-
简介
这节课将在第四课的基础上进行扩展,创建3D物体。我们将三角形变为3D的三棱锥形,把四边形变为立方体。同时三棱锥沿Y轴旋转,四边形沿着(1,1,1)方向旋转。
-
实现
本课与第二课十分类似,只需要多绘制几个面即可,三棱锥的绘制代码如下
osg::Geometry *triangleGeometry = new osg::Geometry;
osg::Vec3Array *triangleVertexArray = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(TriangleVertices); ++i)
{
triangleVertexArray->push_back(osg::Vec3(TriangleVertices[i][0], TriangleVertices[i][1], TriangleVertices[i][2]));
}
triangleGeometry->setVertexArray(triangleVertexArray);
osg::Vec4Array *triangleColorArray = new osg::Vec4Array;
for (unsigned i = 0; i < sizeof(TriangleColors); ++i)
{
triangleColorArray->push_back(osg::Vec4(TriangleColors[i][0], TriangleColors[i][1], TriangleColors[i][2], 1.0f));
}
triangleGeometry->setColorArray(triangleColorArray);
triangleGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 12));
在这里需要注意在DrawArrays类的构造函数需要将第三个参数修改为所有Vertex的总数,即12个
以下是立方体的绘制代码
osg::Geometry *quadGeometry = new osg::Geometry;
osg::Vec3Array *quadVertexArray = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(QuadVertices); ++i)
{
quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2]));
}
quadGeometry->setVertexArray(quadVertexArray);
int first = 0;
for (unsigned i = 0; i < 6; ++i)
{
osg::DrawArrays *vertexIndices = new osg::DrawArrays(osg::PrimitiveSet::QUADS, first, 4);
first += 4;
quadGeometry->addPrimitiveSet(vertexIndices);
}
osg::Vec4Array *quadColorArray = new osg::Vec4Array;
for (unsigned i = 0; i < sizeof(QuadColors); ++i)
{
quadColorArray->push_back(osg::Vec4(QuadColors[i][0], QuadColors[i][1], QuadColors[i][2], 1.0f));
}
quadGeometry->setColorArray(quadColorArray);
quadGeometry->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);
注意到颜色绑定的方式是每个PrimitiveSet绑定一次,总共需要6个颜色值。
此处如果使用DrawArrayLengths那么绑定的方式不能设置为BIND_PER_PRIMITIVE_SET,因为它只是一个PrimitiveSet,只会绑定第一个颜色值。
编译运行程序
附:本课源码(源码中可能存在错误和不足,仅供参考)
#include "../osgNeHe.h"
#include <QtCore/QTimer>
#include <QtGui/QApplication>
#include <QtGui/QVBoxLayout>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgQt/GraphicsWindowQt>
#include <osg/MatrixTransform>
#include <osg/NodeVisitor>
#include <osg/AnimationPath>
float TriangleVertices[][3] = { {0.0f, 1.0f, 0.0f}, {-1.0f,-1.0f, 1.0f}, { 1.0f,-1.0f, 1.0f},
{0.0f, 1.0f, 0.0f}, {1.0f,-1.0f, 1.0f}, { 1.0f,-1.0f, -1.0f},
{0.0f, 1.0f, 0.0f},{1.0f,-1.0f, -1.0f},{ -1.0f,-1.0f, -1.0f},
{0.0f, 1.0f, 0.0f}, {-1.0f,-1.0f, -1.0f}, { -1.0f,-1.0f, 1.0f} };
float TriangleColors[][3] = { { 1.0f, 0.0f, 0.0f}, { 0.0f,1.0f,0.0f}, { 0.0f,0.0f,1.0f},
{ 1.0f, 0.0f, 0.0f}, { 0.0f,0.0f,1.0f}, { 0.0f,1.0f,0.0f},
{ 1.0f, 0.0f, 0.0f}, { 0.0f,1.0f,0.0f}, { 0.0f,0.0f,1.0f},
{ 1.0f,0.0f,0.0f}, { 0.0f,0.0f,1.0f},{ 0.0f,1.0f,0.0f} };
float QuadVertices[][3] = {
{1.0f, 1.0f,-1.0f}, // Top Right Of The Quad (Top)
{-1.0f, 1.0f,-1.0f}, // Top Left Of The Quad (Top)
{-1.0f, 1.0f, 1.0f}, // Bottom Left Of The Quad (Top)
{ 1.0f, 1.0f, 1.0f}, // Bottom Right Of The Quad (Top)};
{ 1.0f,-1.0f, 1.0f}, // Top Right Of The Quad {Bottom}
{-1.0f,-1.0f, 1.0f}, // Top Left Of The Quad {Bottom}
