OSG自定义拖拽器

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#ifndef _OSG_TRACKBALL_AND_TRANSLATEAXIS_DRAGGER_#define _OSG_TRACKBALL_AND_TRANSLATEAXIS_DRAGGER_#include <osgManipulator/TrackballDragger>#include <osgManipulator/TranslateAxisDragger>#include <osgManipulator/TranslatePlaneDragger>#include <osgManipulator/RotateCylinderDragger>#include <osgManipulator/Dragger>/**@class TranslatePlaneDraggerXY [TranslatePlaneDraggerXY.h] *@brief 平面拖拽器XY *  */class TranslatePlaneDraggerXY : public osgManipulator::TranslatePlaneDragger{public:    // 修改平面操作器的方向    void setupDefaultGeometryXY();};/**@class RotateCylinderDraggerZ [RotateCylinderDraggerZ.h] *@brief 圆柱z拖拽器 *  */class RotateCylinderDraggerZ : public osgManipulator::RotateCylinderDragger{public:    // 修改圆柱体操作器的形状,使之壁薄,高度减小,上颜色    void setupDefaultGeometryZ();    osg::Geometry* createDiskGeometry(float radius, float offset, float z, unsigned int numSegments);protected:    virtual bool handle(const osgManipulator::PointerInfo& pointer, const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa) override;private:    osg::ShapeDrawable* m_ptrCylinderDrawableOutter;    osg::ShapeDrawable* m_ptrCylinderDrawableIntter;};/**@class  TrackballAndTranslateAxisDragger[TrackballAndTranslateAxisDragger.h]*@brief  圆柱z拖拽和平面拖拽XY的合集//球形拖拽器和XYZ轴拖拽器的合集**/class CustomDragger : public osgManipulator::CompositeDragger{public:    CustomDragger();    void setupDefaultGeometry();protected:    virtual ~CustomDragger();    osg::ref_ptr<TranslatePlaneDraggerXY>  m_translateAxisDraggerXY;        osg::ref_ptr<RotateCylinderDraggerZ>  m_rotateCylinderDragger;    };#endif // _OSG_TRACKBALL_AND_TRANSLATEAXIS_DRAGGER_

