#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/ComputeBoundsVisitor>
#include <osgUtil/Optimizer>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGA/TrackballManipulator>
#include <osgSim/OverlayNode>
#include <osgViewer/Viewer>
osg::AnimationPath* createAnimationPath(const osg::Vec3& center, float radius, double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI / ((float)numSamples - 1.0f);
float roll = osg::inDegrees(30.0f);
double time = 0.0f;
double time_delta = looptime / (double)numSamples;
for (int i = 0; i < numSamples; ++i)
{
osg::Vec3 position(center + osg::Vec3(sinf(yaw)*radius, cosf(yaw)*radius, 0.0f));
osg::Quat rotation(osg::Quat(roll, osg::Vec3(0.0, 1.0, 0.0))*osg::Quat(-(yaw + osg::inDegrees(90.0f)), osg::Vec3(0.0, 0.0, 1.0)));
animationPath->insert(time, osg::AnimationPath::ControlPoint(position, rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
}
osg::Node* createBase(const osg::Vec3& center, float radius)
{
int numTilesX = 10;
int numTilesY = 10;
float width = 2 * radius;
float height = 2 * radius;
osg::Vec3 v000(center - osg::Vec3(width*0.5f, height*0.5f, 0.0f));
osg::Vec3 dx(osg::Vec3(width / ((float)numTilesX), 0.0, 0.0f));
osg::Vec3 dy(osg::Vec3(0.0f, height / ((float)numTilesY), 0.0f));
// fill in vertices for grid, note numTilesX+1 * numTilesY+1...
osg::Vec3Array* coords = new osg::Vec3Array;
int iy;
for (iy = 0; iy <= numTilesY; ++iy)
{
for (int ix = 0; ix <= numTilesX; ++ix)
{
coords->push_back(v000 + dx * (float)ix + dy * (float)iy);
}
}
//Just two colours - black and white.
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); // white
colors->push_back(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); // black
osg::ref_ptr<osg::DrawElementsUShort> whitePrimitives = new osg::DrawElementsUShort(GL_QUADS);
osg::ref_ptr<osg::DrawElementsUShort> blackPrimitives = new osg::DrawElementsUShort(GL_QUADS);
int numIndicesPerRow = numTilesX + 1;
for (iy = 0; iy < numTilesY; ++iy)
{
for (int ix = 0; ix < numTilesX; ++ix)
{
osg::DrawElementsUShort* primitives = ((iy + ix) % 2 == 0) ? whitePrimitives.get() : blackPrimitives.get();
primitives->push_back(ix + (iy + 1)*numIndicesPerRow);
primitives->push_back(ix + iy * numIndicesPerRow);
primitives->push_back((ix + 1) + iy * numIndicesPerRow);
primitives->push_back((ix + 1) + (iy + 1)*numIndicesPerRow);
}
}
// set up a single normal
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
osg::Geometry* geom = new osg::Geometry;
geom->setVertexArray(coords);
geom->setColorArray(colors, osg::Array::BIND_PER_PRIMITIVE_SET);
geom->setNormalArray(normals, osg::Array::BIND_OVERALL);
geom->addPrimitiveSet(whitePrimitives.get());
geom->addPrimitiveSet(blackPrimitives.get());
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geom);
return geode;
}
osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath(center, radius, animationLength);
osg::ref_ptr<osg::Group> model = new osg::Group;
osg::ref_ptr<osg::Node> glider = osgDB::readRefNodeFile("D:\\Project\\Data\\osg_data\\cessna.osgt");
if (glider)
{
const osg::BoundingSphere& bs = glider->getBound();
float size = radius / bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size, size, size)*
osg::Matrix::rotate(osg::inDegrees(-90.0f), 0.0f, 0.0f, 1.0f));
positioned->addChild(glider);
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath, 0.0, 1.0));
xform->addChild(positioned);
model->addChild(xform);
}
osg::ref_ptr<osg::Node> cessna = osgDB::readRefNodeFile("D:\\Project\\Data\\osg_data\\cessna.osgt");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
float size = radius / bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size, size, size)*
osg::Matrix::rotate(osg::inDegrees(180.0f), 0.0f, 0.0f, 1.0f));
positioned->setMatrix(osg::Matrix::translate(-center * 0.6));
positioned->addChild(cessna);
osg::ref_ptr<osg::MatrixTransform> xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath, 0.0f, 2.0));
xform->addChild(positioned);
model->addChild(xform);
}
return model.release();
}
osg::ref_ptr<osg::Group> createModel(bool overlay, osgSim::OverlayNode::OverlayTechnique technique)
{
osg::ref_ptr<osg::Node> cessna = osgDB::readRefNodeFile("D:\\Project\\Data\\osg_data\\lz.osg");
osg::ComputeBoundsVisitor cbv;
cessna->accept(cbv);
osg::BoundingBox boundingBox = cbv.getBoundingBox();
osg::Vec3 center(0.0f, 0.0f, 0.0f);
float radius = 100.0f;
osg::ref_ptr<osg::Group> root = new osg::Group;
float baseHeight = center.z() - radius * 0.5;
osg::ref_ptr<osg::Node> baseModel = createBase(osg::Vec3(center.x(), center.y(), baseHeight), radius);
osg::ref_ptr<osg::Node> movingModel = createMovingModel(osg::Vec3(boundingBox.xMin(), boundingBox.yMin(),0.0), radius*0.8f);
//osg::ref_ptr<osg::Node> movingModel = createMovingModel(center, radius*0.8f);
if (overlay)
{
osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique);
overlayNode->setContinuousUpdate(true);
overlayNode->setOverlaySubgraph(new osg::Group);
overlayNode->setOverlayBaseHeight(boundingBox.zMin());
overlayNode->addChild(osg::ref_ptr<osg::Node>());
//overlayNode->setOverlayBaseHeight(baseHeight - 0.01);
//overlayNode->addChild(baseModel);
root->addChild(overlayNode);
osg::Group* group = dynamic_cast<osg::Group*>(overlayNode->getOverlaySubgraph());
group->addChild(movingModel);
}
else
{
root->addChild(baseModel);
}
//root->addChild(movingModel);
return root;
}
int main(int argc, char **argv)
{
bool overlay = true;
osg::ArgumentParser arguments(&argc, argv);
while (arguments.read("--overlay")) overlay = true;
osgSim::OverlayNode::OverlayTechnique technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY;
while (arguments.read("--object")) { technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; overlay = true; }
while (arguments.read("--ortho") || arguments.read("--orthographic")) { technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; overlay = true; }
while (arguments.read("--persp") || arguments.read("--perspective")) { technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY; overlay = true; }
// initialize the viewer.
osgViewer::Viewer viewer;
// load the nodes from the commandline arguments.
osg::ref_ptr<osg::Group> model = createModel(overlay, technique);
if (!model)
{
return 1;
}
// tilt the scene so the default eye position is looking down on the model.
osg::ref_ptr<osg::MatrixTransform> rootnode = new osg::MatrixTransform;
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f), 1.0f, 0.0f, 0.0f));
rootnode->addChild(model);
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(rootnode);
// set the scene to render
viewer.setSceneData(rootnode);
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
#if 0
// use of custom simulation time.
viewer.realize();
double simulationTime = 0.0;
while (!viewer.done())
{
viewer.frame(simulationTime);
simulationTime += 0.001;
}
return 0;
#else
// normal viewer usage.
return viewer.run();
#endif
}
OSG 矢量贴地显示示例
最新推荐文章于 2024-08-08 18:37:26 发布