osg创建简单图元(2)

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继续上次的QT与osg相结合,在原先的基础上创建简单的几何图元。

#include <QApplication>
 
#include <osgViewer/Viewer>
#include <osgGA/TrackballManipulator>
#include <osgQt/GraphicsWindowQt>
 
#include <osg/ShapeDrawable>
#include <osg/MatrixTransform>
#include <osgManipulator/TabBoxDragger>
#include <osgGA/StateSetManipulator>
#include <osgViewer/ViewerEventHandlers>
#include <osgDB/ReadFile>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/ShapeDrawable>
#include <osg/MatrixTransform>
 
osg::ref_ptr<osg::Geode> CreateBox() {
    osg::ref_ptr<osg::Geode> geode= new osg::Geode;
    osg::ref_ptr<osg::TessellationHints> hints= new osg::TessellationHints;
    osg::ref_ptr<osg::ShapeDrawable> shape= new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(5.0,5.0,5.0),10.0));
    osg::ref_ptr<osg::Material> material= new osg::Material;
    osg::ref_ptr<osg::Texture2D> texture= new osg::Texture2D;
    osg::ref_ptr<osg::Image> image= new osg::Image;
 
    hints->setDetailRatio(0.5);
    //设置颜色
    shape->setColor(osg::Vec4(0.1,0.5,0.5,0.5));
    //设置材质
    material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.5,0.5,0.5,0.5));
    material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.5,0.5,0.5,0.5));
    material->setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(0.5,0.5,0.5,0.5));
    material->setShininess(osg::Material::FRONT_AND_BACK,0.6);
    shape->getOrCreateStateSet()->setAttributeAndModes(material.get(),osg::StateAttribute::ON);
 
    //设置纹理
    image= osgDB::readImageFile("Images/land_shallow_topo_2048.jpg");
    if(image->valid())
        texture->setImage(image);
    shape->getOrCreateStateSet()->setTextureAttributeAndModes(0,texture.get(),osg::StateAttribute::ON);
 
    geode->addDrawable(shape);
    return geode;
}
 
osg::ref_ptr<osg::Geode> CreateTan(){
    osg::ref_ptr<osg::Geode> geode= new osg::Geode;
    osg::ref_ptr<osg::Geometry> geometry= new osg::Geometry;
    osg::ref_ptr<osg::Vec3Array> vects= new osg::Vec3Array;
    osg::ref_ptr<osg::Vec4Array> colors= new osg::Vec4Array;
    osg::ref_ptr<osg::Vec3Array> norm= new osg::Vec3Array;
    //设置定点
    vects->push_back(osg::Vec3(5.0,0.0,0.0));
    vects->push_back(osg::Vec3(0.0,5.0,0.0));
    vects->push_back(osg::Vec3(0.0,0.0,5.0));
    geometry->setVertexArray(vects);
    //设置颜色
    colors->push_back(osg::Vec4(0.5,0.5,0.5,0.5));
    colors->push_back(osg::Vec4(0.5,0.5,0.5,0.5));
    colors->push_back(osg::Vec4(0.5,0.5,0.5,0.5));
    geometry->setColorArray(colors);
 
    //设置绑定方式
    geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
    geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,3));
 
    //设置法线
    norm->push_back(osg::Vec3(2.5,2.5,2.5));
    geometry->setNormalArray(norm);
    geometry->setNormalBinding(osg::Geometry::BIND_OVERALL);
 
    geode->addDrawable(geometry);
    return geode;
}
 
int main( int argc, char** argv )
{
    QApplication app(argc, argv);
    osgQt::initQtWindowingSystem();
    osg::Group* sceneroot = new osg::Group;
    osg::ref_ptr< osg::MatrixTransform> max=  new osg::MatrixTransform;
    //平移变换
    max->setMatrix(osg::Matrix::translate(10.0,0.0,0.0));
    max->addChild(CreateTan());
 
     sceneroot->addChild(CreateBox());
     sceneroot->addChild(max);
     osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer;
     viewer->addEventHandler(new osgViewer::StatsHandler);
 
 
    viewer->setSceneData( sceneroot );
    viewer->setCameraManipulator( new osgGA::TrackballManipulator );
    osgQt::setViewer( viewer.get() );
 
    osgQt::GLWidget* glw = new osgQt::GLWidget;
    osgQt::GraphicsWindowQt* graphicswin = new osgQt::GraphicsWindowQt(glw);
 
    viewer->getCamera()->setViewport( new osg::Viewport(0, 0, glw->width(), glw->height() ) );
    viewer->getCamera()->setGraphicsContext( graphicswin );
 
    glw->show();
 
    return app.exec();
}
 效果图如下: 


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