modify cone wave

This commit is contained in:
brige 2025-06-25 08:10:01 +08:00
parent 52c20bd297
commit 22ae2a57d2
2 changed files with 22 additions and 526 deletions

View File

@ -88,13 +88,11 @@ ConeWave::ConeWave() {
currentTime_ = 0.0;
// 确保成员变量有合理的默认值
height_ = 100.0f;
height_ = 1000.0f;
radius_ = 50.0f;
waveRadius_ = 100.0f;
waveSpeed_ = 20.0f;
waveCount_ = 3;
levelCount_ = 5;
levelHeight_ = 100.0f;
baseColor_ = osg::Vec4(0.0f, 0.8f, 1.0f, 1.0f);
waveColor_ = osg::Vec4(1.0f, 0.5f, 1.0f, 0.8f);
@ -145,24 +143,11 @@ void ConeWave::SetRadius(float radius) {
void ConeWave::SetBaseColor(const osg::Vec4& color) {
baseColor_ = color;
if (baseColorUniform_) {
baseColorUniform_->set(color);
}
//if (baseColorUniform_) {
// baseColorUniform_->set(color);
//}
}
void ConeWave::SetLevelCount(int count) {
levelCount_ = count;
if (levelCountUniform_) {
levelCountUniform_->set(float(levelCount_));
}
}
void ConeWave::SetLevelHeight(float height) {
levelHeight_ = height;
if (levelHeightUniform_) {
levelHeightUniform_->set(levelHeight_);
}
}
// 雷达扫描波效果相关方法实现
void ConeWave::SetWaveRadius(float radius) {
@ -229,12 +214,12 @@ void ConeWave::SetConeAlpha(float alpha) {
void ConeWave::CreateRadarScanWave() {
// 使用OSG内置的Cone几何体来创建雷达扫描区域
cone_ = new osg::Cone(osg::Vec3(0, 0, height_/2), radius_, height_);
cone_ = new osg::Cone(osg::Vec3(0, 0, 0), radius_, height_);
// 设置细分参数,创建更平滑的圆形底面
// 设置细分参数,创建开口锥形
osg::TessellationHints* tesselate = new osg::TessellationHints;
tesselate->setCreateBottom(true); // 创建底面作为扫描面
tesselate->setCreateTop(true); // 创建顶面
tesselate->setCreateBottom(false); // 不创建底面,保持开口
tesselate->setCreateTop(false); // 不创建顶面
tesselate->setCreateBackFace(false); // 不创建背面
tesselate->setDetailRatio(2.0f); // 增加细分精度
@ -279,63 +264,30 @@ void ConeWave::CreateRadarShader() {
// 片段着色器 - 可控透明度的同心圆波纹效果
static const char* fragmentShaderSource =
"uniform float num;\n"
"uniform float height;\n"
"uniform vec4 baseColor;\n"
"uniform vec4 waveColor;\n"
"uniform float waveTime;\n"
"uniform float ringBrightAlpha;\n"
"uniform float ringDarkAlpha;\n"
"uniform float waveSpeed;\n"
"varying vec3 pos;\n"
"void main()\n"
"{\n"
" float h = abs(pos.z) / max(height, 1.0);\n"
" float radialDist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
" float wavePhase = radialDist * 3.2 - waveTime * 30.0;\n"
" float wavePhase = radialDist * 3.2 - waveTime * waveSpeed;\n"
" float ripple = sin(wavePhase);\n"
" if (ripple > 0.3)\n"
" {\n"
" gl_FragColor = vec4(baseColor.rgb, ringBrightAlpha);\n"
" gl_FragColor = vec4(waveColor.rgb, ringBrightAlpha);\n"
" }\n"
" else\n"
" {\n"
" gl_FragColor = vec4(baseColor.rgb, ringDarkAlpha);\n"
" }\n"
"}\n";
/*
static const char* vertexShaderSource = {
"varying vec3 pos;\n"
"void main()\n"
"{\n"
"pos.x=gl_Vertex.x;\n"
"pos.y=gl_Vertex.y;\n"
"pos.z=gl_Vertex.z;\n"
"gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;\n"
"}\n"
};
static const char* fragmentShaderSource = {
"uniform float num; \n"
"uniform float height; \n"
"uniform vec4 waveColor;\n"
"uniform vec4 baseColor; \n"
"varying vec3 pos;\n"
"float Alpha = 1.0; \n"
"float f = pos.z;\n"
"uniform float osg_FrameTime;\n"
"void main()\n"
"{\n"
"if (sin(f/height*3.14*2*num+ osg_FrameTime*10) > 0)\n"
"{\n"
" Alpha = 0.8;\n"
"}\n"
"else\n"
"{\n"
" Alpha = 0.3;\n"
"}\n"
