524 lines
17 KiB
C++
524 lines
17 KiB
C++
#include "effects/ConeWave.h"
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/*
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#include <osg/BlendFunc>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osg/ShapeDrawable>
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#include <osg/Group>
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#include <osgViewer/Viewer>
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#include <osgDB/ReadFile>
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#include <osg/Shader>
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#include <osg/Program>
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#include <osg/Uniform>
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#include <osg/Depth>
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#include <osgEarth/Registry>
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class WaveSurfaceCallback : public osg::NodeCallback {
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public:
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WaveSurfaceCallback() : timeElapsed(0.0f) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
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timeElapsed += (nv->getFrameStamp()->getSimulationTime() - SimulationTime);
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// 获取并更新geometry的顶点
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osg::Geode* geode = dynamic_cast<osg::Geode*>(node);
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if (geode) {
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osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(geode->getDrawable(0));
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if (geometry) {
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osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
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if (vertices) {
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// 更新顶点位置来模拟波动
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float amplitude = 2.0f;
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float frequency = 1.0f;
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for (unsigned int i = 0; i < vertices->size(); ++i) {
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osg::Vec3f& vertex = (*vertices)[i];
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vertex.z() = amplitude * sin(frequency * (vertex.x() + timeElapsed));
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}
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geometry->setVertexArray(vertices);
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geometry->dirtyBound(); // 更新几何体边界
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}
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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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SimulationTime = nv->getFrameStamp()->getSimulationTime();
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}
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private:
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float timeElapsed;
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double SimulationTime;
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};
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ConeWave::ConeWave() {
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osgEarth::Registry::shaderGenerator().run(this);
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}
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ConeWave::~ConeWave(void)
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{
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}
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void ConeWave::Render(double dt) {
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}
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void ConeWave::InitGeode() {
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CreateTexturedCone(this);
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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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//setCullingActive(false);
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}
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void ConeWave::Destory() {
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OnDestroy();
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}
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void ConeWave::SetHeight(float height) {
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height_ = 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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}
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void ConeWave::SetRadius(float radius) {
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radius_ = radius;
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if (cone_) {
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cone_->setRadius(radius);
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}
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// coneDrawable_->build();
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}
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void ConeWave::SetBaseColor(const osg::Vec4& color) {
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baseColor_ = color;
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if (baseColorUniform_) {
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baseColorUniform_->set(color);
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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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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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//
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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->setAttributeAndModes(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 <osgEarth/Ellipsoid>
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#include "scene/SceneContent.h"
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class WaveBeamConeCallBack : public osg::NodeCallback {
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public:
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WaveBeamConeCallBack();
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~WaveBeamConeCallBack();
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virtual void operator() (osg::Node *node, osg::NodeVisitor *nv);
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public:
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double m_latitude;
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double m_longitude;
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double m_height;
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bool m_ifDynamic;
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double m_angle;
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double m_length;
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osg::Vec4 m_color;
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osg::Vec4 m_lineColor;
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double m_lineWidth;
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osg::ref_ptr<osg::Geode> m_geode;
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osg::ref_ptr<osg::Geometry> m_geom;
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osg::ref_ptr<osg::Vec4Array> m_colorArray;
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osg::ref_ptr<osg::Vec3Array> m_pointVector;
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osg::ref_ptr<osgFX::Scribe> m_nodeFX;
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};
