利用osg::ClipPlane 对节点进行多边形裁切

代码参考

ClipPlane是通过AX+BY+CZ+D的符号来判断裁切范围的

利用多个ClipPlane可以对节点进行多边形切割

代码如下:

#include <osgViewer/Viewer>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Group>
#include <osg/ClipPlane>
#include <osg/ShapeDrawable>
#include <osgUtil/Optimizer>

#include <Eigen/SVD>
#include <Eigen/Dense>  

using namespace Eigen;

///过点A,B,计算一个与normal平行的平面
osg::Vec4d ComputePlane(osg::Vec3d A, osg::Vec3d B, osg::Vec3d normal) {
	osg::Vec3d n = (B-A)^normal;//如果逆时针仍然无法显示,请调整A,B顺序
	return osg::Vec4d(n, -n * A);
}
///用一堆三维点拟合一个平面,返回平面法向,算法:SVD
osg::Vec3d fitPlane(std::vector<osg::Vec3d> points) {
	//中心化
	int n = points.size();
	osg::Vec3d center(0, 0, 0);
	for (int i = 0; i < n; i++)
		center += points[i];
	center /= n;
	MatrixXd A(n,3);
	for (int i = 0; i < points.size(); i++) {
		A(i, 0) = points[i].x() - center.x();
		A(i, 1) = points[i].y() - center.y();
		A(i, 2) = points[i].z() - center.z();
	}
	//AX=0的解 是SVD分解中的V的最后一列
	JacobiSVD<Eigen::MatrixXd> svd(A, ComputeThinU | ComputeThinV);
	MatrixXd V = svd.matrixV();
	osg::Vec3d normal(V(2,0), V(2, 1), V(2, 2));
	return normal;
}
osg::ref_ptr<osg::Node> createClipNode(std::vector<osg::Vec3d> trimPolygon, osg::ref_ptr<osg::Node> subgraph) {
	osg::ref_ptr<osg::Group> root = new osg::Group();
	root->addChild(subgraph.get());
	osg::Vec3d n = fitPlane(trimPolygon);
	trimPolygon.push_back(trimPolygon[0]);//a trick
	for (int i = 1; i < trimPolygon.size(); i++) {
		osg::Vec4d Plane = ComputePlane(trimPolygon[i - 1], trimPolygon[i], n);
		osg::ref_ptr<osg::ClipPlane> cl= new osg::ClipPlane(i - 1, Plane);
		root->getOrCreateStateSet()->setAttributeAndModes(cl.get(), osg::StateAttribute::ON);
	}
	root->setCullingActive(false);
	return root.release();
}
int main()
{
	//绘制长方体
	osg::ref_ptr<osg::Geode> node = new osg::Geode;
	osg::ref_ptr<osg::Box> box = new osg::Box(osg::Vec3(0.0, 0.0, 0.0),192*2,1,108*2);
	node->addDrawable(new osg::ShapeDrawable(box));
	//指定裁剪多边形顶点,只能裁剪凸多边形  
	//注意要逆时针指定,方向反了就都被裁剪掉了
	std::vector<osg::Vec3d> pts;
	pts.push_back(osg::Vec3d(128, 0, 0));
	pts.push_back(osg::Vec3d(64, 0, 72));
	pts.push_back(osg::Vec3d(-64, 0, 72));
	pts.push_back(osg::Vec3d(-128, 0, 0));
	pts.push_back(osg::Vec3d(-64, 0, -72));
	pts.push_back(osg::Vec3d(64, 0, -72));
	//裁切
	osg::ref_ptr<osg::Node> Trim = createClipNode(pts, node);
	//渲染
	osgUtil::Optimizer optimizer;
	optimizer.optimize(Trim.get());
	osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
	viewer->setSceneData(Trim.get());
	viewer->setUpViewInWindow(600, 100, 800, 600);
	viewer->run();

	return 0;
}

 

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A:以下是osg shader动态线的实现代码及应用示例: 实现代码: ``` uniform float lineWidth; uniform vec4 lineColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_PointSize = max(1.0, lineWidth / gl_Position.w); gl_FrontColor = lineColor; } ``` 应用示例: // 定义动态线的线宽和颜色 osg::ref_ptr<osg::Uniform> lineWidthUniform = new osg::Uniform("lineWidth", float(5.0)); osg::ref_ptr<osg::Uniform> lineColorUniform = new osg::Uniform("lineColor", osg::Vec4(1.0, 0.0, 0.0, 1.0)); // 创建动态线节点 osg::ref_ptr<osg::Program> lineProgram = new osg::Program; osg::ref_ptr<osg::Shader> lineVertexShader = new osg::Shader(osg::Shader::VERTEX, lineVertexShaderSource); osg::ref_ptr<osg::Shader> lineFragmentShader = new osg::Shader(osg::Shader::FRAGMENT, lineFragmentShaderSource); lineProgram->addShader(lineVertexShader.get()); lineProgram->addShader(lineFragmentShader.get()); osg::ref_ptr<osg::Geometry> lineGeom = new osg::Geometry; lineGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, 0, linePoints->size())); lineGeom->setVertexArray(lineVertexes.get()); lineGeom->setTexCoordArray(0, lineTexCoords.get()); lineGeom->setProgram(lineProgram.get()); lineGeom->getOrCreateStateSet()->addUniform(lineWidthUniform.get()); lineGeom->getOrCreateStateSet()->addUniform(lineColorUniform.get()); osg::ref_ptr<osg::Geode> lineGeode = new osg::Geode; lineGeode->addDrawable(lineGeom.get()); // 将动态线节点添加到场景图中 osg::ref_ptr<osg::Group> root = new osg::Group; root->addChild(lineGeode.get()); ```

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