" gl_FragColor = vec4(baseColor.rgb, Alpha);\n"
"}\n "
};
*/
// 创建着色器
osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
@ -350,10 +302,10 @@ void ConeWave::CreateRadarShader() {
// 创建uniform变量
waveTimeUniform_ = new osg::Uniform("waveTime", 0.0f);
baseColorUniform_ = new osg::Uniform("baseColor", osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // 绿色雷达色调
baseColorUniform_ = new osg::Uniform("baseColor", baseColor_); // 绿色雷达色调
waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
levelCountUniform_ = new osg::Uniform("num", 5.0f); // 层数
levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f); // 确保高度不为0
waveSpeedUniform_ = new osg::Uniform("waveSpeed", waveSpeed_ > 0 ? waveSpeed_ : 1.0f);
// 创建透明度控制uniform变量
ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_);
@ -362,425 +314,8 @@ void ConeWave::CreateRadarShader() {
stateSet->addUniform(waveTimeUniform_);
stateSet->addUniform(baseColorUniform_);
stateSet->addUniform(waveColorUniform_);
stateSet->addUniform(levelCountUniform_);
stateSet->addUniform(levelHeightUniform_);
stateSet->addUniform(waveSpeedUniform_);
stateSet->addUniform(ringBrightAlphaUniform_);
stateSet->addUniform(ringDarkAlphaUniform_);
}
void ConeWave::CreateTexturedCone(osg::Geode* geode) {
cone_ = new osg::Cone(osg::Vec3(0, 0, 0.), radius_, height_);
osg::TessellationHints* tesselate = new osg::TessellationHints;
tesselate->setCreateBottom(false);
tesselate->setCreateBackFace(false);
coneDrawable_ = new osg::ShapeDrawable(cone_, tesselate);
geode->addDrawable(coneDrawable_);
coneDrawable_->setColor(baseColor_);
osg::StateSet* ss = coneDrawable_->getOrCreateStateSet();
//stateset->setRenderBinDetails(120, "OSGEARTH_SCREEN_SPACE_LAYOUT_BIN");
ss->setRenderBinDetails(120, "RenderBin");
osg::ref_ptr<osg::BlendFunc> bf = new osg::BlendFunc();
ss->setAttributeAndModes(bf, osg::StateAttribute::ON);
ss->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
//osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry();
//// 创建顶点数组
//osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
//int rows = 20, cols=20;
//for (unsigned int i = 0; i < rows; ++i) {
// for (unsigned int j = 0; j < cols; ++j) {
// // 坐标
// float x = (float)i / (rows - 1) * 100;
// float y = (float)j / (cols - 1) * 100;
// vertices->push_back(osg::Vec3f(x, y, 0.0f));
// }
//}
//geometry->setVertexArray(vertices);
//// 生成索引来连接顶点
//osg::ref_ptr<osg::DrawElementsUShort> indices = new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS);
//for (unsigned int i = 0; i < rows - 1; ++i) {
// for (unsigned int j = 0; j < cols - 1; ++j) {
// unsigned short bottomLeft = i * cols + j;
// unsigned short bottomRight = bottomLeft + 1;
// unsigned short topLeft = (i + 1) * cols + j;
// unsigned short topRight = topLeft + 1;
// indices->push_back(bottomLeft);
// indices->push_back(bottomRight);
// indices->push_back(topRight);
// indices->push_back(topLeft);
// }
//}
//geometry->addPrimitiveSet(indices);
//// 创建表面颜色
//osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
//colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); // 蓝色
//geometry->setColorArray(colors);
//geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
//// 添加geometry到geode
//geode->addDrawable(geometry);
//geode->setUpdateCallback(new WaveSurfaceCallback());
