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简介
NeHe教程在这节课向我们介绍了轨迹球技术。轨迹球技术可以让用户使用鼠标直接旋转物体,这是所有交互式3D软件必须提供的最基本的功能。在OSG中已经提供了功能强大的漫游器,包括TrackballManipulator、FirstPersonManipulator、DriveManipulator等等,具体实现的代码可以参看osgGA库中的源码部分。
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实现
首先创建场景中的两个几何体:
osg::Geode* createSphereGeode()
osg::Geode* createTorusGeode(float MinorRadius, float MajorRadius)将两者添加到场景根节点中
osg::MatrixTransform *torusMT = new osg::MatrixTransform;
torusMT->setMatrix(osg::Matrix::translate(-1.5, 0.0, -6.0));
torusMT->addChild(createTorusGeode(0.3,1.0));
osg::MatrixTransform *sphereMT = new osg::MatrixTransform;
sphereMT->setMatrix(osg::Matrix::translate(1.5, 0.0, -6.0));
sphereMT->addChild(createSphereGeode());
root->addChild(torusMT);
root->addChild(sphereMT);最后只需要添加一行代码,将漫游器添加到场景之中:
this->setCameraManipulator(new osgGA::TrackballManipulator);编译运行程序:
附:本课源码(源码中可能存在着错误和不足之处,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/ShapeDrawable>
#include <osgGA/TrackballManipulator>
osg::Geode* createSphereGeode()
{
osg::Geode *sphereGeode = new osg::Geode;
osg::ShapeDrawable *shapeDrawable = new osg::ShapeDrawable;
shapeDrawable->setShape(new osg::Sphere(osg::Vec3(), 1.3));
shapeDrawable->setColor(osg::Vec4(1.0f,0.75f,0.75f, 1.0f));
sphereGeode->addDrawable(shapeDrawable);
return sphereGeode;
}
osg::Geode* createTorusGeode(float MinorRadius, float MajorRadius)
{
osg::Geode *geode = new osg::Geode;
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec3Array *normalArray = new osg::Vec3Array;
osg::Vec3Array *colorArray = new osg::Vec3Array;
colorArray->push_back(osg::Vec3(0.75f,0.75f,1.0f));
for (int i=0; i<20; i++ ) // Stacks
{
for (int j=-1; j<20; j++) // Slices
{
float wrapFrac = (j%20)/(float)20;
float phi = 2* osg::PI*wrapFrac;
float sinphi = float(sin(phi));
float cosphi = float(cos(phi));
float r = MajorRadius + MinorRadius*cosphi;
normalArray->push_back(osg::Vec3(float(sin(2* osg::PI*(i%20+wrapFrac)/(float)20))*cosphi, sinphi, float(cos(2* osg::PI*(i%20+wrapFrac)/(float)20))*cosphi));
vertexArray->push_back(osg::Vec3(float(sin(2* osg::PI*(i%20+wrapFrac)/(float)20))*r,MinorRadius*sinphi,float(cos(2* osg::PI*(i%20+wrapFrac)/(float)20))*r));
normalArray->push_back(osg::Vec3(float(sin(2* osg::PI*(i+1%20+wrapFrac)/(float)20))*cosphi, sinphi, float(cos(2* osg::PI*(i+1%20+wrapFrac)/(float)20))*cosphi));
vertexArray->push_back(osg::Vec3(float(sin(2* osg::PI*(i+1%20+wrapFrac)/(float)20))*r,MinorRadius*sinphi,float(cos(2* osg::PI*(i+1%20+wrapFrac)/(float)20))*r));
}
}
geometry->setVertexArray(vertexArray);
geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, vertexArray->size()));
geode->addDrawable(geometry);
return geode;
}
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 );
//添加轨迹球
this->setCameraManipulator(new osgGA::TrackballManipulator);
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 *torusMT = new osg::MatrixTransform;
torusMT->setMatrix(osg::Matrix::translate(-1.5, 0.0, -6.0));
torusMT->addChild(createTorusGeode(0.3,1.0));
osg::MatrixTransform *sphereMT = new osg::MatrixTransform;
sphereMT->setMatrix(osg::Matrix::translate(1.5, 0.0, -6.0));
sphereMT->addChild(createSphereGeode());
root->addChild(torusMT);
root->addChild(sphereMT);
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();
}

本文介绍了一种在3D环境中使用的轨迹球技术,该技术允许用户通过鼠标操作来旋转场景中的物体。文章详细展示了如何在OSG中利用TrackballManipulator实现这一功能,并提供了一个具体的示例代码。
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