OpenSceneGraph实现的NeHe OpenGL教程 - 第十课

    xiaoxiao2026-04-10  5

    简介

    本文实现从外部文件中加载场景,并进行简单的场景漫游操作。

    一般来说,场景都是通过外部建模工具生成的,然后再通过osg进行读取加载,一方面直接通过顶点生成场景对程序员来说十分困难,另一方面通过外部建模的方式加载场景使得程序变得十分灵活。像我们玩的CS游戏就是通过加载一些地图文件实现在不同的场景之中战斗。

    实现

    在NeHe教程中实现的过程介绍的非常清楚,不熟悉的读者可以参考NeHe教程第十课。在这里我们同样使用NeHe中读取文件的方式以及行进的方式,代码如下

    [cpp]  view plain  copy   typedef struct tagVERTEX   {       float x,y,z;       float u,v;   }VERTEX;      typedef struct tagTRIANGLE   {       VERTEX  vertex[3];   }TRIANGLE;      typedef struct tagSECTOR   {       int iNumTriangle;       TRIANGLE *pTriangle;   }SECTOR;   SECTOR  Sector;      void readstr(FILE *f,char *string)   {       do       {           fgets(string, 255, f);       } while ((string[0] == '/') || (string[0] == '\n'));   }      void SetupWorld()   {       float x, y, z, u, v;       int numtriangles;       FILE *filein;       char oneline[255];       filein = fopen("Data/world.txt""rt");             // File To Load World Data From          readstr(filein,oneline);       sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);          Sector.iNumTriangle = numtriangles;       Sector.pTriangle = new TRIANGLE[numtriangles];       for(int i = 0; i < numtriangles; i++)       {           for(int j = 0; j < 3; j++)           {               readstr(filein,oneline);               sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);               Sector.pTriangle[i].vertex[j].x = x;               Sector.pTriangle[i].vertex[j].y = y;               Sector.pTriangle[i].vertex[j].z = z;               Sector.pTriangle[i].vertex[j].u = u;               Sector.pTriangle[i].vertex[j].v = v;           }       }       fclose(filein);   }   读取文件的方式有很多种,(在我们的Qt框架中可以通过QFile和QTextStream等方式读取)为了节省时间此处借用了NeHe源码中的读取方式

    [cpp]  view plain  copy   const float piover180 = 0.0174532925f;   float heading;    float xpos;   float zpos;   GLfloat yrot;      GLfloat walkbias = 0;   GLfloat walkbiasangle = 0;   GLfloat lookupdown = 0.0f;   同样的定义了一些变量用来控制角色。之后为了实现在每一帧中修改角色的姿态,我们定义了三个UpdateCallback类用来响应向前行进、左右旋转(绕Y轴旋转)以及上下旋转 (绕X轴旋转)

    [cpp]  view plain  copy   class TransUpdateCallback : public osg::NodeCallback   {   public:          TransUpdateCallback()       {           GLfloat xtrans = -xpos;           GLfloat ztrans = -zpos;           GLfloat ytrans = -walkbias-0.25f;           _trans = osg::Vec3d(xtrans, ytrans, ztrans);       }          virtual void operator()(Node* node, NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *moveMT = dynamic_cast<osg::MatrixTransform*>(node);               moveMT->setMatrix(osg::Matrix::translate(_trans));           }              traverse(node, nv);       }          void setTrans(osg::Vec3d trans)       {           _trans = trans;       }          osg::Vec3d _trans;   };   [cpp]  view plain  copy   class RotateXUpdateCallback : public osg::NodeCallback   {      public:          RotateXUpdateCallback()       {           _pitch = lookupdown;       }          virtual void operator()(Node* node, NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rotateX = dynamic_cast<osg::MatrixTransform*>(node);               rotateX->setMatrix(osg::Matrix::rotate(_pitch, osg::X_AXIS));           }              traverse(node, nv);       }          void setPitch(double pitch)       {           _pitch = pitch;       }          double _pitch;   };         class RotateYUpdateCallback : public osg::NodeCallback   {      public:          RotateYUpdateCallback()       {           _heading = osg::DegreesToRadians(360.0f) - yrot;       }          virtual void operator()(Node* node, NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rotateY = dynamic_cast<osg::MatrixTransform*>(node);               rotateY->setMatrix(osg::Matrix::rotate(_heading, osg::Y_AXIS));           }              traverse(node, nv);       }          void setHeading(double heading)       {           _heading = heading;       }          double _heading;   };   接着定义了三个全局的变量,用来记录场景中角色的姿态,在键盘的响应中修改它们实现角色的正确移动和旋转