//return;
static const char* vertSource = {
"#version 330\n"
"varying vec3 pos;\n"
"void main()\n"
"{\n"
"pos.x=gl_Vertex.x;\n"
"pos.y=gl_Vertex.y;\n"
"pos.z=gl_Vertex.z;\n"
"gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;\n"
"}\n"
};
static const char* fragSource = {
"#version 330\n"
"uniform float num; \n"
"uniform float height; \n"
"uniform vec4 baseColor;\n"
"varying vec3 pos;\n"
"float Alpha = 1.0; \n"
"float f = pos.z;\n"
"uniform float osg_FrameTime;\n"
"void main()\n"
"{\n"
"if (sin(f/height*3.14*2*num+ osg_FrameTime*10) > 0)\n"
"{\n"
" Alpha = 0.8;\n"
"}\n"
"else\n"
"{\n"
" Alpha = 0.3;\n"
"}\n"
" gl_FragColor = vec4(baseColor.rgb, Alpha);\n"
"}\n "
};
osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX);
vertexShader->setShaderSource(vertSource);
osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
fragmentShader->setShaderSource(fragSource);
osg::StateSet* stateset = coneDrawable_->getOrCreateStateSet();
// osg::ref_ptr<osg::Material> mat = new osg::Material;
// //设置正面散射颜色
// mat->setDiffuse(osg::Material::FRONT, osg::Vec4(1.0, 0.0, 0.0, 0.3));//1.0, 0.0, 0.0, 0.3
// //设置正面镜面颜色
// mat->setSpecular(osg::Material::FRONT, osg::Vec4(1.0, 0.0, 0.0, 0.3));//1.0, 0.0, 0.0, 0.3
//
// geode->getOrCreateStateSet()->setAttribute(mat);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
// stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
//设置渲染顺序 仿真模型被波束遮盖 ,1000000-指的是若有1000000个Node 则此节点最后一个被渲染
// //stateset->setRenderBinDetails(120, "OSGEARTH_SCREEN_SPACE_LAYOUT_BIN");
stateset->setRenderBinDetails(10, "RenderBin");
osg::ref_ptr<osg::BlendFunc> blendFunc = new osg::BlendFunc();
stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
osg::ref_ptr<osg::Program> program = new osg::Program();
program->addShader(vertexShader);
program->addShader(fragmentShader);
baseColorUniform_ = new osg::Uniform("baseColor", baseColor_);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
stateset->addUniform(baseColorUniform_);
// // stateset->osg::ref_ptr<osg::Program> program = new osg::Program();
program->addShader(vertexShader);
program->addShader(fragmentShader);(program, osg::StateAttribute::ON);
// // stateset->setAttributeAndModes(new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false));
//
// levelCountUniform_ = new osg::Uniform("num", float(levelCount_));
// levelHeightUniform_ = new osg::Uniform("height", levelHeight_);
// stateset->addUniform(levelCountUniform_);
// stateset->addUniform(levelHeightUniform_.get());
}
/*
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osgFX/Outline>
#include <osgFX/Scribe>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osgDB/ReadFile>
#include "scene/SceneContent.h"
class WaveBeamConeCallBack : public osg::NodeCallback {
public:
WaveBeamConeCallBack();
~WaveBeamConeCallBack();
virtual void operator() (osg::Node *node, osg::NodeVisitor *nv);
public:
double m_latitude;
double m_longitude;
double m_height;
bool m_ifDynamic;
double m_angle;
double m_length;
osg::Vec4 m_color;
osg::Vec4 m_lineColor;
double m_lineWidth;
osg::ref_ptr<osg::Geode> m_geode;
osg::ref_ptr<osg::Geometry> m_geom;
osg::ref_ptr<osg::Vec4Array> m_colorArray;
osg::ref_ptr<osg::Vec3Array> m_pointVector;
osg::ref_ptr<osgFX::Scribe> m_nodeFX;
};
WaveBeamConeCallBack::WaveBeamConeCallBack() {
