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简介
本课要实现的效果是让三角形绕自身的轴线Y轴进行旋转, 四边形绕自身X轴进行旋转。
在osg中实现这种效果有很多种方法可以做到,无论哪种方法总体的思路是定时地去修改场景中的空间变换节点,本文采用最简单的一种方式进行修改:使用场景中节点的回调来修改空间变换节点从而达到旋转的效果。
首先我们先定义一个场景节点的Callback类,OSG中的节点主要使用回调(Callback)来完成用户临时定义的、需要每帧执行的工作。这是一种方便的扩展节点功能的方式,根据回调功能被调用的时机,OSG节点回调包括更新回调(UpdateCallback)和人机交互事件回调(EventCallback)两种,前者在每一帧系统遍历到当前节点时自动调用,后者则通过用户操作键盘、鼠标、改变窗口等动作发生,触发事件回调。此处我们需要的是一个节点的更新回调,定义如下:
- class RotateCallback : public osg::NodeCallback
- {
- public:
- RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) :
- osg::NodeCallback(),
- _rotateAxis(rotateAxis),
- _rotateSpeed(rotateSpeed),
- _rotateAngle(0.0)
- {
- //Nop
- }
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- //获取当前的平移位置
- osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans();
- osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate);
- currentMT->setMatrix(newMatrix);
- _rotateAngle += _rotateSpeed;
- }
- traverse(node, nv);
- }
- private:
- osg::Vec3d _rotateAxis; //旋转轴
- double _rotateSpeed; //旋转速度
- double _rotateAngle; //当前旋转的角度
- };
节点回调类都继承于osg::NodeCallback,我们需要做的是重载它里面的operator()方法来实现自定义的代码,定义好之后将回调加入到三角形和四边形的空间变化节点之中:
- osg::MatrixTransform *triangleMT = new osg::MatrixTransform;
- triangleMT->setMatrix(osg::Matrix::translate(-1.5, 0.0, -6.0));
- RotateCallback *triangleRotateCallback = new RotateCallback(osg::Y_AXIS, 0.2);
- triangleMT->addUpdateCallback(triangleRotateCallback);
- osg::MatrixTransform *quadMT = new osg::MatrixTransform;
- quadMT->setMatrix(osg::Matrix::translate(1.5, 0.0, -6.0));
- RotateCallback *quadRotateCallback = new RotateCallback(osg::X_AXIS, 0.15);
- quadMT->addUpdateCallback(quadRotateCallback);
附:本课源码(源码中可能存在错误和不足,仅供参考)
- #include "../osgNeHe.h"
- #include <QtCore/QTimer>
- #include <QtGui/QApplication>
- #include <QtGui/QVBoxLayout>
- #include <osgViewer/Viewer>
- #include <osgDB/ReadFile>
- #include <osgQt/GraphicsWindowQt>
- #include <osg/MatrixTransform>
- #include <osg/NodeVisitor>
- class ViewerWidget : public QWidget, public osgViewer::Viewer
- {
- public:
- ViewerWidget(osg::Node *scene = NULL)
- {
- QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);
- QVBoxLayout* layout = new QVBoxLayout;
- layout->addWidget(renderWidget);
- layout->setContentsMargins(0, 0, 0, 1);
- setLayout( layout );
- connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );
- _timer.start( 10 );
- }
- QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )
- {
- osg::Camera* camera = this->getCamera();
- camera->setGraphicsContext( gw );
- const osg::GraphicsContext::Traits* traits = gw->getTraits();
- camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 1.0) );
- camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );
- camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );
- camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 1), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
- this->setSceneData( scene );
- return gw->getGLWidget();
- }
- osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )
- {
- osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
- osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
- traits->windowName = name;
- traits->windowDecoration = windowDecoration;
- traits->x = x;
- traits->y = y;
- traits->width = w;
- traits->height = h;
- traits->doubleBuffer = true;
- traits->alpha = ds->getMinimumNumAlphaBits();
- traits->stencil = ds->getMinimumNumStencilBits();
- traits->sampleBuffers = ds->getMultiSamples();
- traits->samples = ds->getNumMultiSamples();
- return new osgQt::GraphicsWindowQt(traits.get());
- }
- virtual void paintEvent( QPaintEvent* event )
- {
- frame();
- }
- protected:
- QTimer _timer;
- };
- //
- //RotateCallback
- class RotateCallback : public osg::NodeCallback
