modify cone wave
This commit is contained in:
parent
52c20bd297
commit
22ae2a57d2
@ -88,13 +88,11 @@ ConeWave::ConeWave() {
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currentTime_ = 0.0;
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currentTime_ = 0.0;
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// 确保成员变量有合理的默认值
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// 确保成员变量有合理的默认值
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height_ = 100.0f;
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height_ = 1000.0f;
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radius_ = 50.0f;
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radius_ = 50.0f;
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waveRadius_ = 100.0f;
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waveRadius_ = 100.0f;
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waveSpeed_ = 20.0f;
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waveSpeed_ = 20.0f;
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waveCount_ = 3;
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waveCount_ = 3;
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levelCount_ = 5;
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levelHeight_ = 100.0f;
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baseColor_ = osg::Vec4(0.0f, 0.8f, 1.0f, 1.0f);
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baseColor_ = osg::Vec4(0.0f, 0.8f, 1.0f, 1.0f);
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waveColor_ = osg::Vec4(1.0f, 0.5f, 1.0f, 0.8f);
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waveColor_ = osg::Vec4(1.0f, 0.5f, 1.0f, 0.8f);
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@ -145,24 +143,11 @@ void ConeWave::SetRadius(float radius) {
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void ConeWave::SetBaseColor(const osg::Vec4& color) {
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void ConeWave::SetBaseColor(const osg::Vec4& color) {
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baseColor_ = color;
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baseColor_ = color;
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if (baseColorUniform_) {
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//if (baseColorUniform_) {
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baseColorUniform_->set(color);
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// baseColorUniform_->set(color);
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}
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//}
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}
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}
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void ConeWave::SetLevelCount(int count) {
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levelCount_ = count;
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if (levelCountUniform_) {
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levelCountUniform_->set(float(levelCount_));
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}
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}
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void ConeWave::SetLevelHeight(float height) {
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levelHeight_ = height;
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if (levelHeightUniform_) {
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levelHeightUniform_->set(levelHeight_);
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}
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}
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// 雷达扫描波效果相关方法实现
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// 雷达扫描波效果相关方法实现
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void ConeWave::SetWaveRadius(float radius) {
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void ConeWave::SetWaveRadius(float radius) {
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@ -229,12 +214,12 @@ void ConeWave::SetConeAlpha(float alpha) {
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void ConeWave::CreateRadarScanWave() {
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void ConeWave::CreateRadarScanWave() {
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// 使用OSG内置的Cone几何体来创建雷达扫描区域
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// 使用OSG内置的Cone几何体来创建雷达扫描区域
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cone_ = new osg::Cone(osg::Vec3(0, 0, height_/2), radius_, height_);
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cone_ = new osg::Cone(osg::Vec3(0, 0, 0), radius_, height_);
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// 设置细分参数,创建更平滑的圆形底面
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// 设置细分参数,创建开口锥形
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osg::TessellationHints* tesselate = new osg::TessellationHints;
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osg::TessellationHints* tesselate = new osg::TessellationHints;
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tesselate->setCreateBottom(true); // 创建底面作为扫描面
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tesselate->setCreateBottom(false); // 不创建底面,保持开口
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tesselate->setCreateTop(true); // 创建顶面
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tesselate->setCreateTop(false); // 不创建顶面
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tesselate->setCreateBackFace(false); // 不创建背面
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tesselate->setCreateBackFace(false); // 不创建背面
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tesselate->setDetailRatio(2.0f); // 增加细分精度
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tesselate->setDetailRatio(2.0f); // 增加细分精度
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@ -279,63 +264,30 @@ void ConeWave::CreateRadarShader() {
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// 片段着色器 - 可控透明度的同心圆波纹效果
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// 片段着色器 - 可控透明度的同心圆波纹效果
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static const char* fragmentShaderSource =
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static const char* fragmentShaderSource =
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"uniform float num;\n"
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"uniform float height;\n"
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"uniform float height;\n"
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"uniform vec4 baseColor;\n"
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"uniform vec4 baseColor;\n"
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"uniform vec4 waveColor;\n"
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"uniform float waveTime;\n"
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"uniform float waveTime;\n"
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"uniform float ringBrightAlpha;\n"
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"uniform float ringBrightAlpha;\n"
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"uniform float ringDarkAlpha;\n"
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"uniform float ringDarkAlpha;\n"
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"uniform float waveSpeed;\n"
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"varying vec3 pos;\n"
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"varying vec3 pos;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" float h = abs(pos.z) / max(height, 1.0);\n"