m_latitude = 0.0;
m_longitude = 0.0;
m_height = -6371000;
m_ifDynamic = false;
m_angle = 20.0;
m_length = 100000;
m_color = osg::Vec4(1, 0, 0, 0.5);
m_lineColor = osg::Vec4(1.0, 0.0, 0.0, 1.0);
m_lineWidth = 1.0;
}
WaveBeamConeCallBack::~WaveBeamConeCallBack() {
}
void WaveBeamConeCallBack::operator()(osg::Node *node, osg::NodeVisitor *nv) {
if (m_ifDynamic == false)
return;
//std::cout << "WaveBeamConeCallBack info=" << m_latitude << "," << m_longitude << "," << m_height << std::endl;
osg::MatrixTransform* mtCone = dynamic_cast<osg::MatrixTransform*>(node);
if (mtCone != NULL) {
osg::MatrixTransform* mtR = dynamic_cast<osg::MatrixTransform*>(mtCone->getParent(0));
osg::MatrixTransform* mt = dynamic_cast<osg::MatrixTransform*>(mtR->getParent(0));
//osg::Matrix m = osg::computeWorldToLocal(mtCone->getParentalNodePaths().at(0));
osg::Matrix m = osg::Matrix::inverse(mt->getMatrix()*mtR->getMatrix());
osg::Matrix mTarget;
double x, y, z;
osg::EllipsoidModel em;
em.convertLatLongHeightToXYZ(osg::DegreesToRadians(m_latitude),
osg::DegreesToRadians(m_longitude),
m_height, x, y, z);
mTarget.setTrans(x, y, z);
osg::Matrix mConeRate = osg::Matrix::rotate(osg::Vec3d(0, 1, 0), (mTarget*m).getTrans());
mtCone->setMatrix(mConeRate);//mTarget*m
double length = (mTarget*m).getTrans().length();
double angle = osg::DegreesToRadians(m_angle);
double radius = std::tan(angle*0.5) * length;
int splitCount = 20;
double angleStep = osg::PI * 2.0 / splitCount;
for (int i = 1; i <= splitCount + 1; i++) {
double tempAngle = (i - 1)*angleStep;
osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
m_pointVector->at(i) = pos;
}
m_pointVector->at(splitCount + 2) = osg::Vec3(0, length, 0);
for (int i = splitCount + 3; i <= splitCount + 3 + splitCount; i++) {
double tempAngle = (i - splitCount - 3) *angleStep;
osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
m_pointVector->at(i) = pos;
}
m_geom->dirtyBound();
m_geom->dirtyDisplayList();
}
}
ConeWave::ConeWave() {
}
ConeWave::~ConeWave() {
}
void ConeWave::clearSelf() {
}
void ConeWave::Render(double dt)
{
}
void ConeWave::createWaveBeamCone(osg::MatrixTransform* node, double angle, double length,
osg::Vec4 color, osg::Vec4 lineColor, double lineWidth) {
double angleD = osg::DegreesToRadians(angle);
double radius = std::tan(angleD*0.5) * length;
int splitCount = 20;
double angleStep = osg::PI * 2.0 / splitCount;
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
osg::ref_ptr<osg::Vec3Array> vertex = new osg::Vec3Array;
osg::ref_ptr<osg::Vec3Array> normal = new osg::Vec3Array;
osg::ref_ptr<osg::DrawElementsUInt> drawElemUInt = new osg::DrawElementsUInt(GL_TRIANGLE_FAN);
// osg::ref_ptr<osg::DrawElementsUInt> drawElemUInt2 = new osg::DrawElementsUInt(GL_TRIANGLE_FAN);
geom->setVertexArray(vertex);
geom->setNormalArray(normal);
geode->addDrawable(geom);
geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
vertex->push_back(osg::Vec3(0, 0, 0));
drawElemUInt->push_back(0);
normal->push_back(osg::Vec3(0, -1, 0));
//侧面
for (int i = 0; i <= splitCount; i++) {
double tempAngle = i*angleStep;
osg::Vec3 pos(radius * cos(tempAngle), radius * sin(tempAngle) + 3, length);
vertex->push_back(osg::Vec3(pos));
pos.normalize();
normal->push_back(pos);
drawElemUInt->push_back(i + 1);
}
// //底面
