OpenSceneGraph实现的NeHe OpenGL教程 - 第三十九课
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简介
这节课NeHe课程主要向我们展示了将物理运动规律引入到三维场景中,模拟真实物体的位置变化过程。这节课分别模拟了如下几种运动方式:
(1)在重力作用下的抛物线运动;
(2)匀速运动
(3)一种类似于弹簧一样的来回运动
这些运动的方程在Physics.h头文件中描述的很清楚,稍有物理知识应该不难理解。
实现
首先我们在场景中添加各种几何体:
[cpp] view plain copy
- root->addChild(createBackGroundGeode()); //网状背景
- root->addChild(constantVelocityNode()); //匀速模拟
- root->addChild(underGravitationNode()); // 重力模拟
- root->addChild(massConnectedWithSpringNode()); //弹簧来回运动模拟
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- osg::Node *timeEllapsedNode = glPrint(-15.0f, 14, 0, osg::Vec4(1,1,1,1), "Time elapsed (seconds): %.2f", timeElapsed);
- timeEllapsedNode->addUpdateCallback(new TimeEllapsedUpdateCallback);
- root->addChild(timeEllapsedNode);
- osg::Node *ratioNode = glPrint(-15.0f, 13, 0, osg::Vec4(1,1,1,1),"Slow motion ratio: %.2f", slowMotionRatio);
- ratioNode->addUpdateCallback(new RatioUpdateCallback);
- root->addChild(ratioNode);
- root->addChild(glPrint(-15.0f, 12, 0, osg::Vec4(1,1,1,1),"Press F2 for normal motion"));
- root->addChild(glPrint(-15.0f, 11, 0, osg::Vec4(1,1,1,1),"Press F3 for slow motion"));
接下来便是一系列的更新回调,按照物理运动的规律更新节点位置:
[cpp] view plain copy
- //Constant Callback
- class ConstantPointUpdateCallback : public osg::Drawable::UpdateCallback
- {
- public:
- virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- return;
- osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
- if (!vertexArray)
- return;
- vertexArray->clear();
- for (int a = 0; a < constantVelocity->numOfMasses; ++a)
- {
- Mass* mass = constantVelocity->getMass(a);
- Vector3D* pos = &mass->pos;
- vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));
- }
- geometry->setVertexArray(vertexArray);
- vertexArray->dirty();
- }
- };
- class ConstantWordUpdateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if (!mt)
- return;
- for (int a = 0; a < constantVelocity->numOfMasses; ++a)
- {
- Mass* mass = constantVelocity->getMass(a);
- Vector3D* pos = &mass->pos;
- mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));
- }
- traverse(node, nv);
- }
- };
我们需要在每帧中计算时间以及在每帧中更新物理运动的参数,这部分在交互的代码FRAME(帧循环事件)中给出:
[cpp] view plain copy
- case (osgGA::GUIEventAdapter::FRAME):
- {
- double dt = 0.0;
- _currentTick = osg::Timer::instance()->tick();
- if (_currentTick != _lastTick)
- {
- dt = osg::Timer::instance()->delta_s(_lastTick, _currentTick);
- _lastTick = _currentTick;
- }
- dt /= slowMotionRatio;
- timeElapsed += dt;
- float maxPossible_dt = 0.1f;
- int numOfIterations = (int)(dt / maxPossible_dt) + 1;
- if (numOfIterations != 0)
- dt = dt / numOfIterations;
- for (int a = 0; a < numOfIterations; ++a)
- {
- constantVelocity->operate(dt);
- motionUnderGravitation->operate(dt);
- massConnectedWithSpring->operate(dt);
- }
- }
[cpp] view plain copy
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F2)
- {
- slowMotionRatio = 1.0f;
- }
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F3)
- {
- slowMotionRatio = 10.0f;
- }
附:本课源码(源码中可能存在错误和不足,仅供参考)
[cpp] view plain copy
- #include "../osgNeHe.h"
- #include "Physics1.h"
- #include <QtCore/QTimer>
- #include <QtGui/QApplication>
- #include <QtGui/QVBoxLayout>
- #include <osgViewer/Viewer>
- #include <osgDB/ReadFile>
- #include <osgQt/GraphicsWindowQt>
- #include <osg/MatrixTransform>
- #include <osgText/Text>
- #include <osg/Point>
- #include <osgGA/TrackballManipulator>
- //////////////////////////////////////////////////////////////////////////
- ConstantVelocity* constantVelocity = new ConstantVelocity();
- MotionUnderGravitation* motionUnderGravitation =
- new MotionUnderGravitation(Vector3D(0.0f, -9.81f, 0.0f));
- MassConnectedWithSpring* massConnectedWithSpring = new MassConnectedWithSpring(2.0f);
- float slowMotionRatio = 10.0f;
- float timeElapsed = 0;
- osg::Node* glPrint(GLfloat x, GLfloat y, GLfloat z, const osg::Vec4& fontColor, const char *string, ...)