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" float h = abs(pos.z) / max(height, 1.0);\n"
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" float radialDist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
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" float radialDist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
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" float wavePhase = radialDist * 3.2 - waveTime * 30.0;\n"
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" float wavePhase = radialDist * 3.2 - waveTime * waveSpeed;\n"
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" float ripple = sin(wavePhase);\n"
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" float ripple = sin(wavePhase);\n"
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" if (ripple > 0.3)\n"
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" if (ripple > 0.3)\n"
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" {\n"
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" {\n"
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" gl_FragColor = vec4(baseColor.rgb, ringBrightAlpha);\n"
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" gl_FragColor = vec4(waveColor.rgb, ringBrightAlpha);\n"
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" }\n"
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" }\n"
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" else\n"
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" else\n"
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" {\n"
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" {\n"
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" gl_FragColor = vec4(baseColor.rgb, ringDarkAlpha);\n"
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" gl_FragColor = vec4(baseColor.rgb, ringDarkAlpha);\n"
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" }\n"
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" }\n"
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"}\n";
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"}\n";
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/*
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static const char* vertexShaderSource = {
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"varying vec3 pos;\n"
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"void main()\n"
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"{\n"
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"pos.x=gl_Vertex.x;\n"
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"pos.y=gl_Vertex.y;\n"
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"pos.z=gl_Vertex.z;\n"
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"gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;\n"
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"}\n"
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};
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static const char* fragmentShaderSource = {
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"uniform float num; \n"
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"uniform float height; \n"
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"uniform vec4 waveColor;\n"
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"uniform vec4 baseColor; \n"
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"varying vec3 pos;\n"
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"float Alpha = 1.0; \n"
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"float f = pos.z;\n"
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"uniform float osg_FrameTime;\n"
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"void main()\n"
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"{\n"
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"if (sin(f/height*3.14*2*num+ osg_FrameTime*10) > 0)\n"
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"{\n"
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" Alpha = 0.8;\n"
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"}\n"
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"else\n"
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"{\n"
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" Alpha = 0.3;\n"
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"}\n"
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" gl_FragColor = vec4(baseColor.rgb, Alpha);\n"
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"}\n "
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};
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*/
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// 创建着色器
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// 创建着色器
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osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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@ -350,10 +302,10 @@ void ConeWave::CreateRadarShader() {
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// 创建uniform变量
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// 创建uniform变量
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waveTimeUniform_ = new osg::Uniform("waveTime", 0.0f);
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waveTimeUniform_ = new osg::Uniform("waveTime", 0.0f);
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baseColorUniform_ = new osg::Uniform("baseColor", osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // 绿色雷达色调
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baseColorUniform_ = new osg::Uniform("baseColor", baseColor_); // 绿色雷达色调
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waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
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waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
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levelCountUniform_ = new osg::Uniform("num", 5.0f); // 层数
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levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f); // 确保高度不为0
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levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f); // 确保高度不为0
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waveSpeedUniform_ = new osg::Uniform("waveSpeed", waveSpeed_ > 0 ? waveSpeed_ : 1.0f);
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// 创建透明度控制uniform变量
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// 创建透明度控制uniform变量
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ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_);
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ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_);
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@ -362,425 +314,8 @@ void ConeWave::CreateRadarShader() {
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stateSet->addUniform(waveTimeUniform_);
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stateSet->addUniform(waveTimeUniform_);
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stateSet->addUniform(baseColorUniform_);
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stateSet->addUniform(baseColorUniform_);
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stateSet->addUniform(waveColorUniform_);
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stateSet->addUniform(waveColorUniform_);
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stateSet->addUniform(levelCountUniform_);
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stateSet->addUniform(levelHeightUniform_);
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stateSet->addUniform(levelHeightUniform_);
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stateSet->addUniform(waveSpeedUniform_);
