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。 其意图是,这将导致上使激光扫描数据的3D浏览器。 (我知道它已经做过,但我们需要的是超轻型)。 下面是代码:
#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?