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WaveBeamConeCallBack::WaveBeamConeCallBack() {
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m_latitude = 0.0;
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m_longitude = 0.0;
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m_height = -6371000;
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m_ifDynamic = false;
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m_angle = 20.0;
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m_length = 100000;
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m_color = osg::Vec4(1, 0, 0, 0.5);
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m_lineColor = osg::Vec4(1.0, 0.0, 0.0, 1.0);
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m_lineWidth = 1.0;
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}
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WaveBeamConeCallBack::~WaveBeamConeCallBack() {
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}
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void WaveBeamConeCallBack::operator()(osg::Node *node, osg::NodeVisitor *nv) {
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if (m_ifDynamic == false)
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return;
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//std::cout << "WaveBeamConeCallBack info=" << m_latitude << "," << m_longitude << "," << m_height << std::endl;
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osg::MatrixTransform* mtCone = dynamic_cast<osg::MatrixTransform*>(node);
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if (mtCone != NULL) {
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osg::MatrixTransform* mtR = dynamic_cast<osg::MatrixTransform*>(mtCone->getParent(0));
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osg::MatrixTransform* mt = dynamic_cast<osg::MatrixTransform*>(mtR->getParent(0));
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//osg::Matrix m = osg::computeWorldToLocal(mtCone->getParentalNodePaths().at(0));
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osg::Matrix m = osg::Matrix::inverse(mt->getMatrix()*mtR->getMatrix());
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osg::Matrix mTarget;
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double x, y, z;
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osg::EllipsoidModel em;
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em.convertLatLongHeightToXYZ(osg::DegreesToRadians(m_latitude),
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osg::DegreesToRadians(m_longitude),
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m_height, x, y, z);
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mTarget.setTrans(x, y, z);
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osg::Matrix mConeRate = osg::Matrix::rotate(osg::Vec3d(0, 1, 0), (mTarget*m).getTrans());
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mtCone->setMatrix(mConeRate);//mTarget*m
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//更改cone的形状----------------------------------------
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double length = (mTarget*m).getTrans().length();
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double angle = osg::DegreesToRadians(m_angle);
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double radius = std::tan(angle*0.5) * length;
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int splitCount = 20;
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double angleStep = osg::PI * 2.0 / splitCount;
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//侧面
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for (int i = 1; i <= splitCount + 1; i++) {
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double tempAngle = (i - 1)*angleStep;
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osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
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m_pointVector->at(i) = pos;
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}
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m_pointVector->at(splitCount + 2) = osg::Vec3(0, length, 0);
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//底面
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for (int i = splitCount + 3; i <= splitCount + 3 + splitCount; i++) {
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double tempAngle = (i - splitCount - 3) *angleStep;
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osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
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m_pointVector->at(i) = pos;
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}
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m_geom->dirtyBound();
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m_geom->dirtyDisplayList();
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}
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}
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ConeWave::ConeWave() {
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}
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ConeWave::~ConeWave() {
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}
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void ConeWave::clearSelf() {
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}
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void ConeWave::Render(double dt)
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{
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}
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void ConeWave::createWaveBeamCone(osg::MatrixTransform* node, double angle, double length,
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osg::Vec4 color, osg::Vec4 lineColor, double lineWidth) {
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double angleD = osg::DegreesToRadians(angle);
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double radius = std::tan(angleD*0.5) * length;
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int splitCount = 20;
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double angleStep = osg::PI * 2.0 / splitCount;
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osg::ref_ptr<osg::Geode> geode = new osg::Geode();
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
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osg::ref_ptr<osg::Vec3Array> vertex = new osg::Vec3Array;
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osg::ref_ptr<osg::Vec3Array> normal = new osg::Vec3Array;
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osg::ref_ptr<osg::DrawElementsUInt> drawElemUInt = new osg::DrawElementsUInt(GL_TRIANGLE_FAN);
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osg::ref_ptr<osg::DrawElementsUInt> drawElemUInt2 = new osg::DrawElementsUInt(GL_TRIANGLE_FAN);
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geom->setVertexArray(vertex);
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geom->setNormalArray(normal);
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geode->addDrawable(geom);
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vertex->push_back(osg::Vec3(0, 0, 0));
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drawElemUInt->push_back(0);
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normal->push_back(osg::Vec3(0, -1, 0));
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//侧面
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for (int i = 0; i <= splitCount; i++) {
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double tempAngle = i*angleStep;
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osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
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vertex->push_back(osg::Vec3(pos));
