size()));
    
    osg::Geode* geode = new osg::Geode;
    geode->addDrawable(geom);
    
    return geode;
}

osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
    float animationLength = 10.0f;

    osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);

    osg::Group* model = new osg::Group;

    osg::Node* glider = osgDB::readNodeFile("glider.osg");
    if (glider)
    {
        const osg::BoundingSphere& bs = glider->getBound();

        float size = radius/bs.radius()*0.3f;
        osg::MatrixTransform* positioned = new osg::MatrixTransform;
        positioned->setDataVariance(osg::Object::STATIC);
        positioned->setMatrix(osg::Matrix::translate(-bs.center())*
                                     osg::Matrix::scale(size,size,size)*
                                     osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
    
        positioned->addChild(glider);
        
        // Create a sound node
        osg::ref_ptr<osgAL::SoundNode> sound_node = createSound("bee.wav");

        // Add the sound node
        positioned->addChild(sound_node.get());

        osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;    
        xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
        xform->addChild(positioned);

        model->addChild(xform);
    }
 
    osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
    if (cessna)
    {
        const osg::BoundingSphere& bs = cessna->getBound();

        float size = radius/bs.radius()*0.3f;
        osg::MatrixTransform* positioned = new osg::MatrixTransform;
        positioned->setDataVariance(osg::Object::STATIC);
        positioned->setMatrix(osg::Matrix::translate(-bs.center())*
                                     osg::Matrix::scale(size,size,size)*
                                     osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
    
        positioned->addChild(cessna);
    
        osg::MatrixTransform* xform = new osg::MatrixTransform;
        xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
        xform->addChild(positioned);

        model->addChild(xform);
    }
    
    return model;
}

osg::ref_ptr<osgAL::SoundNode> createSound(const std::string& file)
{
  // Create a sample, load a .wav file.
  openalpp::Sample *sample = new openalpp::Sample(file);

  // Create a named sound state.
  osg::ref_ptr<osgAL::SoundState> sound_state = new osgAL::SoundState("glider");

  // Let the soundstate use the sample we just created
  sound_state->setSample(sample);

  // Set its gain (volume) to 0.9
  sound_state->setGain(0.9f);

  // Set its pitch to 1 (normal speed)
  sound_state->setPitch(1);

  // Make it play
  sound_state->setPlay(true);

  // The sound should loop over and over again
  sound_state->setLooping(true);

  // Allocate a hardware soundsource to this soundstate (priority 10)
  //
  sound_state->allocateSource(10, false);

  // At 40 the gain will be half of full!
  sound_state->setReferenceDistance(70);
  sound_state->setRolloffFactor(4);
  sound_state->apply();

  // Add the soundstate to the sound manager, so we can find it later on if we want to
  osgAL::SoundManager::instance()->addSoundState(sound_state.get());

  // Create a sound node and attach the soundstate to it.
  osg::ref_ptr<osgAL::SoundNode> sound = new osgAL::SoundNode;
  sound->setSoundState(sound_state.get());

  return sound;
}



osg::Node* createModel()
{
    osg::Vec3 center(0.0f,0.0f,0.0f);
    float radius = 100.0f;

    osg::Group* root = new osg::Group;

    root->addChild(createMovingModel(center,radius*0.8f));

    root->addChild(createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius));

    return root;
}


int main( int argc, char **argv )
{
  
  std::cerr << "\n\n" << osgAL::getLibraryName() << " demo" << std::endl;
  std::cerr << "Version: " << osgAL::getVersion() << "\n\n" << std::endl;
  std::cerr << "\nPress space to play a sound once...\n" << std::endl;


  try {
    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);

    // set up the usage document, in case we need to print out how to use this program.
    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" demonstrates the use of the OsgAL toolkit for spatial sound.");
    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");

    // initialize the viewer.
    osgProducer::Viewer viewer(arguments);

    // set up the value with sensible default event handlers.
    viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);

    // get details on keyboard and mouse bindings used by the viewer.
    viewer.getUsage(*arguments.getApplicationUsage());

    // if user request help write it out to cout.
    if (arguments.read("-h") || arguments.read("--help"))
    {
        arguments.getApplicationUsage()->write(std::cout);
        return 1;
    }

    // any option left unread are converted into errors to write out later.
    arguments.reportRemainingOptionsAsUnrecognized();

	  arguments.getApplicationUsage()->addKeyboardMouseBinding("RETURN", "Play a sound");


    // report any errors if they have occured when parsing the program aguments.
    if (arguments.errors())
    {
        arguments.writeErrorMessages(std::cout);
        return 1;
    }

    osgAL::SoundManager::instance()->init(16);
    osgAL::SoundManager::instance()->getEnvironment()->setDistanceModel(openalpp::InverseDistance);
    osgAL::SoundManager::instance()->getEnvironment()->setDopplerFactor(1);

    // load the nodes from the commandline arguments.
    osg::Node* model = createModel();
    if (!model)
    {
        return 1;
    }
    
    // tilt the scene so the default eye position is looking down on the model.
    osg::MatrixTransform* rootnode = new osg::MatrixTransform;
    rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
    rootnode->addChild(model);


    // Create a sample, load a .wav file.
    openalpp::Sample *sample = new openalpp::Sample("bee.wav");
    osg::ref_ptr<osgAL::SoundState> sound_state = new osgAL::SoundState("bee_play");
    sound_state->setSample(sample);
    sound_state->setGain(0.7f);
    sound_state->setReferenceDistance(10);
    sound_state->setPlay(false);
    sound_state->setLooping(false);

    // Add the soundstate to the sound manager, so we can find it later on if we want to
    osgAL::SoundManager::instance()->addSoundState(sound_state.get());

    viewer.getEventHandlerList().push_front(new KeyboardHandler(sound_state.get()));

    // Create ONE (only one, otherwise the transformation of the listener and update for SoundManager will be
    // called several times, which is not catastrophic, but unnecessary) 
    // SoundRoot that will make sure the listener is updated and
    // to keep the internal state of the SoundManager updated
    // This could also be done manually, this is just a handy way of doing it.
    osg::ref_ptr<osgAL::SoundRoot> sound_root = new osgAL::SoundRoot;
  
    
    // The position in the scenegraph of this node is not important.
    // Just as long as the cull traversal should be called after any changes to the SoundManager are made.
    rootnode->addChild(sound_root.get());
  
    // run optimization over the scene graph after the soundnodes are added 
    // otherwise in this case the transformation added earlier would dissapear.
    osgUtil::Optimizer optimzer;
    optimzer.optimize(rootnode);
     
    // set the scene to render
    viewer.setSceneData(rootnode);

    // create the windows and run the threads.
    viewer.realize();

    while( !viewer.done() )
    {
      // wait for all cull and draw threads to complete.
      viewer.sync();
  
      // update the scene by traversing it with the the update visitor which will
      // call all node update callbacks and animations.
      viewer.update();
         
      // fire off the cull and draw traversals of the scene.
      viewer.frame();
    }
    
  // wait for all cull and draw threads to complete before exit.
  viewer.sync();
}
  catch (std::exception& e) {
    std::cerr << "Caught: " << e.what() << std::endl;
  }
  
  // Very important to call before end of main!
  osgAL::SoundManager::instance()->shutdown();
  return 0;

}