OSG HUD实时显示视点坐标

代码
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osg/Geode>
#include <osg/Depth>
#include <osg/Camera>
#include <osgText/Text>
#include <osgGA/TrackballManipulator>
#include <sstream>
#pragma comment( lib, "osgd.lib")//.在Debug版本下的库名都加d,如"osgd.lib"
#pragma comment( lib, "osgDBd.lib")
#pragma comment( lib, "osgViewerd.lib")
#pragma comment( lib, "osgTextd.lib")
#pragma comment( lib, "osgGAd.lib")
using namespace std;
//事件类
class CHUD_viewPoint : public osgGA::GUIEventHandler
{
public:
CHUD_viewPoint(osgText::Text* updateText):m_text(updateText) {}
~CHUD_viewPoint() {}
virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa);
void UpdateText(osgViewer::Viewer* viewer, const osgGA::GUIEventAdapter&);
void setLabel(const std::string& name)
{
if (m_text.get())
{
m_text->setText(name);
}
}
protected:
osg::Vec3 m_vPosEye;//视点坐标
osg::ref_ptr<osgText::Text> m_text;//视点信息,会动态改变
};
bool CHUD_viewPoint::handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
{
switch (ea.getEventType())
{
case(osgGA::GUIEventAdapter::FRAME):
{
osgViewer::Viewer* viewer = dynamic_cast<osgViewer::Viewer*>(&aa);
if (viewer)
{
osg::Vec3 vCenter, vUp;
viewer->getCamera()->getViewMatrixAsLookAt(m_vPosEye, vCenter, vUp);//获取视点信息
UpdateText(viewer, ea);//更新文字信息
}
return true;
}
default:
return false;
}
}
void CHUD_viewPoint::UpdateText(osgViewer::Viewer* viewer, const osgGA::GUIEventAdapter&)
{
std::string gdlist = "";
std::ostringstream os;
os << "Eye( X: " << m_vPosEye[0] << " Y: " << m_vPosEye[1] << " Z: " << m_vPosEye[2] << ")";
gdlist = os.str();
setLabel(gdlist);
}
osg::Node* createHUD_viewPoint(osgText::Text* text)
{
//文字
//osgText::Text* text = new osgText::Text;
//设置字体
std::string caiyun("fonts /STCAIYUN.TTF");//此处设置的是汉字字体
text->setFont(caiyun);
//设置文字显示的位置
osg::Vec3 position(100.0f, 100.0f, 0.0f);
text->setPosition(position);
text->setColor(osg::Vec4(1, 1, 0, 1));
text->setText(L"");//设置显示的文字
text->setCharacterSize(15);
text->setDataVariance(osg::Object::DYNAMIC);//一定要设置字体为动态,否则程序会卡住,死在那里。(参照osgcatch)
//几何体节点
osg::Geode* geode = new osg::Geode();
geode->addDrawable(text);//将文字Text作这drawable加入到Geode节点中
//设置状态
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);//关闭灯光
stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);//关闭深度测试
//打开GL_BLEND混合模式(以保证Alpha纹理正
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
//相机
osg::Camera* camera = new osg::Camera;
//设置透视矩阵
camera->setProjectionMatrix(osg::Matrix::ortho2D(0, 600, 0, 600));//正交投影
//设置绝对参考坐标系,确保视图矩阵不会被上级节点的变换矩阵影响
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
//视图矩阵为默认的
camera->setViewMatrix(osg::Matrix::identity());
//设置背景为透明,否则的话可以设置ClearColor
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setAllowEventFocus(false);//不响应事件,始终得不到焦点
//设置渲染顺序,必须在最后渲染
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->addChild(geode);//将要显示的Geode节点加入到相机
return camera;
};
int main(int argc, char **argv)
{
osgViewer::Viewer viewer;
viewer.setUpViewInWindow(100, 100, 1080, 960);
osg::ref_ptr<osg::Node> model = osgDB::readNodeFile("fountain.osg");
osg::ref_ptr<osg::Group> root = new osg::Group;
root->addChild(model.get());//加入某个模型
osgText::Text* text = new osgText::Text;
osg::ref_ptr< CHUD_viewPoint> pHUD = new CHUD_viewPoint(text);
root->addChild(createHUD_viewPoint(text));//加入HUD文字
viewer.addEventHandler(pHUD.get());
viewer.setSceneData(root.get());
viewer.realize();
viewer.run();
return 0;
}
效果
