本文参考文章http://blog.csdn.net/yungis/article/details/8463077
#include <osg/Geode>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osgGA/TrackballManipulator>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgAnimation/EaseMotion>
#include <osgWidget/WindowManager>
#include <osgWidget/Box>
#include <osgWidget/Table>
#include <osgWidget/Label>
#include <iostream>
class EaseMotionSampler;
const unsigned int WINDOW_WIDTH = 800;
const unsigned int WINDOW_HEIGHT = 600;
const unsigned int MASK_2D = 0xF0000000;
const unsigned int MASK_3D = 0x0F000000;
const float M_START = 0.0f;
const float M_DURATION = 2.0f;
const float M_CHANGE = 1.0f;
EaseMotionSampler* EASE_MOTION_SAMPLER = 0;
osg::Geode* EASE_MOTION_GEODE = 0;
//根据传进来的Motion绘制了一条曲线----绘制的为物体的运动路程
osg::Geometry* createEaseMotionGeometry(osgAnimation::Motion* motion) {
osg::Geometry* geom = new osg::Geometry();
osg::Vec4Array* cols = new osg::Vec4Array();
osg::Vec3Array* v = new osg::Vec3Array();
int j=0;
for(float i = 0.0f; i < M_DURATION; i += M_DURATION / 256.0f)
{
j++;
std::cout<<(motion->getValueAt(i))<<" ";
if (j%10==0)
{
std::cout<<std::endl;
}
v->push_back(osg::Vec3(i * 30.0f, motion->getValueAt(i) * 30.0f, 0.0f));
}
cols->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
geom->setUseDisplayList(false);
geom->setVertexArray(v);
geom->setColorArray(cols);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, 0, v->size()));
return geom;
}
//EaseMotionSampler继承了NodeCallback,重写了operator()函数,在这个函数中对Callback的节点进行了setMatrix操作,也就是根据motion进行运动
class EaseMotionSampler: public osg::NodeCallback
{
public:
float _previous;
osg::Vec3 _pos;
osg::ref_ptr<osgAnimation::Motion> _motion;
EaseMotionSampler(const osg::Vec3& pos):
_previous (0.0f),
_pos (pos) {
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) {
if(!_motion.valid()) return;
osg::MatrixTransform* mt = dynamic_cast<osg::MatrixTransform*>(node);
if(!mt) return;
double t = nv->getFrameStamp()->getSimulationTime();
//这避免了应用开始但是动画不能用的故障
if(_previous == 0.0f) _previous = t;
_motion->update(t - _previous);
_previous = t;
mt->setMatrix(osg::Matrix::translate(_pos * _motion->getValue()));
}
//osgAnimation::Motion来看看他是什么吧,在easeMotion(缓和的移动)类中,EaseMotion中定义了好多的移动方式,TimeBehaviour执行一次还是循环,Motion中三个重要的变量:开始值,改变值,持续时间。
float _startValue;
float _changeValue;
float _duration;
//MathMotionTemplate继承了Motion重写了getValueInNormalizedRange,MathMotionTemplate是一个模板类,通过不同的模板实现不同的效果,看看getValueInNormalizedRange中干了什么,没错,调用了模板
//的getValueAt方法,这样不同的模板就产生了不同的效果,而EaseMotion中实现了很多的数学方法。各
//种曲线函数,如果想实现自己的算法可以重写getValueAt方法,想参考不同的曲线算法都可以参考EaseMotion中的实现。
template<typename T>
void setMotion() {
_motion = new T(M_START, M_DURATION, M_CHANGE, osgAnimation::Motion::LOOP);
EASE_MOTION_GEODE->removeDrawables(0, EASE_MOTION_GEODE->getNumDrawables());
EASE_MOTION_GEODE->addDrawable(createEaseMotionGeometry(_motion.get()));
}
};
//鼠标操作的一系列响应
struct ColorLabel: public osgWidget::Label {
ColorLabel(const char* label):
osgWidget::Label(label, "") {
setFont("fonts/VeraMono.ttf");
setFontSize(14);
setFontColor(1.0f, 1.0f, 1.0f, 1.0f);
setColor(0.3f, 0.3f, 0.3f, 1.0f);
setPadding(2.0f);
setCanFill(true);
addSize(150.0f, 25.0f);
setLabel(label);
setEventMask(osgWidget::EVENT_MOUSE_PUSH | osgWidget::EVENT_MASK_MOUSE_MOVE);
}
bool mousePush(double, double, const osgWidget::WindowManager*) {
osgWidget::Table* p = dynamic_cast<osgWidget::Table*>(_parent);
if(!p) return false;
p->hide();
const std::string& name = getName();
if(!name.compare("OutQuadMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutQuadMotion>()