    [cpp]  view plain  copy   TransUpdateCallback *g_moveMTCB;   RotateXUpdateCallback *g_xRotMTCB;   RotateYUpdateCallback *g_yRotMTCB;   接下来构建我们的场景

    [cpp]  view plain  copy   osg::Group *root = new osg::Group;      osg::Vec3Array *vertexArray = new osg::Vec3Array;   osg::Vec2Array *textureArray = new osg::Vec2Array;      unsigned int num = Sector.iNumTriangle;      for (unsigned i = 0; i < num; ++i)   {       vertexArray->push_back(osg::Vec3(Sector.pTriangle[i].vertex[0].x, Sector.pTriangle[i].vertex[0].y, Sector.pTriangle[i].vertex[0].z));       vertexArray->push_back(osg::Vec3(Sector.pTriangle[i].vertex[1].x, Sector.pTriangle[i].vertex[1].y, Sector.pTriangle[i].vertex[1].z));       vertexArray->push_back(osg::Vec3(Sector.pTriangle[i].vertex[2].x, Sector.pTriangle[i].vertex[2].y, Sector.pTriangle[i].vertex[2].z));          textureArray->push_back(osg::Vec2(Sector.pTriangle[i].vertex[0].u, Sector.pTriangle[i].vertex[0].v));       textureArray->push_back(osg::Vec2(Sector.pTriangle[i].vertex[1].u, Sector.pTriangle[i].vertex[1].v));       textureArray->push_back(osg::Vec2(Sector.pTriangle[i].vertex[2].u, Sector.pTriangle[i].vertex[2].v));   }      osg::MatrixTransform *moveMT = new osg::MatrixTransform;   TransUpdateCallback *tucb = new TransUpdateCallback;   moveMT->setUpdateCallback(tucb);   g_moveMTCB = tucb;      osg::MatrixTransform *headingMT = new osg::MatrixTransform;   RotateYUpdateCallback *ryuc = new RotateYUpdateCallback;   headingMT->setUpdateCallback(ryuc);   g_yRotMTCB = ryuc;      osg::MatrixTransform *pitchMT = new osg::MatrixTransform;   RotateXUpdateCallback *rxuc = new RotateXUpdateCallback;   pitchMT->setUpdateCallback(rxuc);   g_xRotMTCB = rxuc;      headingMT->addChild(pitchMT);   pitchMT->addChild(moveMT);      osg::Geometry *triangleGeometry = new osg::Geometry;   triangleGeometry->setVertexArray(vertexArray);      triangleGeometry->setTexCoordArray(0, textureArray);   triangleGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, createTexture(0));      triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 108));   osg::Geode *triangleGeode = new osg::Geode;   triangleGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);   triangleGeode->addDrawable(triangleGeometry);   moveMT->addChild(triangleGeode);   root->addChild(headingMT);   构建场景中我们将Callback记录在全局变量中,在EventHandler中修改它们

    [cpp]  view plain  copy   switch(ea.getEventType())   {   case(osgGA::GUIEventAdapter::KEYDOWN):       {           if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)           {               xpos -= (float)sin(heading*piover180) * 0.05f;               zpos -= (float)cos(heading*piover180) * 0.05f;               if (walkbiasangle >= 359.0f)               {                   walkbiasangle = 0.0f;               }               else               {                   walkbiasangle+= 10;               }               walkbias = (float)sin(walkbiasangle * piover180)/20.0f;               GLfloat ytrans = -walkbias-0.25f;               g_moveMTCB->setTrans(osg::Vec3d(-xpos, ytrans, -zpos));           }              if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down)           {                  xpos += (float)sin(heading*piover180) * 0.05f;               zpos += (float)cos(heading*piover180) * 0.05f;               if (walkbiasangle <= 1.0f)               {                   walkbiasangle = 359.0f;               }               else               {                   walkbiasangle-= 10;               }               walkbias = (float)sin(walkbiasangle * piover180)/20.0f;               GLfloat ytrans = -walkbias-0.25f;               g_moveMTCB->setTrans(osg::Vec3d(-xpos, ytrans, -zpos));           }              if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)           {               heading -= 1.0f;               yrot = heading;               double direction = osg::DegreesToRadians(360.0f) - osg::DegreesToRadians(yrot);               g_yRotMTCB->setHeading(direction);           }                      if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)           {               heading += 1.0f;               yrot = heading;               double direction = osg::DegreesToRadians(360.0f) - osg::DegreesToRadians(yrot);               g_yRotMTCB->setHeading(direction);           }              if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Up)           {               lookupdown += 1.0f;               double direction = osg::DegreesToRadians(lookupdown);               g_xRotMTCB->setPitch(direction);           }              if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Down)           {               lookupdown -= 1.0f;               double direction = osg::DegreesToRadians(lookupdown);               g_xRotMTCB->setPitch(direction);           }          }   defaultbreak;   }   行进以及旋转的方式参考了NeHe教程中的描述。