#include "CustomDragger.h"void TranslatePlaneDraggerXY::setupDefaultGeometryXY(){    osg::Quat rotation; rotation.makeRotate(osg::Vec3(0.0f, 0.0f, 1.0f), osg::Vec3(0.0f, 1.0f, 0.0f));    _translate2DDragger->setMatrix(osg::Matrix(rotation)*osg::Matrix::translate(osg::Vec3(0.0, 0.0, 0.0)));}///////////////////////////////////////////////////////////////////////////////////////////////////////////////osg::Geometry* RotateCylinderDraggerZ::createDiskGeometry(float radius, float offset, float z, unsigned int numSegments){    osg::ref_ptr<osg::Vec4Array> boundaryColors = new osg::Vec4Array;    //boundaryColors->push_back(osg::Vec4(0, 0, 0, 1.0));    const float angleDelta = 2.0f*osg::PI / float(numSegments);    const unsigned int numPoints = (numSegments + 1) * 2;    float angle = 0.0f;    osg::Vec3Array* vertexArray = new osg::Vec3Array(numPoints);    osg::Vec3Array* normalArray = new osg::Vec3Array(numPoints);    unsigned int p = 0;    for (unsigned int i = 0; i < numSegments; ++i, angle += angleDelta)    {        float c = cosf(angle);        float s = sinf(angle);        // Outer point        (*vertexArray)[p].set(radius*c, radius*s, z);        (*normalArray)[p].set(0.0, 0.0, -1.0);        ++p;        // Inner point        (*vertexArray)[p].set((radius - offset)*c, (radius - offset)*s, z);        (*normalArray)[p].set(0.0, 0.0, -1.0);        ++p;    }    // do last points by hand to ensure no round off errors.    (*vertexArray)[p] = (*vertexArray)[0];    (*normalArray)[p] = (*normalArray)[0];    ++p;    (*vertexArray)[p] = (*vertexArray)[1];    (*normalArray)[p] = (*normalArray)[1];    osg::Geometry* geometry = new osg::Geometry;    geometry->setVertexArray(vertexArray);    geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);    geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, vertexArray->size()));    //geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);   // 填充圆柱的上下表面    //geometry->setColorArray(boundaryColors.get(), osg::Array::BIND_OVERALL);    return geometry;}void RotateCylinderDraggerZ::setupDefaultGeometryZ(){    osg::Geode* geode = new osg::Geode;    {        osg::TessellationHints* hints = new osg::TessellationHints;        hints->setCreateTop(false);        hints->setCreateBottom(false);        hints->setCreateBackFace(false);        float radius = 1.0f;        float height = 0.05f;        float thickness = 0.02f;        // outer cylinder        osg::Cylinder* cylinder = new osg::Cylinder;        cylinder->setHeight(height);        cylinder->setRadius(radius);        m_ptrCylinderDrawableOutter = new osg::ShapeDrawable(cylinder, hints);        m_ptrCylinderDrawableOutter->setColor(osg::Vec4(1.0, 0, 0, 1.0));        geode->addDrawable(m_ptrCylinderDrawableOutter);        // inner cylinder        osg::Cylinder* cylinder1 = const_cast<osg::Cylinder*>(_projector->getCylinder());        cylinder1->setHeight(height);        cylinder1->setRadius(radius - thickness);        m_ptrCylinderDrawableIntter = new osg::ShapeDrawable(cylinder1, hints);        m_ptrCylinderDrawableIntter->setColor(osg::Vec4(1.0, 0, 0, 1.0));        geode->addDrawable(m_ptrCylinderDrawableIntter);        // top        geode->addDrawable(createDiskGeometry(radius, thickness, height / 2, 100));        // bottom        geode->addDrawable(createDiskGeometry(radius, thickness, - height / 2, 100));    }    addChild(geode);}bool RotateCylinderDraggerZ::handle(const osgManipulator::PointerInfo& pointer, const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){    // Check if the dragger node is in the nodepath.    if (!pointer.contains(this)) return false;    switch (ea.getEventType())    {        // Pick start.    case (osgGA::GUIEventAdapter::PUSH):    {        // Get the LocalToWorld matrix for this node and set it for the projector.        osg::NodePath nodePathToRoot;        computeNodePathToRoot(*this, nodePathToRoot);        osg::Matrix localToWorld = osg::computeLocalToWorld(nodePathToRoot);        _projector->setLocalToWorld(localToWorld);        _startLocalToWorld = _projector->getLocalToWorld();        _startWorldToLocal = _projector->getWorldToLocal();        if (_projector->isPointInFront(pointer, _startLocalToWorld))            _projector->setFront(true);        else            _projector->setFront(false);        osg::Vec3d projectedPoint;        if (_projector->project(pointer, projectedPoint))        {            // Generate the motion command.            osg::ref_ptr<osgManipulator::Rotate3DCommand> cmd = new osgManipulator::Rotate3DCommand();            cmd->setStage(osgManipulator::MotionCommand::START);            cmd->setLocalToWorldAndWorldToLocal(_startLocalToWorld, _startWorldToLocal);            // Dispatch command.            dispatch(*cmd);            // Set color to pick color.            setMaterialColor(_pickColor, *this);            m_ptrCylinderDrawableOutter->setColor(osg::Vec4(1.0, 1.0, 0.0, 1.0));            m_ptrCylinderDrawableIntter->setColor(osg::Vec4(1.0, 1.0, 0.0, 1.0));            _prevWorldProjPt = projectedPoint * _projector->getLocalToWorld();            _prevRotation = osg::Quat();            aa.requestRedraw();        }        return true;    }    // Pick move.    case (osgGA::GUIEventAdapter::DRAG):    {        // Get the LocalToWorld matrix for this node and set it for the projector.        osg::Matrix localToWorld = osg::Matrix(_prevRotation) * _startLocalToWorld;        _projector->setLocalToWorld(localToWorld);        osg::Vec3d projectedPoint;        if (_projector->project(pointer, projectedPoint))        {            osg::Vec3d prevProjectedPoint = _prevWorldProjPt * _projector->getWorldToLocal();            osg::Quat  deltaRotation = _projector->getRotation(prevProjectedPoint,                projectedPoint);            osg::Quat rotation = deltaRotation * _prevRotation;            // Generate the motion command.            osg::ref_ptr<osgManipulator::Rotate3DCommand> cmd = new osgManipulator::Rotate3DCommand();            cmd->setStage(osgManipulator::MotionCommand::MOVE);            cmd->setLocalToWorldAndWorldToLocal(_startLocalToWorld, _startWorldToLocal);            cmd->setRotation(rotation);            // Dispatch command.            dispatch(*cmd);            _prevWorldProjPt = projectedPoint * _projector->getLocalToWorld();            _prevRotation = rotation;            aa.requestRedraw();        }        return true;    }    // Pick finish.    case (osgGA::GUIEventAdapter::RELEASE):    {        osg::ref_ptr<osgManipulator::Rotate3DCommand> cmd = new osgManipulator::Rotate3DCommand();        cmd->setStage(osgManipulator::MotionCommand::FINISH);        cmd->setLocalToWorldAndWorldToLocal(_startLocalToWorld, _startWorldToLocal);        // Dispatch command.        dispatch(*cmd);        // Reset color.        setMaterialColor(_color, *this);        m_ptrCylinderDrawableOutter->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));        m_ptrCylinderDrawableIntter->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));        aa.requestRedraw();        return true;    }    default:        return false;    }}///////////////////////////////////////////////////////////////////////////////////////////////////////////////CustomDragger::CustomDragger(){    m_translateAxisDraggerXY = new TranslatePlaneDraggerXY();    m_translateAxisDraggerXY->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));    addChild(m_translateAxisDraggerXY.get());    addDragger(m_translateAxisDraggerXY.get());    m_rotateCylinderDragger = new RotateCylinderDraggerZ();    addChild(m_rotateCylinderDragger.get());    addDragger(m_rotateCylinderDragger.get());    setParentDragger(getParentDragger());}CustomDragger::~CustomDragger(){}void CustomDragger::setupDefaultGeometry(){    m_translateAxisDraggerXY->setupDefaultGeometry();    m_translateAxisDraggerXY->setupDefaultGeometryXY();    m_rotateCylinderDragger->setupDefaultGeometryZ();}

简述:为了实现仅允许在osg的XY平面进行平移和旋转的功能,这里创建了2个自定义拖拽器

1 osgManipulator::CompositeDragger提供给了用户自定义组合想要的拖拽器,你可以将任意简单的Dragger进行组合添加到CompositeDragger中
2 osgManipulator::TranslatePlaneDragger的默认拖拽器是平行于Z轴的,所以需要将_translate2DDragger进行矩阵变换;
  osgManipulator::RotateCylinderDragger的圆柱体拖拽面积和颜色是可以进行自定义的