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stateSet->addUniform(ringBrightAlphaUniform_);
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stateSet->addUniform(ringBrightAlphaUniform_);
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stateSet->addUniform(ringDarkAlphaUniform_);
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stateSet->addUniform(ringDarkAlphaUniform_);
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}
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}
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void ConeWave::CreateTexturedCone(osg::Geode* geode) {
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cone_ = new osg::Cone(osg::Vec3(0, 0, 0.), radius_, height_);
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osg::TessellationHints* tesselate = new osg::TessellationHints;
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tesselate->setCreateBottom(false);
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tesselate->setCreateBackFace(false);
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coneDrawable_ = new osg::ShapeDrawable(cone_, tesselate);
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geode->addDrawable(coneDrawable_);
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coneDrawable_->setColor(baseColor_);
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osg::StateSet* ss = coneDrawable_->getOrCreateStateSet();
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//stateset->setRenderBinDetails(120, "OSGEARTH_SCREEN_SPACE_LAYOUT_BIN");
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ss->setRenderBinDetails(120, "RenderBin");
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osg::ref_ptr<osg::BlendFunc> bf = new osg::BlendFunc();
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ss->setAttributeAndModes(bf, osg::StateAttribute::ON);
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ss->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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//osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry();
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//// 创建顶点数组
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//osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
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//int rows = 20, cols=20;
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//for (unsigned int i = 0; i < rows; ++i) {
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// for (unsigned int j = 0; j < cols; ++j) {
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// // 坐标
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// float x = (float)i / (rows - 1) * 100;
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// float y = (float)j / (cols - 1) * 100;
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// vertices->push_back(osg::Vec3f(x, y, 0.0f));
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// }
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//}
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//geometry->setVertexArray(vertices);
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//// 生成索引来连接顶点
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//osg::ref_ptr<osg::DrawElementsUShort> indices = new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS);
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//for (unsigned int i = 0; i < rows - 1; ++i) {
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// for (unsigned int j = 0; j < cols - 1; ++j) {
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// unsigned short bottomLeft = i * cols + j;
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// unsigned short bottomRight = bottomLeft + 1;
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// unsigned short topLeft = (i + 1) * cols + j;
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// unsigned short topRight = topLeft + 1;
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// indices->push_back(bottomLeft);
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// indices->push_back(bottomRight);
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// indices->push_back(topRight);
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// indices->push_back(topLeft);
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// }
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//}
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//geometry->addPrimitiveSet(indices);
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//// 创建表面颜色
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//osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
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//colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); // 蓝色
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//geometry->setColorArray(colors);
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//geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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//// 添加geometry到geode
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//geode->addDrawable(geometry);
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//geode->setUpdateCallback(new WaveSurfaceCallback());
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//return;
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static const char* vertSource = {
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"#version 330\n"
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"varying vec3 pos;\n"
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"void main()\n"
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"{\n"
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"pos.x=gl_Vertex.x;\n"
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"pos.y=gl_Vertex.y;\n"
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"pos.z=gl_Vertex.z;\n"
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"gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;\n"
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"}\n"
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};
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static const char* fragSource = {
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"#version 330\n"
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"uniform float num; \n"
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"uniform float height; \n"
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"uniform vec4 baseColor;\n"
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"varying vec3 pos;\n"
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"float Alpha = 1.0; \n"
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"float f = pos.z;\n"
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"uniform float osg_FrameTime;\n"
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"void main()\n"
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"{\n"
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"if (sin(f/height*3.14*2*num+ osg_FrameTime*10) > 0)\n"
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"{\n"
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" Alpha = 0.8;\n"
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"}\n"
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"else\n"
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"{\n"
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" Alpha = 0.3;\n"
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"}\n"
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" gl_FragColor = vec4(baseColor.rgb, Alpha);\n"