- {
- char text[256];
- va_list ap;
- if (string == NULL)
- return NULL;
- va_start(ap, string);
- vsprintf(text, string, ap);
- va_end(ap);
- osg::MatrixTransform *posMT = new osg::MatrixTransform;
- posMT->setMatrix(osg::Matrix::translate(x, y, z));
- osgText::Text *textWords = new osgText::Text;
- textWords->setColor(fontColor);
- textWords->setText(text);
- textWords->setFont("Fonts/Arial.ttf");
- textWords->setCharacterSize(1.0f);
- osg::Geode *fontGeode = new osg::Geode;
- fontGeode->addDrawable(textWords);
- posMT->addChild(fontGeode);
- return posMT;
- }
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- class ManipulatorSceneHandler : public osgGA::GUIEventHandler
- {
- public:
- ManipulatorSceneHandler()
- {
- _lastTick = osg::Timer::instance()->tick();
- _currentTick = _lastTick;
- }
- public:
- virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
- {
- osgViewer::Viewer *viewer = dynamic_cast<osgViewer::Viewer*>(&aa);
- if (!viewer)
- return false;
- if (!viewer->getSceneData())
- return false;
- if (ea.getHandled())
- return false;
- osg::Group *root = viewer->getSceneData()->asGroup();
- switch(ea.getEventType())
- {
- case (osgGA::GUIEventAdapter::FRAME):
- {
- double dt = 0.0;
- _currentTick = osg::Timer::instance()->tick();
- if (_currentTick != _lastTick)
- {
- dt = osg::Timer::instance()->delta_s(_lastTick, _currentTick);
- _lastTick = _currentTick;
- }
- dt /= slowMotionRatio;
- timeElapsed += dt;
- float maxPossible_dt = 0.1f;
- int numOfIterations = (int)(dt / maxPossible_dt) + 1;
- if (numOfIterations != 0)
- dt = dt / numOfIterations;
- for (int a = 0; a < numOfIterations; ++a)
- {
- constantVelocity->operate(dt);
- motionUnderGravitation->operate(dt);
- massConnectedWithSpring->operate(dt);
- }
- }
- break;
- case(osgGA::GUIEventAdapter::KEYDOWN):
- {
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F2)
- {
- slowMotionRatio = 1.0f;
- }
- if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F3)
- {
- slowMotionRatio = 10.0f;
- }
- }
- break;
- default: break;
- }
- return false;
- }
- osg::Timer_t _lastTick;
- osg::Timer_t _currentTick;
- };
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- //Constant Callback
- class ConstantPointUpdateCallback : public osg::Drawable::UpdateCallback
- {
- public:
- virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- return;
- osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
- if (!vertexArray)
- return;
- vertexArray->clear();
- for (int a = 0; a < constantVelocity->numOfMasses; ++a)
- {
- Mass* mass = constantVelocity->getMass(a);
- Vector3D* pos = &mass->pos;
- vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));
- }
- geometry->setVertexArray(vertexArray);
- vertexArray->dirty();
- }
- };
- class ConstantWordUpdateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if (!mt)
- return;
- for (int a = 0; a < constantVelocity->numOfMasses; ++a)
- {
- Mass* mass = constantVelocity->getMass(a);
- Vector3D* pos = &mass->pos;
- mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));
- }
- traverse(node, nv);
- }
- };
- //Gravity Callback
- class GravitationPointUpdateCallback : public osg::Drawable::UpdateCallback
- {
- public:
- virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- return;
- osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
- if (!vertexArray)
- return;
- vertexArray->clear();
- for (int a = 0; a < motionUnderGravitation->numOfMasses; ++a)
- {
- Mass* mass = motionUnderGravitation->getMass(a);
- Vector3D* pos = &mass->pos;
- vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));
- }
- geometry->setVertexArray(vertexArray);
- vertexArray->dirty();
- }
- };
- class GravitationWordUpdateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if (!mt)
- return;
- for (int a = 0; a < motionUnderGravitation->numOfMasses; ++a)
- {
- Mass* mass = motionUnderGravitation->getMass(a);
- Vector3D* pos = &mass->pos;
- mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));
- }
- traverse(node, nv);
- }
- };
- //SpringCallback
- class SpringPointUpdateCallback : public osg::Drawable::UpdateCallback
- {
- public:
- virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- return;
- osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
- if (!vertexArray)
- return;
- vertexArray->clear();
- for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)
- {
- Mass* mass = massConnectedWithSpring->getMass(a);
- Vector3D* pos = &mass->pos;
- vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));
- }
- geometry->setVertexArray(vertexArray);
- vertexArray->dirty();
- }
- };
- class SpringWordUpdateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if (!mt)
- return;
- for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)
- {
- Mass* mass = massConnectedWithSpring->getMass(a);
- Vector3D* pos = &mass->pos;
- mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));
- }
- traverse(node, nv);
- }
- };
- class SpringLineUpdateCallback : public osg::Drawable::UpdateCallback
- {
- public:
- virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
- {
- osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);
- if (!geometry)
- return;
- osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
- if (!vertexArray)
- return;
- vertexArray->clear();
- for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)
- {
- Mass* mass = massConnectedWithSpring->getMass(a);
- Vector3D* pos = &mass->pos;
- vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));
- Vector3D *tmp = &massConnectedWithSpring->connectionPos;
- vertexArray->push_back(osg::Vec3(tmp->x, tmp->y, tmp->z));
- }
- geometry->setVertexArray(vertexArray);
- vertexArray->dirty();
- }
- };
- class TimeEllapsedUpdateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if (!mt)
- return;
- osg::Geode *geode = dynamic_cast<osg::Geode*>(mt->getChild(0));
- if (!geode)
- return;
- osgText::Text *text = dynamic_cast<osgText::Text*>(geode->getDrawable(0));
- if (!text)
- return;
- std::stringstream os;
- std::string str;
- os.precision(2);
- os << std::fixed << "Time elapsed (seconds): " << timeElapsed;
- str = os.str();
- text->setText(str);
- traverse(node, nv);
- }
- };
- class RatioUpdateCallback : public osg::NodeCallback
- {
- public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);
- if (!mt)
- return;
- osg::Geode *geode = dynamic_cast<osg::Geode*>(mt->getChild(0));
- if (!geode)
- return;
- osgText::Text *text = dynamic_cast<osgText::Text*>(geode->getDrawable(0));
- if (!text)
- return;
- std::stringstream os;
- std::string str;
- os.precision(2);
- os << std::fixed << "Slow motion ratio: " << slowMotionRatio;
- str = os.str();
- text->setText(str);
- traverse(node, nv);
- }
- };
- //绘制背景网格
- osg::Geode* createBackGroundGeode()
- {
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec3Array *colorArray = new osg::Vec3Array;
- colorArray->push_back(osg::Vec3(0, 0, 1.0));
- geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);
- for (float x = -20; x <= 20; x += 1.0f)
- {
- vertexArray->push_back(osg::Vec3(x, 20, 0));
- vertexArray->push_back(osg::Vec3(x,-20, 0));
- }
- for (float y = -20; y <= 20; y += 1.0f)
- {
- vertexArray->push_back(osg::Vec3(20, y, 0));
- vertexArray->push_back(osg::Vec3(-20, y, 0));
- }
- geometry->setVertexArray(vertexArray);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));
- geode->addDrawable(geometry);
- return geode;
- }
- osg::Geode* createPoint(const osg::Vec3& pos, const osg::Vec3& color, float size)
- {
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec3Array *colorArray = new osg::Vec3Array;
- colorArray->push_back(color);
- geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);
- vertexArray->push_back(pos);
- geometry->setVertexArray(vertexArray);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, vertexArray->size()));
- osg::Point *point = new osg::Point;
- point->setSize(size);
- geometry->getOrCreateStateSet()->setAttributeAndModes(point);
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geode->addDrawable(geometry);
- return geode;
- }
- osg::Geode* createLine(const osg::Vec3& posBeg, const osg::Vec3& posEnd, const osg::Vec3& color)
- {
- osg::Geode *geode = new osg::Geode;
- osg::Geometry *geometry = new osg::Geometry;
- osg::Vec3Array *vertexArray = new osg::Vec3Array;
- osg::Vec3Array *colorArray = new osg::Vec3Array;