    编译运行程序

    附:本课源码(源码中可能存在错误和不足,仅供参考)

    [cpp]  view plain  copy   #include "../osgNeHe.h"      #include <QtCore/QTimer>   #include <QtGui/QApplication>   #include <QtGui/QVBoxLayout>      #include <osgViewer/Viewer>   #include <osgDB/ReadFile>   #include <osgQt/GraphicsWindowQt>      #include <osg/MatrixTransform>   #include <osg/Texture2D>   #include <osgGA/TrackballManipulator>      using namespace osg;      //   //Copied From NeHe Tutorial      typedef struct tagVERTEX   {       float x,y,z;       float u,v;   }VERTEX;      typedef struct tagTRIANGLE   {       VERTEX  vertex[3];   }TRIANGLE;      typedef struct tagSECTOR   {       int iNumTriangle;       TRIANGLE *pTriangle;   }SECTOR;   SECTOR  Sector;      void readstr(FILE *f,char *string)   {       do       {           fgets(string, 255, f);       } while ((string[0] == '/') || (string[0] == '\n'));   }      void SetupWorld()   {       float x, y, z, u, v;       int numtriangles;       FILE *filein;       char oneline[255];       filein = fopen("Data/world.txt""rt");             // File To Load World Data From          readstr(filein,oneline);       sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);          Sector.iNumTriangle = numtriangles;       Sector.pTriangle = new TRIANGLE[numtriangles];       for(int i = 0; i < numtriangles; i++)       {           for(int j = 0; j < 3; j++)           {               readstr(filein,oneline);               sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);               Sector.pTriangle[i].vertex[j].x = x;               Sector.pTriangle[i].vertex[j].y = y;               Sector.pTriangle[i].vertex[j].z = z;               Sector.pTriangle[i].vertex[j].u = u;               Sector.pTriangle[i].vertex[j].v = v;           }       }       fclose(filein);   }      //End   //      const float piover180 = 0.0174532925f;   float heading;   float xpos;   float zpos;   GLfloat yrot;      GLfloat walkbias = 0;   GLfloat walkbiasangle = 0;   GLfloat lookupdown = 0.0f;      //   //TransUpdateCallback      class TransUpdateCallback : public osg::NodeCallback   {   public:          TransUpdateCallback()       {           GLfloat xtrans = -xpos;           GLfloat ztrans = -zpos;           GLfloat ytrans = -walkbias-0.25f;           _trans = osg::Vec3d(xtrans, ytrans, ztrans);       }          virtual void operator()(Node* node, NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *moveMT = dynamic_cast<osg::MatrixTransform*>(node);               moveMT->setMatrix(osg::Matrix::translate(_trans));           }              traverse(node, nv);       }          void setTrans(osg::Vec3d trans)       {           _trans = trans;       }          osg::Vec3d _trans;   };         //End   //         //   //RotateUpdateCallback       class RotateXUpdateCallback : public osg::NodeCallback   {      public:          RotateXUpdateCallback()       {           _pitch = lookupdown;       }          virtual void operator()(Node* node, NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rotateX = dynamic_cast<osg::MatrixTransform*>(node);               rotateX->setMatrix(osg::Matrix::rotate(_pitch, osg::X_AXIS));           }              traverse(node, nv);       }          void setPitch(double pitch)       {           _pitch = pitch;       }          double _pitch;   };         class RotateYUpdateCallback : public osg::NodeCallback   {      public:          RotateYUpdateCallback()       {           _heading = osg::DegreesToRadians(360.0f) - yrot;       }          virtual void operator()(Node* node, NodeVisitor* nv)       {           if (dynamic_cast<osg::MatrixTransform*>(node))           {               osg::MatrixTransform *rotateY = dynamic_cast<osg::MatrixTransform*>(node);               rotateY->setMatrix(osg::Matrix::rotate(_heading, osg::Y_AXIS));           }              traverse(node, nv);       }          void setHeading(double heading)       {           _heading = heading;       }          double _heading;   };         //End   //      TransUpdateCallback *g_moveMTCB;   RotateXUpdateCallback *g_xRotMTCB;   RotateYUpdateCallback *g_yRotMTCB;            osg::Texture2D*  createTexture(int mode)   {       osg::Image *textureImage = osgDB::readImageFile("Data/Mud.bmp");       osg::Texture2D *texture2D = new osg::Texture2D;       texture2D->setImage(textureImage);          if (mode == 0)       {           texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);           texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);       }       else if (mode == 1)       {           texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);           texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);       }       else if (mode == 2)       {           texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_NEAREST);           texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);       }          texture2D->setWrap(osg::Texture::WRAP_R, osg::Texture::REPEAT);       texture2D->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);       texture2D->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);          return texture2D;   }      //      class ManipulatorSceneHandler : public osgGA::GUIEventHandler   {   public:       ManipulatorSceneHandler()       {       }          virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)       {           osgViewer::Viewer *viewer = dynamic_cast<osgViewer::Viewer*>(&aa);           if (!viewer)               return false;           