// int indexBegin = vertex->size();
// vertex->push_back(osg::Vec3(0, length, 0));
// drawElemUInt2->push_back(indexBegin);
// normal->push_back(osg::Vec3(0, 1, 0));
// for (int i = 0; i <= splitCount; i++) {
// double tempAngle = i*angleStep;
// osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
// vertex->push_back(osg::Vec3(pos));
//
// normal->push_back(osg::Vec3(0, 1, 0));
// drawElemUInt2->push_back(indexBegin + i + 1);
// }
geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
geom->addPrimitiveSet(drawElemUInt);
// geom->addPrimitiveSet(drawElemUInt2);
osg::ref_ptr<osg::Material> mat = new osg::Material;
mat->setDiffuse(osg::Material::FRONT, osg::Vec4(1.0, 1.0, 0.0, 0.3));//1.0, 0.0, 0.0, 0.3
mat->setSpecular(osg::Material::FRONT, osg::Vec4(1.0, 0.0, 0.0, 0.3));//1.0, 0.0, 0.0, 0.3
geode->getOrCreateStateSet()->setAttribute(mat.get());
geode->getOrCreateStateSet()->setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
geode->getOrCreateStateSet()->setRenderBinDetails(12, "RenderBin");
osg::ref_ptr<osg::MatrixTransform> mtCone = new osg::MatrixTransform;
mtCone->addChild(geode);
const char* path = "D:/Project/DYTSrouce/bin/Release/resources/textures/block.png";
osg::Image* image = osgDB::readImageFile(path);
osg::ref_ptr<osg::Texture2D> pTexture2D = new osg::Texture2D;
pTexture2D->setImage(image);
pTexture2D->setWrap(osg::Texture::WRAP_S , osg::Texture::CLAMP_TO_EDGE);
pTexture2D->setWrap(osg::Texture::WRAP_T , osg::Texture::REPEAT);
pTexture2D->setFilter( osg::Texture::MIN_FILTER, osg::Texture::LINEAR );
pTexture2D->setFilter( osg::Texture::MAG_FILTER, osg::Texture::LINEAR );
geode->getOrCreateStateSet()->setTextureAttribute(0, pTexture2D);
geode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
WaveBeamConeCallBack* coneCallBack = new WaveBeamConeCallBack;
coneCallBack->m_angle = angle;
coneCallBack->m_length = length;
coneCallBack->m_color = color;
coneCallBack->m_lineColor = lineColor;
coneCallBack->m_lineWidth = lineWidth;
coneCallBack->m_geode = geode;
coneCallBack->m_geom = geom;
coneCallBack->m_pointVector = vertex;
// osg::MatrixTransform* mtR = dynamic_cast<osg::MatrixTransform*>(node->getChild(0));
// osg::MatrixTransform* mtS = dynamic_cast<osg::MatrixTransform*>(mtR->getChild(0));
// mtR->addChild(mtCone);
_waveBeamCone = mtCone;
}
void ConeWave::changeWaveBeamConeTarget(double latitude, double longitude, double height, bool ifDynamic) {
WaveBeamConeCallBack* coneCallBack = dynamic_cast<WaveBeamConeCallBack*>(_waveBeamCone->getUpdateCallback());
if (coneCallBack != NULL) {
coneCallBack->m_ifDynamic = ifDynamic;
coneCallBack->m_latitude = latitude;
coneCallBack->m_longitude = longitude;
coneCallBack->m_height = height;
if (ifDynamic == false) {
osg::MatrixTransform* mtCone = _waveBeamCone;
osg::MatrixTransform* mtR = dynamic_cast<osg::MatrixTransform*>(mtCone->getParent(0));
osg::MatrixTransform* mt = dynamic_cast<osg::MatrixTransform*>(mtR->getParent(0));
//osg::Matrix m = osg::computeWorldToLocal(mtCone->getParentalNodePaths().at(0));
osg::Matrix m = osg::Matrix::inverse(mt->getMatrix()*mtR->getMatrix());
osg::Matrix mTarget;
double x, y, z;
osg::EllipsoidModel em;
em.convertLatLongHeightToXYZ(osg::DegreesToRadians(latitude),
osg::DegreesToRadians(longitude),
height, x, y, z);