- vertexArray->push_back(posBeg);
- vertexArray->push_back(posEnd);
- geometry->setVertexArray(vertexArray);
- colorArray->push_back(color);
- geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);
- geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));
- geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
- geode->addDrawable(geometry);
- return geode;
- }
- //绘制Constant Velocity
- osg::Node* constantVelocityNode()
- {
- osg::Group *constantVelocityGroup = new osg::Group;
- for (int a = 0; a < constantVelocity->numOfMasses; ++a)
- {
- Mass* mass = constantVelocity->getMass(a);
- Vector3D* pos = &mass->pos;
- osg::Node *node = glPrint(pos->x, pos->y + 1, pos->z, osg::Vec4(1,0,0,1), "Mass with constant vel");
- osg::Geode *geode = createPoint(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(1,0,0), 4);
- geode->getDrawable(0)->setUpdateCallback(new ConstantPointUpdateCallback);
- node->addUpdateCallback(new ConstantWordUpdateCallback);
- constantVelocityGroup->addChild(node);
- constantVelocityGroup->addChild(geode);
- }
- return constantVelocityGroup;
- }
- //绘制motionUnderGravitation
- osg::Node* underGravitationNode()
- {
- osg::Group *group = new osg::Group;
- for (int a = 0; a < motionUnderGravitation->numOfMasses; ++a)
- {
- Mass* mass = motionUnderGravitation->getMass(a);
- Vector3D* pos = &mass->pos;
- osg::Node *wordNode = glPrint(pos->x, pos->y + 1, pos->z, osg::Vec4(1,1,0,1), "Motion under gravitation");
- osg::Geode *pointNode = createPoint(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(1,1,0), 4);
- wordNode->addUpdateCallback(new GravitationWordUpdateCallback);
- pointNode->getDrawable(0)->setUpdateCallback(new GravitationPointUpdateCallback);
- group->addChild(wordNode);
- group->addChild(pointNode);
- }
- return group;
- }
- //绘制massConnectedWithSpring
- osg::Node* massConnectedWithSpringNode()
- {
- osg::Group *group = new osg::Group;
- for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)
- {
- Mass* mass = massConnectedWithSpring->getMass(a);
- Vector3D* pos = &mass->pos;
- osg::Node *wordNode = glPrint(pos->x, pos->y + 1, pos->z, osg::Vec4(0,1,0,1), "Mass connected with spring");
- osg::Geode *pointNode = createPoint(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(0,1,0), 8);
- group->addChild(wordNode);
- group->addChild(pointNode);
- wordNode->addUpdateCallback(new SpringWordUpdateCallback);
- pointNode->getDrawable(0)->setUpdateCallback(new SpringPointUpdateCallback);
- Vector3D *tmp = &massConnectedWithSpring->connectionPos;
- osg::Geode *lineNode = createLine(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(tmp->x, tmp->y, tmp->z), osg::Vec3(0,1,0));
- //Force the lineNode Draw Upon Background
- lineNode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- group->addChild(lineNode);
- lineNode->getDrawable(0)->setUpdateCallback(new SpringLineUpdateCallback);
- }
- return group;
- }
- 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, 40), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
- //OSG默认会将点裁剪掉
- camera->setCullingMode(
- camera->getCullingMode() &
- ~osg::CullSettings::SMALL_FEATURE_CULLING);
- addEventHandler(new ManipulatorSceneHandler);
- this->setSceneData( scene );
- 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;
- root->addChild(createBackGroundGeode());
- root->addChild(constantVelocityNode());
- root->addChild(underGravitationNode());
- root->addChild(massConnectedWithSpringNode());
- osg::Node *timeEllapsedNode = glPrint(-15.0f, 14, 0, osg::Vec4(1,1,1,1), "Time elapsed (seconds): %.2f", timeElapsed);
- timeEllapsedNode->addUpdateCallback(new TimeEllapsedUpdateCallback);
- root->addChild(timeEllapsedNode);
- osg::Node *ratioNode = glPrint(-15.0f, 13, 0, osg::Vec4(1,1,1,1),"Slow motion ratio: %.2f", slowMotionRatio);
- ratioNode->addUpdateCallback(new RatioUpdateCallback);
- root->addChild(ratioNode);
- root->addChild(glPrint(-15.0f, 12, 0, osg::Vec4(1,1,1,1),"Press F2 for normal motion"));
- root->addChild(glPrint(-15.0f, 11, 0, osg::Vec4(1,1,1,1),"Press F3 for slow motion"));
- 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();
- }
0 0
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