2012-04-16 61 views
1

我有一个简单OSG程序,这使得一个x,y轴和randomises该轴的内部的点。目的是,这将导致为激光扫描数据制作3D浏览器。 (我知道它以前做过,但我们需要它是超轻量级的)。下面是代码:图像与旋转消失在OSG

#include <osg/Node> 
#include <osg/Group> 
#include <osg/Geode> 
#include <osg/Geometry> 
#include <osg/Texture2D> 
#include <osgDB/ReadFile> 
#include <osgViewer/Viewer> 
#include <osg/PositionAttitudeTransform> 
#include <osgGA/TrackballManipulator> 
#include <time.h> 
#include <cstdlib> 

void addAxis(osg::ref_ptr<osg::Group> root) { 


//ADD Y-Axis 
osg::ref_ptr<osg::Geode> lineGeode = new osg::Geode(); 
osg::ref_ptr<osg::Geometry> yAxis = new osg::Geometry(), xAxis = new osg::Geometry(); 

lineGeode->addDrawable(yAxis); 
lineGeode->addDrawable(xAxis); 
root->addChild(lineGeode); 


osg::ref_ptr<osg::Vec3Array> lineVertices = new osg::Vec3Array; 
lineVertices->push_back(osg::Vec3(0, 0, 0)); 
lineVertices->push_back(osg::Vec3(0, 10, 0)); 


yAxis->setVertexArray(lineVertices); 

osg::ref_ptr<osg::DrawElementsUInt> lineBase = 
    new osg::DrawElementsUInt(osg::PrimitiveSet::LINES, 0); 
lineBase->push_back(1); 
lineBase->push_back(0); 
yAxis->addPrimitiveSet(lineBase); 


osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; 
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); //index 0 red 
yAxis->setColorArray(colors); 
yAxis->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE); 



//ADD X Axis 
lineVertices = new osg::Vec3Array; 
lineVertices->push_back(osg::Vec3(0, 0, 0)); 
lineVertices->push_back(osg::Vec3(10, 0, 0)); 


xAxis->setVertexArray(lineVertices); 

lineBase = 
    new osg::DrawElementsUInt(osg::PrimitiveSet::LINES, 0); 
lineBase->push_back(1); 
lineBase->push_back(0); 
xAxis->addPrimitiveSet(lineBase); 


colors = new osg::Vec4Array; 
colors->push_back(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); //index 0 red 
xAxis->setColorArray(colors); 
xAxis->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE); 

} 

void addPoint(osg::ref_ptr<osg::Group> root, std::vector<double> pointIn) { 
osg::ref_ptr<osg::Geode> pointGeode = new osg::Geode(); 
osg::ref_ptr<osg::Geometry> pointGeometry = new osg::Geometry(); 



pointGeode->addDrawable(pointGeometry); 
root->addChild(pointGeode); 

osg::ref_ptr<osg::Vec3Array> point = new osg::Vec3Array; 
point->push_back(osg::Vec3(pointIn[0], pointIn[1], pointIn[2])); 

pointGeometry->setVertexArray(point); 

osg::ref_ptr<osg::DrawElementsUInt> points = 
    new osg::DrawElementsUInt(osg::PrimitiveSet::POINTS, 0); 

points->push_back(0); 
points->push_back(2); 
points->push_back(1); 
pointGeometry->addPrimitiveSet(points); 


osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; 
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); 

pointGeometry->setColorArray(colors); 
    pointGeometry->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE); 
} 


int main() 
{ 
osgViewer::Viewer viewer; 
osg::ref_ptr<osg::Group> root = new osg::Group(); 

addAxis(root); 


std::vector<double> point; 
for (int i = 0; i < 3; i++) 
    point.push_back(0); 
srand(time(NULL)); 

root->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); 
viewer.setSceneData(root); 

viewer.setCameraManipulator(new osgGA::TrackballManipulator()); 
viewer.realize(); 
int count = 0; 
while(!viewer.done()) 
{ 
    if (count == 200) { 
    point[0] = (double)rand()*10.0/(double)INT_MAX; 
    point[1] = (double)rand()*10.0/(double)INT_MAX; 
    count = 0; 
    } 
    count++; 
    addPoint(root, point); 

    viewer.frame(); 



} 

return 0; 
} 

此代码的工作,就会产生一个10单元长的x/y轴并开始产生该轴的内部的随机点。然而,问题是,当我在OSG观察者旋转图像的整体形象往往消失。有时候,它可以通过转回到你开始的地方,但更多的时候它就会永远消失带回。

有没有人有关于为什么会这样的想法?

+0

我对OSG并不熟悉,但在该片段中的任何位置都看不到任何旋转代码。你能指出你添加了什么导致它出错的原因吗?你确定你正在围绕正确的轴旋转吗? – Tim 2012-04-16 04:58:06

+0

所以这段代码打开了一个使用鼠标旋转图像的visuliser。当我在每帧之间添加随机点时,这是错误开始发生的时间。 – 2012-04-16 22:55:11

回答

1

我想通了,在这种情况下,原因是点更新太快。这导致视觉渲染器极其困难,随着点快速进入,渲染图像。