modify conewave
This commit is contained in:
parent
2e8a12ba34
commit
d2a724bde6
@ -50,9 +50,41 @@ private:
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double SimulationTime;
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};
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// 雷达扫描波时间更新回调
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class RadarWaveTimeCallback : public osg::NodeCallback {
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public:
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RadarWaveTimeCallback(osg::ref_ptr<osg::Uniform> waveTimeUniform)
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: waveTimeUniform_(waveTimeUniform), startTime_(0.0) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
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if (nv->getFrameStamp()) {
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double currentTime = nv->getFrameStamp()->getSimulationTime();
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if (startTime_ == 0.0) {
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startTime_ = currentTime;
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}
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// 计算经过的时间
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float elapsedTime = static_cast<float>(currentTime - startTime_);
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// 更新waveTime uniform
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if (waveTimeUniform_.valid()) {
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waveTimeUniform_->set(elapsedTime);
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}
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}
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// 继续遍历场景图
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traverse(node, nv);
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}
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private:
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osg::ref_ptr<osg::Uniform> waveTimeUniform_;
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double startTime_;
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};
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ConeWave::ConeWave() {
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osgEarth::Registry::shaderGenerator().run(this);
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currentTime_ = 0.0;
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}
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@ -61,14 +93,16 @@ ConeWave::~ConeWave(void)
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}
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void ConeWave::Render(double dt) {
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// 时间更新现在由RadarWaveTimeCallback回调处理
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// 这里可以处理其他需要更新的属性
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}
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void ConeWave::InitGeode() {
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CreateTexturedCone(this);
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CreateRadarScanWave();
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getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
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getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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setCullingActive(false);
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}
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@ -81,7 +115,7 @@ void ConeWave::SetHeight(float height) {
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if (cone_) {
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cone_->setHeight(height_);
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}
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// coneDrawable_->build();
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//coneDrawable_->build();
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}
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void ConeWave::SetRadius(float radius) {
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@ -113,84 +147,153 @@ void ConeWave::SetLevelHeight(float height) {
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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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// 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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waveRadius_ = radius;
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if (waveRadiusUniform_.valid()) {
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waveRadiusUniform_->set(radius);
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}
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// 更新Cone的半径以匹配扫描波半径
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if (cone_.valid()) {
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cone_->setRadius(radius);
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// 强制更新ShapeDrawable
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if (coneDrawable_.valid()) {
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coneDrawable_->dirtyDisplayList();
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coneDrawable_->dirtyBound();
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}
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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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void ConeWave::SetWaveSpeed(float speed) {
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waveSpeed_ = speed;
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if (waveSpeedUniform_.valid()) {
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waveSpeedUniform_->set(speed);
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}
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geometry->addPrimitiveSet(indices);
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}
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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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void ConeWave::SetWaveCount(int count) {
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waveCount_ = count;
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if (waveCountUniform_.valid()) {
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waveCountUniform_->set(static_cast<float>(count));
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}
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}
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geometry->setColorArray(colors);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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void ConeWave::SetWaveColor(const osg::Vec4& color) {