;
else if(!name.compare("InQuadMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InQuadMotion>()
;
else if(!name.compare("InOutQuadMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutQuadMotion>()
;
else if(!name.compare("OutCubicMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutCubicMotion>()
;
else if(!name.compare("InCubicMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InCubicMotion>()
;
else if(!name.compare("InOutCubicMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutCubicMotion>()
;
else if(!name.compare("OutQuartMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutQuartMotion>()
;
else if(!name.compare("InQuartMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InQuartMotion>()
;
else if(!name.compare("InOutQuartMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutQuartMotion>()
;
else if(!name.compare("OutBounceMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutBounceMotion>()
;
else if(!name.compare("InBounceMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InBounceMotion>()
;
else if(!name.compare("InOutBounceMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutBounceMotion>()
;
else if(!name.compare("OutElasticMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutElasticMotion>()
;
else if(!name.compare("InElasticMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InElasticMotion>()
;
else if(!name.compare("InOutElasticMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutElasticMotion>()
;
else if(!name.compare("OutSineMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutSineMotion>()
;
else if(!name.compare("InSineMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InSineMotion>()
;
else if(!name.compare("InOutSineMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutSineMotion>()
;
else if(!name.compare("OutBackMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutBackMotion>()
;
else if(!name.compare("InBackMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InBackMotion>()
;
else if(!name.compare("InOutBackMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutBackMotion>()
;
else if(!name.compare("OutCircMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutCircMotion>()
;
else if(!name.compare("InCircMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InCircMotion>()
;
else if(!name.compare("InOutCircMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutCircMotion>()
;
else if(!name.compare("OutExpoMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::OutExpoMotion>()
;
else if(!name.compare("InExpoMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InExpoMotion>()
;
else if(!name.compare("InOutExpoMotion"))
EASE_MOTION_SAMPLER->setMotion<osgAnimation::InOutExpoMotion>()
;
else EASE_MOTION_SAMPLER->setMotion<osgAnimation::LinearMotion>();
return true;
}
bool mouseEnter(double, double, const osgWidget::WindowManager*) {
setColor(0.9f, 0.6f, 0.1f, 1.0f);
return true;
}
bool mouseLeave(double, double, const osgWidget::WindowManager*) {
setColor(0.3f, 0.3f, 0.3f, 1.0f);
return true;
}
};
//添加响应组件,ColorLabelMenu设计了简单的交互,显隐
class ColorLabelMenu: public ColorLabel {
osg::ref_ptr<osgWidget::Table> _window;
public:
ColorLabelMenu(const char* label):
ColorLabel(label) {
_window = new osgWidget::Table(std::string("Menu_") + label, 6, 5);
_window->addWidget(new ColorLabel("OutQuadMotion"), 0, 0);
_window->addWidget(new ColorLabel("InQuadMotion"), 1, 0);
_window->addWidget(new ColorLabel("InOutQuadMotion"), 2, 0);
_window->addWidget(new ColorLabel("OutCubicMotion"), 3, 0);
