上一篇文章讲解了如何绘制一个几何图形,那么在绘制的时候如何控制绘制的过程呢?
还是使用到了回调
osg::Drawable::UpdateCallback
定义回调类:
#pragma once
#include <osg/Drawable>
class GeoCallBack : public osg::Drawable::UpdateCallback {
public:
GeoCallBack();
~GeoCallBack();
virtual void update(osg::NodeVisitor*, osg::Drawable*) override;
private:
float _angle = 0.0;
};
#include "GeoCallBack.h"
#include "osgInc.h"
GeoCallBack::GeoCallBack() {
}
GeoCallBack::~GeoCallBack() {
}
void GeoCallBack::update(osg::NodeVisitor*nv, osg::Drawable*da) {
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(da);
if (geom != nullptr ){
osg::Vec3Array* pts = dynamic_cast<osg::Vec3Array*>(geom->getVertexArray());
if (pts != nullptr){
_angle += 1.0;
osg::Vec3 &it = pts->back();
it.set(osg::Vec3f(10.0 *cos(_angle), 0.0, 10.0*sin(_angle)));
pts->dirty();
}
}
}
调用:
void create4Geo() {
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
root->addChild(geode);
//设置顶点数组
osg::ref_ptr<osg::Vec3Array> vex = new osg::Vec3Array;
vex->push_back(osg::Vec3(-3.0, 0.0, 0.0));
vex->push_back(osg::Vec3(3.0, 0.0, 0.0));
osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry;
geometry->setVertexArray(vex);
//设置颜色数组
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0, 1.0, 0.0, 0.5));
colors->push_back(osg::Vec4(1.0, 1.0, 0.0, 0.5));
geometry->setColorArray(colors);
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
osg::ref_ptr<osg::PrimitiveSet> primitiveSet = new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP, 0, 2);
geometry->addPrimitiveSet(primitiveSet);
//设置更新回调
geometry->setUpdateCallback(new GeoCallBack());
//设置线宽
osg::ref_ptr<osg::LineWidth> lw = new osg::LineWidth(6.0);
geometry->getOrCreateStateSet()->setAttribute(lw, osg::StateAttribute::ON);
geode->addDrawable(geometry);
osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
viewer->addEventHandler(new osgViewer::WindowSizeHandler());
viewer->setSceneData(root.get());
viewer->realize();
viewer->run();
}
aaa