mTarget.setTrans(x, y, z);
osg::Matrix mConeRate = osg::Matrix::rotate(osg::Vec3d(0, 1, 0), (mTarget*m).getTrans());
mtCone->setMatrix(mConeRate);
}
}
}
void ConeWave::changeWaveBeamConeAppearance( osg::Vec4 color, osg::Vec4 lineColor, double lineWidth) {
WaveBeamConeCallBack* coneCallBack = dynamic_cast<WaveBeamConeCallBack*>(_waveBeamCone->getUpdateCallback());
if (coneCallBack != NULL) {
coneCallBack->m_color = color;
coneCallBack->m_lineColor = lineColor;
coneCallBack->m_lineWidth = lineWidth;
//创建材质对象
osg::ref_ptr<osg::Material> mat = new osg::Material;
//设置正面散射颜色
mat->setDiffuse(osg::Material::FRONT, color);//1.0, 0.0, 0.0, 0.3
//设置正面镜面颜色
mat->setSpecular(osg::Material::FRONT, color);//1.0, 0.0, 0.0, 0.3
coneCallBack->m_geode->getOrCreateStateSet()->setAttribute(mat.get());
if (lineWidth < 0.1) {
_waveBeamCone->addChild(coneCallBack->m_geode);
_waveBeamCone->removeChild(coneCallBack->m_nodeFX);
} else {
_waveBeamCone->removeChild(coneCallBack->m_geode);
_waveBeamCone->addChild(coneCallBack->m_nodeFX);
coneCallBack->m_nodeFX->setWireframeColor(lineColor);
coneCallBack->m_nodeFX->setWireframeLineWidth(static_cast<float>(lineWidth));
}
}
}
*/

View File

@ -50,14 +50,14 @@ public:
return baseColor_;
}
void SetLevelCount(int count);
void SetLevelCount(int count) {};
int GetLevelCount() const {
return levelCount_;
return 0.f; // levelCount_;
}
void SetLevelHeight(float height);
void SetLevelHeight(float height) {}
float GetLevelHeihgt() const {
return levelHeight_;
return 0.f; // levelHeight_;
}
// 透明度控制方法
@ -70,17 +70,9 @@ public:
void SetConeAlpha(float alpha);
float GetConeAlpha() const { return coneAlpha_; }
protected:
virtual void CreateTexturedCone(osg::Geode* geode);
private:
osg::ref_ptr<osg::Cone> cone_;
osg::ref_ptr<osg::ShapeDrawable> coneDrawable_;
osg::ref_ptr<osg::Uniform> baseColorUniform_;
osg::ref_ptr<osg::Uniform> levelCountUniform_;
int levelCount_{ 4 };
osg::ref_ptr<osg::Uniform> levelHeightUniform_;
float levelHeight_{ 500.0f };
float height_{ 6.0f };
float radius_{ 10.0f };
@ -90,7 +82,9 @@ private:
osg::ref_ptr<osg::Uniform> waveRadiusUniform_;
osg::ref_ptr<osg::Uniform> waveSpeedUniform_;
osg::ref_ptr<osg::Uniform> waveCountUniform_;
osg::ref_ptr<osg::Uniform> baseColorUniform_;
osg::ref_ptr<osg::Uniform> waveColorUniform_;
osg::ref_ptr<osg::Uniform> levelHeightUniform_;
// 透明度控制uniform变量
osg::ref_ptr<osg::Uniform> ringBrightAlphaUniform_;
@ -109,36 +103,3 @@ private:
float ringDarkAlpha_{ 0.3f }; // 暗环透明度
float coneAlpha_{ 0.7f }; // 锥形透明度
};
/*
#pragma once
#include <osg/Node>
#include <osg/Geode>
#include <osg/MatrixTransform>
#include "viewer/UpdateRenderStd.h"
class ConeWave : public osg::Geode
, public UpdateRenderStd {
public:
ConeWave();
~ConeWave();
void clearSelf() ;
void Render(double dt) override;
void createWaveBeamCone(osg::MatrixTransform* node,double angle, double length, osg::Vec4 color, osg::Vec4 lineColor, double lineWidth);
void changeWaveBeamConeTarget(/*osg::MatrixTransform* mt, * / double latitude, double longitude, double height, bool ifDynamic);
void changeWaveBeamConeAppearance(osg::Vec4 color, osg::Vec4 lineColor, double lineWidth);
osg::ref_ptr<osg::MatrixTransform> getWaveBeamCone() {
return _waveBeamCone;
}
private:
osg::ref_ptr<osg::MatrixTransform> _waveBeamCone;
};
*/