{-1.0f,-1.0f,-1.0f}, // Bottom Left Of The Quad {Bottom}
{ 1.0f,-1.0f,-1.0f}, // Bottom Right Of The Quad {Bottom}
{ 1.0f, 1.0f, 1.0f}, // Top Right Of The Quad {Front}
{-1.0f, 1.0f, 1.0f}, // Top Left Of The Quad {Front}
{-1.0f,-1.0f, 1.0f}, // Bottom Left Of The Quad {Front}
{ 1.0f,-1.0f, 1.0f}, // Bottom Right Of The Quad {Front}
{ 1.0f,-1.0f,-1.0f}, // Top Right Of The Quad {Back}
{-1.0f,-1.0f,-1.0f}, // Top Left Of The Quad {Back}
{-1.0f, 1.0f,-1.0f}, // Bottom Left Of The Quad {Back}
{ 1.0f, 1.0f,-1.0f}, // Bottom Right Of The Quad {Back}
{-1.0f, 1.0f, 1.0f}, // Top Right Of The Quad {Left}
{-1.0f, 1.0f,-1.0f}, // Top Left Of The Quad {Left}
{-1.0f,-1.0f,-1.0f}, // Bottom Left Of The Quad {Left}
{-1.0f,-1.0f, 1.0f}, // Bottom Right Of The Quad {Left}
{ 1.0f, 1.0f,-1.0f}, // Top Right Of The Quad {Right}
{ 1.0f, 1.0f, 1.0f}, // Top Left Of The Quad {Right}
{ 1.0f,-1.0f, 1.0f}, // Bottom Left Of The Quad {Right}
{ 1.0f,-1.0f,-1.0f} // Bottom Right Of The Quad {Right}
};
const float QuadColors[][3] ={{ 0.0f,1.0f,0.0f },{ 1.0f,0.5f,0.0f },{ 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 0.0f },{ 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f } };
class ViewerWidget : public QWidget, public osgViewer::Viewer
{
public:
ViewerWidget(osg::Node *scene = NULL)
{
QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);
QVBoxLayout* layout = new QVBoxLayout;
layout->addWidget(renderWidget);
layout->setContentsMargins(0, 0, 0, 1);
setLayout( layout );
connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );
_timer.start( 10 );
}
QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )
{
osg::Camera* camera = this->getCamera();
camera->setGraphicsContext( gw );
const osg::GraphicsContext::Traits* traits = gw->getTraits();
camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 1.0) );
camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );
camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );
camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 1), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
this->setSceneData( scene );
return gw->getGLWidget();
}
osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )
{
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->windowName = name;
traits->windowDecoration = windowDecoration;
traits->x = x;
traits->y = y;
traits->width = w;
traits->height = h;
traits->doubleBuffer = true;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
return new osgQt::GraphicsWindowQt(traits.get());
}
virtual void paintEvent( QPaintEvent* event )
{
frame();
}
protected:
QTimer _timer;
};
//////////////////////////////////////////////////////////////////////////
osg::Node* buildScene()
{
osg::Group *root = new osg::Group;
osg::MatrixTransform *triangleMT = new osg::MatrixTransform;
triangleMT->setMatrix(osg::Matrix::translate(-1.5, 0.0, -6.0));
osg::AnimationPathCallback *triangleAnimationCallback =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Y_AXIS, 2);
osg::MatrixTransform *triangleRotMT = new osg::MatrixTransform;
