#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class DummyLoadHelper : public simgear::ModelLoadHelper { public: virtual osg::Node *loadTileModel(const string& modelPath, bool) { try { SGSharedPtr prop = new SGPropertyNode; return simgear::SGModelLib::loadModel(modelPath, prop); } catch (...) { std::cerr << "Error loading \"" << modelPath << "\"" << std::endl; return 0; } } }; int main(int argc, char** argv) { // Just reference simgears reader writer stuff so that the globals get // pulled in by the linker ... // FIXME: make that more explicit clear and call an initialization function simgear::ModelRegistry::instance(); sgUserDataInit(0); DummyLoadHelper dummyLoadHelper; simgear::TileEntry::setModelLoadHelper(&dummyLoadHelper); // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc, argv); // construct the viewer. osgViewer::Viewer viewer(arguments); // ... for some reason, get rid of that FIXME! viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); // set up the camera manipulators. osgGA::KeySwitchMatrixManipulator* keyswitchManipulator; keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator; keyswitchManipulator->addMatrixManipulator('1', "Trackball", new osgGA::TrackballManipulator); keyswitchManipulator->addMatrixManipulator('2', "Flight", new osgGA::FlightManipulator); keyswitchManipulator->addMatrixManipulator('3', "Drive", new osgGA::DriveManipulator); keyswitchManipulator->addMatrixManipulator('4', "Terrain", new osgGA::TerrainManipulator); viewer.setCameraManipulator(keyswitchManipulator); // Usefull stats viewer.addEventHandler(new osgViewer::HelpHandler); viewer.addEventHandler(new osgViewer::StatsHandler); // Same FIXME ... // viewer.addEventHandler(new osgViewer::ThreadingHandler); viewer.addEventHandler(new osgViewer::LODScaleHandler); viewer.addEventHandler(new osgViewer::ScreenCaptureHandler); const char *fg_root_env = std::getenv("FG_ROOT"); std::string fg_root; if (fg_root_env) fg_root = fg_root_env; else #if defined(PKGDATADIR) fg_root = PKGDATADIR; #else fg_root = "."; #endif osgDB::FilePathList filePathList; filePathList.push_back(fg_root); const char *fg_scenery_env = std::getenv("FG_SCENERY"); string_list path_list; if (fg_scenery_env) { path_list = sgPathSplit(fg_scenery_env); } else { SGPath path(fg_root); path.append("Scenery"); path_list.push_back(path.str()); } for (unsigned i = 0; i < path_list.size(); ++i) { SGPath pt(path_list[i]), po(path_list[i]); pt.append("Terrain"); po.append("Objects"); filePathList.push_back(path_list[i]); filePathList.push_back(pt.str()); filePathList.push_back(po.str()); } SGSharedPtr props = new SGPropertyNode; try { SGPath preferencesFile = fg_root; preferencesFile.append("preferences.xml"); readProperties(preferencesFile.str(), props); } catch (...) { // In case of an error, at least make summer :) props->getNode("sim/startup/season", true)->setStringValue("summer"); std::cerr << "Problems loading FlightGear preferences.\n" << "Probably FG_ROOT is not properly set." << std::endl; } SGMaterialLib* ml = new SGMaterialLib; SGPath mpath(fg_root); mpath.append("materials.xml"); try { ml->load(fg_root, mpath.str(), props); } catch (...) { std::cerr << "Problems loading FlightGear materials.\n" << "Probably FG_ROOT is not properly set." << std::endl; } // The file path list must be set in the registry. osgDB::Registry::instance()->getDataFilePathList() = filePathList; SGReaderWriterBTGOptions* btgOptions = new SGReaderWriterBTGOptions; btgOptions->getDatabasePathList() = filePathList; btgOptions->setMatlib(ml); // read the scene from the list of file specified command line args. osg::ref_ptr loadedModel; loadedModel = osgDB::readNodeFiles(arguments, btgOptions); // if no model has been successfully loaded report failure. if (!loadedModel.valid()) { std::cerr << arguments.getApplicationName() << ": No data loaded" << std::endl; return EXIT_FAILURE; } // pass the loaded scene graph to the viewer. viewer.setSceneData(loadedModel.get()); return viewer.run(); }