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pos.normalize();
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normal->push_back(pos);
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drawElemUInt->push_back(i + 1);
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}
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//底面
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int indexBegin = vertex->size();
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vertex->push_back(osg::Vec3(0, length, 0));
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drawElemUInt2->push_back(indexBegin);
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normal->push_back(osg::Vec3(0, 1, 0));
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for (int i = 0; i <= splitCount; i++) {
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double tempAngle = i*angleStep;
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osg::Vec3 pos(radius * cos(tempAngle), length, radius * sin(tempAngle) + 3);
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vertex->push_back(osg::Vec3(pos));
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normal->push_back(osg::Vec3(0, 1, 0));
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drawElemUInt2->push_back(indexBegin + i + 1);
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}
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geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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geom->addPrimitiveSet(drawElemUInt);
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geom->addPrimitiveSet(drawElemUInt2);
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//创建材质对象
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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, 1.0, 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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geode->getOrCreateStateSet()->setAttribute(mat.get());
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geode->getOrCreateStateSet()->setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
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//设置透明效果
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geode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
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geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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geode->getOrCreateStateSet()->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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geode->getOrCreateStateSet()->setRenderBinDetails(12, "RenderBin");
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osg::ref_ptr<osg::MatrixTransform> mtCone = new osg::MatrixTransform;
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// mtCone->addChild(nodeFX);
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//给callback中赋值
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WaveBeamConeCallBack* coneCallBack = new WaveBeamConeCallBack;
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coneCallBack->m_angle = angle;
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coneCallBack->m_length = length;
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coneCallBack->m_color = color;
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coneCallBack->m_lineColor = lineColor;
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coneCallBack->m_lineWidth = lineWidth;
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coneCallBack->m_geode = geode;
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coneCallBack->m_geom = geom;
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coneCallBack->m_pointVector = vertex;
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//添加到模型中
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// osg::MatrixTransform* mtR = dynamic_cast<osg::MatrixTransform*>(node->getChild(0));
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// osg::MatrixTransform* mtS = dynamic_cast<osg::MatrixTransform*>(mtR->getChild(0));
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// mtR->addChild(mtCone);
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_waveBeamCone = mtCone;
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}
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void ConeWave::changeWaveBeamConeTarget(double latitude, double longitude, double height, bool ifDynamic) {
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WaveBeamConeCallBack* coneCallBack = dynamic_cast<WaveBeamConeCallBack*>(_waveBeamCone->getUpdateCallback());
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if (coneCallBack != NULL) {
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coneCallBack->m_ifDynamic = ifDynamic;
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coneCallBack->m_latitude = latitude;
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coneCallBack->m_longitude = longitude;
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coneCallBack->m_height = height;
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if (ifDynamic == false) {
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osg::MatrixTransform* mtCone = _waveBeamCone;
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|
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osg::MatrixTransform* mtR = dynamic_cast<osg::MatrixTransform*>(mtCone->getParent(0));
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osg::MatrixTransform* mt = dynamic_cast<osg::MatrixTransform*>(mtR->getParent(0));
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//osg::Matrix m = osg::computeWorldToLocal(mtCone->getParentalNodePaths().at(0));
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osg::Matrix m = osg::Matrix::inverse(mt->getMatrix()*mtR->getMatrix());
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osg::Matrix mTarget;
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double x, y, z;
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osg::EllipsoidModel em;
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em.convertLatLongHeightToXYZ(osg::DegreesToRadians(latitude),
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osg::DegreesToRadians(longitude),
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height, x, y, z);
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|
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mTarget.setTrans(x, y, z);
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osg::Matrix mConeRate = osg::Matrix::rotate(osg::Vec3d(0, 1, 0), (mTarget*m).getTrans());
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mtCone->setMatrix(mConeRate);
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}
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}
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}
|
|
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void ConeWave::changeWaveBeamConeAppearance( osg::Vec4 color, osg::Vec4 lineColor, double lineWidth) {
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WaveBeamConeCallBack* coneCallBack = dynamic_cast<WaveBeamConeCallBack*>(_waveBeamCone->getUpdateCallback());
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|
if (coneCallBack != NULL) {
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|
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
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//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);
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|
} else {
|
|
_waveBeamCone->removeChild(coneCallBack->m_geode);
|
|
_waveBeamCone->addChild(coneCallBack->m_nodeFX);
|
|
|
|
coneCallBack->m_nodeFX->setWireframeColor(lineColor);
|
|
coneCallBack->m_nodeFX->setWireframeLineWidth(lineWidth);
|
|
}
|
|
}
|
|
}
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