triangleRotMT->setUpdateCallback(triangleAnimationCallback);
osg::Geometry *triangleGeometry = new osg::Geometry;
osg::Vec3Array *triangleVertexArray = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(TriangleVertices); ++i)
{
triangleVertexArray->push_back(osg::Vec3(TriangleVertices[i][0], TriangleVertices[i][1], TriangleVertices[i][2]));
}
triangleGeometry->setVertexArray(triangleVertexArray);
osg::Vec4Array *triangleColorArray = new osg::Vec4Array;
for (unsigned i = 0; i < sizeof(TriangleColors); ++i)
{
triangleColorArray->push_back(osg::Vec4(TriangleColors[i][0], TriangleColors[i][1], TriangleColors[i][2], 1.0f));
}
triangleGeometry->setColorArray(triangleColorArray);
triangleGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 12));
osg::Geode *triangleGeode = new osg::Geode;
triangleGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
triangleGeode->addDrawable(triangleGeometry);
triangleRotMT->addChild(triangleGeode);
triangleMT->addChild(triangleRotMT);
//四边形部分
osg::MatrixTransform *quadMT = new osg::MatrixTransform;
quadMT->setMatrix(osg::Matrix::translate(1.5, 0.0, -6.0));
osg::AnimationPathCallback *quadAnimationCallback =
new osg::AnimationPathCallback(osg::Vec3d(0, 0, 0), osg::Vec3(1, 1, 1), 2.5);
osg::MatrixTransform *quadRotMT = new osg::MatrixTransform;
quadRotMT->setUpdateCallback(quadAnimationCallback);
osg::Geometry *quadGeometry = new osg::Geometry;
osg::Vec3Array *quadVertexArray = new osg::Vec3Array;
for (unsigned i = 0; i < sizeof(QuadVertices); ++i)
{
quadVertexArray->push_back(osg::Vec3(QuadVertices[i][0], QuadVertices[i][1], QuadVertices[i][2]));
}
quadGeometry->setVertexArray(quadVertexArray);
int first = 0;
for (unsigned i = 0; i < 6; ++i)
{
osg::DrawArrays *vertexIndices = new osg::DrawArrays(osg::PrimitiveSet::QUADS, first, 4);
first += 4;
quadGeometry->addPrimitiveSet(vertexIndices);
}
//////////////////////////////////////////////////////////////////////////
//osg::DrawArrayLengths是一个PrimitiveSet,绑定颜色方式为BIND_PER_PRIMITIVE_SET
//会出失败,只能显示为一种颜色
//osg::DrawArrayLengths *v = new osg::DrawArrayLengths(osg::PrimitiveSet::QUADS, 0);
//for (unsigned i = 0; i < 6; ++i)
//{
// v->push_back(4);
//}
//quadGeometry->addPrimitiveSet(v);
osg::Vec4Array *quadColorArray = new osg::Vec4Array;
for (unsigned i = 0; i < sizeof(QuadColors); ++i)
{
quadColorArray->push_back(osg::Vec4(QuadColors[i][0], QuadColors[i][1], QuadColors[i][2], 1.0f));
}
quadGeometry->setColorArray(quadColorArray);
quadGeometry->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);
osg::Geode *quadGeode = new osg::Geode;
quadGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
quadGeode->addDrawable(quadGeometry);
quadRotMT->addChild(quadGeode);
quadMT->addChild(quadRotMT);
root->addChild(triangleMT);
root->addChild(quadMT);
return root;
}
int main( int argc, char** argv )
{
QApplication app(argc, argv);
ViewerWidget* viewWidget = new ViewerWidget(buildScene());
viewWidget->setGeometry( 100, 100, 640, 480 );
viewWidget->show();
return app.exec();
}