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waveColor_ = color;
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if (waveColorUniform_.valid()) {
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waveColorUniform_->set(color);
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}
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}
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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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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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cone_ = new osg::Cone(osg::Vec3(0, 0, 0.), waveRadius_, height_);
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static const char* vertSource = {
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"#version 330\n"
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// 设置细分参数,创建更平滑的圆形底面
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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->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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// 创建可绘制对象
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coneDrawable_ = new osg::ShapeDrawable(cone_, tesselate);
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coneDrawable_->setColor(waveColor_);
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// 添加到几何节点
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addDrawable(coneDrawable_);
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// 设置渲染状态
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osg::StateSet* ss = coneDrawable_->getOrCreateStateSet();
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ss->setRenderBinDetails(120, "RenderBin");
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ss->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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// 设置混合模式
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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_BLEND, osg::StateAttribute::ON);
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ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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// 创建雷达扫描波着色器
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CreateRadarShader();
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// 添加时间更新回调
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setUpdateCallback(new RadarWaveTimeCallback(waveTimeUniform_));
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}
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void ConeWave::CreateRadarShader() {
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// 顶点着色器 - 使用简单的基于高度的条纹效果
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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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" 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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// 片段着色器 - 基于高度的波纹效果
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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 baseColor;\n"
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"uniform vec4 waveColor;\n"
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"uniform float waveTime;\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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" // 基于高度的层次效果\n"
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" float h = abs(pos.z) / height;\n"
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" float layer = h * num + waveTime;\n"
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" \n"
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" // 简单的波纹效果\n"
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" float wave = sin(layer * 6.28);\n"
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" float pulse = (wave + 1.0) * 0.5;\n"
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" \n"
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" // 计算边缘\n"
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" float dist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
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" float maxDist = abs(pos.z) * 1.2;\n"
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" float edge = dist / maxDist;\n"
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" \n"
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" // 层次线效果\n"
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" float layerLine = sin(h * num * 6.28 + waveTime * 4.0);\n"
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" float lineIntensity = (layerLine + 1.0) * 0.5;\n"
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" \n"
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" // 颜色选择\n"
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" if (lineIntensity > 0.7 && edge < 1.0)\n"
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" {\n"
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" // 黄色边框线\n"
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" gl_FragColor = vec4(1.0, 1.0, 0.0, 0.9);\n"
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" }\n"
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" else if (edge < 1.0)\n"
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" {\n"
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" // 基础锥形区域\n"
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" float intensity = pulse * 0.6 + 0.3;\n"
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" gl_FragColor = vec4(baseColor.rgb * intensity, 0.4 * intensity);\n"
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" }\n"
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" else\n"
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" {\n"
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" // 超出边界\n"
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\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* fragSource = {
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"#version 330\n"
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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 baseColor;\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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@ -208,6 +311,128 @@ void ConeWave::CreateTexturedCone(osg::Geode* geode) {
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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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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::Program> program = new osg::Program;
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program->addShader(vertexShader);
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program->addShader(fragmentShader);
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// 获取drawable的状态集并设置着色器程序
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osg::StateSet* stateSet = coneDrawable_->getOrCreateStateSet();