_window->addWidget(new ColorLabel("InCubicMotion"), 4, 0);
_window->addWidget(new ColorLabel("InOutCubicMotion"), 5, 0);
_window->addWidget(new ColorLabel("OutQuartMotion"), 0, 1);
_window->addWidget(new ColorLabel("InQuartMotion"), 1, 1);
_window->addWidget(new ColorLabel("InOutQuartMotion"), 2, 1);
_window->addWidget(new ColorLabel("OutBounceMotion"), 3, 1);
_window->addWidget(new ColorLabel("InBounceMotion"), 4, 1);
_window->addWidget(new ColorLabel("InOutBounceMotion"), 5, 1);
_window->addWidget(new ColorLabel("OutElasticMotion"), 0, 2);
_window->addWidget(new ColorLabel("InElasticMotion"), 1, 2);
_window->addWidget(new ColorLabel("InOutElasticMotion"), 2, 2);
_window->addWidget(new ColorLabel("OutSineMotion"), 3, 2);
_window->addWidget(new ColorLabel("InSineMotion"), 4, 2);
_window->addWidget(new ColorLabel("InOutSineMotion"), 5, 2);
_window->addWidget(new ColorLabel("OutBackMotion"), 0, 3);
_window->addWidget(new ColorLabel("InBackMotion"), 1, 3);
_window->addWidget(new ColorLabel("InOutBackMotion"), 2, 3);
_window->addWidget(new ColorLabel("OutCircMotion"), 3, 3);
_window->addWidget(new ColorLabel("InCircMotion"), 4, 3);
_window->addWidget(new ColorLabel("InOutCircMotion"), 5, 3);
_window->addWidget(new ColorLabel("OutExpoMotion"), 0, 4);
_window->addWidget(new ColorLabel("InExpoMotion"), 1, 4);
_window->addWidget(new ColorLabel("InOutExpoMotion"), 2, 4);
_window->addWidget(new ColorLabel("Linear"), 3, 4);
_window->resize();
}
void managed(osgWidget::WindowManager* wm) {
osgWidget::Label::managed(wm);
wm->addChild(_window.get());
_window->hide();
}
void positioned() {
osgWidget::Label::positioned();
_window->setOrigin(_parent->getX(), _parent->getY() + _parent->getHeight());
}
bool mousePush(double, double, const osgWidget::WindowManager*) {
if(!_window->isVisible()) _window->show();
else _window->hide();
return true;
}
};
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
//osgWidget是通过HUD来实现的一个嵌入OSG中的响应界面
//WindowManager 是osgWidget管理类,继承自Switch,可以识别事件的响应,添加各种窗体
//WindowManager还可以支持Lua、Python等脚本文件,通过ScriptEngine进行脚本解析。Event定义事件,EventInterface定义响应事件的接口。通过StyleManager来定义窗体的样式。
osgWidget::WindowManager* wm = new osgWidget::WindowManager(
&viewer,
WINDOW_WIDTH,
WINDOW_HEIGHT,
MASK_2D
);
//Label,继承Widget,可以设置样式、位置、文字等,ColorLabel继承Label,主要为了重新mousePush mouseEnter mouseLeave事件。
//ColorLabelMenu继承了ColorLabel添加了更多的ColorLabel,addWidget的几个参数就是加入的窗体在table中的位置。
//创建窗口菜单,水平对齐
osgWidget::Window* menu = new osgWidget::Box("menu", osgWidget::Box::HORIZONTAL);
menu->addWidget(new ColorLabelMenu("Choose EaseMotion"));
menu->getBackground()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
menu->setPosition(15.0f, 15.0f, 0.0f);
wm->addChild(menu);
osg::Group* group = new osg::Group();
osg::Geode* geode = new osg::Geode();
osg::MatrixTransform* mt = new osg::MatrixTransform();
//这几行代码,把一个球,一条曲线加入到mt中,mt设置了callback,每一帧都调用operator方法更新自身的位置,实现根据motion进行移动。
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(), 4.0f)));
EASE_MOTION_SAMPLER = new EaseMotionSampler(osg::Vec3(50.0f, 0.0f, 0.0f));
EASE_MOTION_GEODE = new osg::Geode();
mt->addChild(geode);
mt->setUpdateCallback(EASE_MOTION_SAMPLER);
mt->setNodeMask(MASK_3D);
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
viewer.getCameraManipulator()->setHomePosition(
osg::Vec3d(0.0f, 0.0f, 200.0f),
osg::Vec3d(20.0f, 0.0f, 0.0f),
osg::Vec3d(0.0f, 1.0f, 0.0f)
);
viewer.home();
group->addChild(mt);
group->addChild(EASE_MOTION_GEODE);
return osgWidget::createExample(viewer, wm, group);
}