- {
- public:
- RotateCallback(osg::Vec3d rotateAxis, double rotateSpeed) :
- osg::NodeCallback(),
- _rotateAxis(rotateAxis),
- _rotateSpeed(rotateSpeed),
- _rotateAngle(0.0)
- {
- //Nop
- }
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *currentMT = dynamic_cast<osg::MatrixTransform*>(node);
- if (currentMT)
- {
- //获取当前的平移位置
- osg::Vec3d currentTranslate = currentMT->getMatrix().getTrans();
- osg::Matrix newMatrix = osg::Matrix::rotate(_rotateAngle, _rotateAxis) * osg::Matrix::translate(currentTranslate);
- currentMT->setMatrix(newMatrix);
- _rotateAngle += _rotateSpeed;
- }
- traverse(node, nv);
- }
- private:
- osg::Vec3d _rotateAxis; //旋转轴
- double _rotateSpeed; //旋转速度
- double _rotateAngle; //当前旋转的角度
- };
- osg::Node* buildScene()
- {
- osg::Group *root = new osg::Group;
- osg::MatrixTransform *triangleMT = new osg::MatrixTransform;
- triangleMT->setMatrix(osg::Matrix::translate(-1.5, 0.0, -6.0));
- RotateCallback *triangleRotateCallback = new RotateCallback(osg::Y_AXIS, 0.2);
- triangleMT->addUpdateCallback(triangleRotateCallback);
- osg::Geometry *triangleGeometry = new osg::Geometry;
- osg::Vec3Array *triangleVertexArray = new osg::Vec3Array;
- triangleVertexArray->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
- triangleVertexArray->push_back(osg::Vec3(-1.0f,-1.0f, 0.0f));
- triangleVertexArray->push_back(osg::Vec3(1.0f,-1.0f, 0.0f));
- triangleGeometry->setVertexArray(triangleVertexArray);
- osg::Vec4Array *triangleColorArray = new osg::Vec4Array;
- triangleColorArray->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
- triangleColorArray->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));
- triangleColorArray->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));
- triangleGeometry->setColorArray(triangleColorArray);
- triangleGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
- triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 3));
- osg::Geode *triangleGeode = new osg::Geode;
- triangleGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- triangleGeode->addDrawable(triangleGeometry);
- triangleMT->addChild(triangleGeode);
- //四边形部分
- osg::MatrixTransform *quadMT = new osg::MatrixTransform;
- quadMT->setMatrix(osg::Matrix::translate(1.5, 0.0, -6.0));
- RotateCallback *quadRotateCallback = new RotateCallback(osg::X_AXIS, 0.15);
- quadMT->addUpdateCallback(quadRotateCallback);
- osg::Geometry *quadGeometry = new osg::Geometry;
- osg::Vec3Array *quadVertexArray = new osg::Vec3Array;
- quadVertexArray->push_back(osg::Vec3(-1.0f, 1.0f, 0.0f));
- quadVertexArray->push_back(osg::Vec3(1.0f, 1.0f, 0.0f));
- quadVertexArray->push_back(osg::Vec3(1.0f,-1.0f, 0.0f));
- quadVertexArray->push_back(osg::Vec3(-1.0f,-1.0f, 0.0f));
- quadGeometry->setVertexArray(quadVertexArray);
- osg::Vec4Array *quadColorArray = new osg::Vec4Array;
- quadColorArray->push_back(osg::Vec4(0.5f,0.5f,1.0f,1.0f));
- quadGeometry->setColorArray(quadColorArray);
- quadGeometry->setColorBinding(osg::Geometry::BIND_OVERALL);
- osg::DrawElementsUByte *vertexIndices = new osg::DrawElementsUByte(osg::PrimitiveSet::QUADS, 4);
- vertexIndices->push_back(0);
- vertexIndices->push_back(1);
- vertexIndices->push_back(2);
- vertexIndices->push_back(3);
- quadGeometry->addPrimitiveSet(vertexIndices);
- osg::Geode *quadGeode = new osg::Geode;
- quadGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- quadGeode->addDrawable(quadGeometry);
- quadMT->addChild(quadGeode);
- root->addChild(triangleMT);
- root->addChild(quadMT);
- return root;
- }
- int main( int argc, char** argv )
- {
- QApplication app(argc, argv);
- ViewerWidget* viewWidget = new ViewerWidget(buildScene());
- viewWidget->setGeometry( 100, 100, 640, 480 );
- viewWidget->show();
- return app.exec();
- }