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stateSet->setAttributeAndModes(program, osg::StateAttribute::ON);
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// 创建uniform变量
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waveTimeUniform_ = new osg::Uniform("waveTime", 0.0f);
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baseColorUniform_ = new osg::Uniform("baseColor", osg::Vec4(0.8f, 0.2f, 0.2f, 1.0f)); // 红色基调
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waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
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levelCountUniform_ = new osg::Uniform("num", 8.0f); // 增加层数
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levelHeightUniform_ = new osg::Uniform("height", height_);
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stateSet->addUniform(waveTimeUniform_);
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stateSet->addUniform(baseColorUniform_);
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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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}
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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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@ -20,6 +20,21 @@ public:
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void InitGeode();
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void Destory();
|
||||
|
||||
// 雷达扫描波效果相关方法
|
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void CreateRadarScanWave();
|
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void CreateRadarShader();
|
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void SetWaveRadius(float radius);
|
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float GetWaveRadius() const { return waveRadius_; }
|
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|
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void SetWaveSpeed(float speed);
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float GetWaveSpeed() const { return waveSpeed_; }
|
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|
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void SetWaveCount(int count);
|
||||
int GetWaveCount() const { return waveCount_; }
|
||||
|
||||
void SetWaveColor(const osg::Vec4& color);
|
||||
const osg::Vec4& GetWaveColor() const { return waveColor_; }
|
||||
|
||||
void SetHeight(float height);
|
||||
float GetHeght() const {
|
||||
return height_;
|
||||
@ -52,14 +67,27 @@ private:
|
||||
osg::ref_ptr<osg::Cone> cone_;
|
||||
osg::ref_ptr<osg::ShapeDrawable> coneDrawable_;
|
||||
osg::ref_ptr<osg::Uniform> baseColorUniform_;
|
||||
osg::Vec4 baseColor_{ 0.0f, 0.2f, 0.5f, 0.2f };
|
||||
osg::ref_ptr<osg::Uniform> levelCountUniform_;
|
||||
int levelCount_{ 4 };
|
||||
osg::ref_ptr<osg::Uniform> levelHeightUniform_;
|
||||
float levelHeight_{ 500.0f };
|
||||
|
||||
float height_{ 60.0f };
|
||||
float height_{ 6.0f };
|
||||
float radius_{ 10.0f };
|
||||
|
||||
// 雷达扫描波效果相关成员变量
|
||||
osg::ref_ptr<osg::Uniform> waveTimeUniform_;
|
||||
osg::ref_ptr<osg::Uniform> waveRadiusUniform_;
|
||||
osg::ref_ptr<osg::Uniform> waveSpeedUniform_;
|
||||
osg::ref_ptr<osg::Uniform> waveCountUniform_;
|
||||
osg::ref_ptr<osg::Uniform> waveColorUniform_;
|
||||
|
||||
float waveRadius_{ 100.0f }; // 扫描波最大半径
|
||||
float waveSpeed_{ 20.0f }; // 扫描波速度
|
||||
int waveCount_{ 30 }; // 同时存在的波纹数量
|
||||
osg::Vec4 baseColor_{ 1.0f, 0.2f, 0.5f, 1.f };
|
||||
osg::Vec4 waveColor_{ 0.0f, 0.5f, 1.0f, 0.8f }; // 扫描波颜色(蓝色)
|
||||
double currentTime_{ 0.0 }; // 当前时间
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -46,6 +46,14 @@ bool ConeWaveComponent::SetAttribute(const char* name, const char* value) {
|
||||
SetLevelCount(atof(value));
|
||||
} else if (0 == strcmp("levelHeihgt", name)) {
|
||||
SetLevelHeight(atof(value));
|
||||
} else if (0 == strcmp("waveRadius", name)) {
|
||||
SetWaveRadius(atof(value));
|
||||
} else if (0 == strcmp("waveSpeed", name)) {
|
||||
SetWaveSpeed(atof(value));
|
||||
} else if (0 == strcmp("waveCount", name)) {
|
||||
SetWaveCount(atoi(value));
|
||||
} else if (0 == strcmp("waveColor", name)) {
|
||||
SetWaveColor(StringUtils::StringToVec4(value));
|
||||
}
|
||||
|
||||
return SceneComponent::SetAttribute(name, value);
|
||||
@ -81,6 +89,10 @@ void ConeWaveComponent::Begin() {
|
||||
|
||||
void ConeWaveComponent::Update(double dt) {
|
||||
UpdateEvent();
|
||||
// 更新雷达扫描波效果
|
||||
if (coneWave_.valid()) {
|
||||
coneWave_->Render(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void ConeWaveComponent::SetHeight(float height) {
|
||||
@ -223,3 +235,57 @@ void ConeWaveComponent::AddColor(int32_t status, const osg::Vec4& color) {
|
||||
colorMap_[status] = color;
|
||||
}
|
||||
|
||||
// 雷达扫描波效果相关方法实现
|
||||
void ConeWaveComponent::SetWaveRadius(float radius) {
|
||||
if (coneWave_.valid()) {
|
||||
coneWave_->SetWaveRadius(radius);
|
||||
}
|
||||
}
|
||||
|
||||
float ConeWaveComponent::GetWaveRadius() const {
|
||||
if (coneWave_.valid()) {
|
||||
return coneWave_->GetWaveRadius();
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void ConeWaveComponent::SetWaveSpeed(float speed) {
|
||||
if (coneWave_.valid()) {
|
||||
coneWave_->SetWaveSpeed(speed);
|
||||
}
|
||||
}
|
||||
|
||||
float ConeWaveComponent::GetWaveSpeed() const {
|
||||
if (coneWave_.valid()) {
|
||||
return coneWave_->GetWaveSpeed();
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void ConeWaveComponent::SetWaveCount(int count) {
|
||||
if (coneWave_.valid()) {
|
||||
coneWave_->SetWaveCount(count);
|
||||
}
|
||||
}
|
||||
|
||||
int ConeWaveComponent::GetWaveCount() const {
|
||||
if (coneWave_.valid()) {
|
||||
return coneWave_->GetWaveCount();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ConeWaveComponent::SetWaveColor(const osg::Vec4& color) {
|
||||
if (coneWave_.valid()) {
|
||||
coneWave_->SetWaveColor(color);
|
||||
}
|
||||
}
|
||||
|
||||
const osg::Vec4& ConeWaveComponent::GetWaveColor() const {
|
||||
static osg::Vec4 defaultColor(0.0f, 0.5f, 1.0f, 0.8f);
|
||||
if (coneWave_.valid()) {
|
||||
return coneWave_->GetWaveColor();
|
||||
}
|
||||
return defaultColor;
|
||||
}
|
||||
|
||||
|
@ -49,6 +49,19 @@ public:
|
||||
void SetColor3(const osg::Vec4& color);
|
||||
const osg::Vec4 GetColor3() const;
|
||||
|
||||
// 雷达扫描波效果相关方法
|
||||
void SetWaveRadius(float radius);
|
||||
float GetWaveRadius() const;
|
||||
|
||||
void SetWaveSpeed(float speed);
|
||||
float GetWaveSpeed() const;
|
||||
|
||||
void SetWaveCount(int count);
|
||||
int GetWaveCount() const;
|
||||
|
||||
void SetWaveColor(const osg::Vec4& color);
|
||||
const osg::Vec4& GetWaveColor() const;
|
||||
|
||||
void SetTimeAction(const QString& path);
|
||||
|
||||
protected:
|
||||
|
Loading…
Reference in New Issue
Block a user