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"}\n "
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};
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osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX);
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vertexShader->setShaderSource(vertSource);
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osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
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fragmentShader->setShaderSource(fragSource);
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osg::StateSet* stateset = coneDrawable_->getOrCreateStateSet();
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// osg::ref_ptr<osg::Material> mat = new osg::Material;
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// //设置正面散射颜色
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// mat->setDiffuse(osg::Material::FRONT, osg::Vec4(1.0, 0.0, 0.0, 0.3));//1.0, 0.0, 0.0, 0.3
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// //设置正面镜面颜色
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// mat->setSpecular(osg::Material::FRONT, osg::Vec4(1.0, 0.0, 0.0, 0.3));//1.0, 0.0, 0.0, 0.3
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//
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// geode->getOrCreateStateSet()->setAttribute(mat);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
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// stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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//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
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// //stateset->setRenderBinDetails(120, "OSGEARTH_SCREEN_SPACE_LAYOUT_BIN");
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stateset->setRenderBinDetails(10, "RenderBin");
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osg::ref_ptr<osg::BlendFunc> blendFunc = new osg::BlendFunc();
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stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Program> program = new osg::Program();
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program->addShader(vertexShader);
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program->addShader(fragmentShader);
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baseColorUniform_ = new osg::Uniform("baseColor", baseColor_);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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stateset->addUniform(baseColorUniform_);
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// // stateset->osg::ref_ptr<osg::Program> program = new osg::Program();
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program->addShader(vertexShader);
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program->addShader(fragmentShader);(program, osg::StateAttribute::ON);
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// // stateset->setAttributeAndModes(new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false));
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//
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// levelCountUniform_ = new osg::Uniform("num", float(levelCount_));
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// levelHeightUniform_ = new osg::Uniform("height", levelHeight_);
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// stateset->addUniform(levelCountUniform_);
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// stateset->addUniform(levelHeightUniform_.get());
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}
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/*
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osgFX/Outline>
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#include <osgFX/Scribe>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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||||||
#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));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
*/
|
|
@ -50,14 +50,14 @@ public:
|
|||||||
return baseColor_;
|
return baseColor_;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetLevelCount(int count);
|
void SetLevelCount(int count) {};
|
||||||
int GetLevelCount() const {
|
int GetLevelCount() const {
|
||||||
return levelCount_;
|
return 0.f; // levelCount_;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetLevelHeight(float height);
|
void SetLevelHeight(float height) {}
|
||||||
float GetLevelHeihgt() const {
|
float GetLevelHeihgt() const {
|
||||||
return levelHeight_;
|
return 0.f; // levelHeight_;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 透明度控制方法
|
// 透明度控制方法
|
||||||
@ -70,17 +70,9 @@ public:
|
|||||||
void SetConeAlpha(float alpha);
|
void SetConeAlpha(float alpha);
|
||||||
float GetConeAlpha() const { return coneAlpha_; }
|
float GetConeAlpha() const { return coneAlpha_; }
|
||||||
|
|
||||||
protected:
|
|
||||||
virtual void CreateTexturedCone(osg::Geode* geode);
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
osg::ref_ptr<osg::Cone> cone_;
|
osg::ref_ptr<osg::Cone> cone_;
|
||||||
osg::ref_ptr<osg::ShapeDrawable> coneDrawable_;
|
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 height_{ 6.0f };
|
||||||
float radius_{ 10.0f };
|
float radius_{ 10.0f };
|
||||||
@ -90,7 +82,9 @@ private:
|
|||||||
osg::ref_ptr<osg::Uniform> waveRadiusUniform_;
|
osg::ref_ptr<osg::Uniform> waveRadiusUniform_;
|
||||||
osg::ref_ptr<osg::Uniform> waveSpeedUniform_;
|
osg::ref_ptr<osg::Uniform> waveSpeedUniform_;
|
||||||
osg::ref_ptr<osg::Uniform> waveCountUniform_;
|
osg::ref_ptr<osg::Uniform> waveCountUniform_;
|
||||||
|
osg::ref_ptr<osg::Uniform> baseColorUniform_;
|
||||||
osg::ref_ptr<osg::Uniform> waveColorUniform_;
|
osg::ref_ptr<osg::Uniform> waveColorUniform_;
|
||||||
|
osg::ref_ptr<osg::Uniform> levelHeightUniform_;
|
||||||
|
|
||||||
// 透明度控制uniform变量
|
// 透明度控制uniform变量
|
||||||
osg::ref_ptr<osg::Uniform> ringBrightAlphaUniform_;
|
osg::ref_ptr<osg::Uniform> ringBrightAlphaUniform_;
|
||||||
@ -109,36 +103,3 @@ private:
|
|||||||
float ringDarkAlpha_{ 0.3f }; // 暗环透明度
|
float ringDarkAlpha_{ 0.3f }; // 暗环透明度
|
||||||
float coneAlpha_{ 0.7f }; // 锥形透明度
|
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();
|
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|
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void clearSelf() ;
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void Render(double dt) override;
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void createWaveBeamCone(osg::MatrixTransform* node,double angle, double length, osg::Vec4 color, osg::Vec4 lineColor, double lineWidth);
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|
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void changeWaveBeamConeTarget(/*osg::MatrixTransform* mt, * / double latitude, double longitude, double height, bool ifDynamic);
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void changeWaveBeamConeAppearance(osg::Vec4 color, osg::Vec4 lineColor, double lineWidth);
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|
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osg::ref_ptr<osg::MatrixTransform> getWaveBeamCone() {
|
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return _waveBeamCone;
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}
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private:
|
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osg::ref_ptr<osg::MatrixTransform> _waveBeamCone;
|
|
||||||
};
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
Loading…
Reference in New Issue
Block a user