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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?
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
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