if (!viewer->getSceneData())               return false;           if (ea.getHandled())                return false;              osg::Group *root = viewer->getSceneData()->asGroup();              switch(ea.getEventType())           {           case(osgGA::GUIEventAdapter::KEYDOWN):               {                   if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)                   {                       xpos -= (float)sin(heading*piover180) * 0.05f;                       zpos -= (float)cos(heading*piover180) * 0.05f;                       if (walkbiasangle >= 359.0f)                       {                           walkbiasangle = 0.0f;                       }                       else                       {                           walkbiasangle+= 10;                       }                       walkbias = (float)sin(walkbiasangle * piover180)/20.0f;                       GLfloat ytrans = -walkbias-0.25f;                       g_moveMTCB->setTrans(osg::Vec3d(-xpos, ytrans, -zpos));                   }                      if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down)                   {                          xpos += (float)sin(heading*piover180) * 0.05f;                       zpos += (float)cos(heading*piover180) * 0.05f;                       if (walkbiasangle <= 1.0f)                       {                           walkbiasangle = 359.0f;                       }                       else                       {                           walkbiasangle-= 10;                       }                       walkbias = (float)sin(walkbiasangle * piover180)/20.0f;                       GLfloat ytrans = -walkbias-0.25f;                       g_moveMTCB->setTrans(osg::Vec3d(-xpos, ytrans, -zpos));                   }                      if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)                   {                       heading -= 1.0f;                       yrot = heading;                       double direction = osg::DegreesToRadians(360.0f) - osg::DegreesToRadians(yrot);                       g_yRotMTCB->setHeading(direction);                   }                                      if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)                   {                       heading += 1.0f;                       yrot = heading;                       double direction = osg::DegreesToRadians(360.0f) - osg::DegreesToRadians(yrot);                       g_yRotMTCB->setHeading(direction);                   }                      if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Up)                   {                       lookupdown += 1.0f;                       double direction = osg::DegreesToRadians(lookupdown);                       g_xRotMTCB->setPitch(direction);                   }                      if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Down)                   {                       lookupdown -= 1.0f;                       double direction = osg::DegreesToRadians(lookupdown);                       g_xRotMTCB->setPitch(direction);                   }                  }           defaultbreak;           }           return false;       }   };      //         class ViewerWidget : public QWidget, public osgViewer::Viewer   {   public:       ViewerWidget(osg::Node *scene = NULL)       {           QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);              QVBoxLayout* layout = new QVBoxLayout;           layout->addWidget(renderWidget);           layout->setContentsMargins(0, 0, 0, 1);           setLayout( layout );              connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );           _timer.start( 10 );       }          QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )       {           osg::Camera* camera = this->getCamera();           camera->setGraphicsContext( gw );              const osg::GraphicsContext::Traits* traits = gw->getTraits();              camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 1.0) );           camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );           camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );           camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 1), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));              this->setSceneData( scene );           this->addEventHandler(new ManipulatorSceneHandler);              return gw->getGLWidget();       }          osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name=""bool windowDecoration=false )       {           osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();           osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;           traits->windowName = name;           traits->windowDecoration = windowDecoration;           traits->x = x;           traits->y = y;           traits->width = w;           traits->height = h;           traits->doubleBuffer = true;           traits->alpha = ds->getMinimumNumAlphaBits();           traits->stencil = ds->getMinimumNumStencilBits();           traits->sampleBuffers = ds->getMultiSamples();           traits->samples = ds->getNumMultiSamples();              return new osgQt::GraphicsWindowQt(traits.get());       }          virtual void paintEvent( QPaintEvent* event )       {            frame();        }      protected:          QTimer _timer;   };            osg::Node*  buildScene()   {       SetupWorld();       osg::Group *root = new osg::Group;          osg::Vec3Array *vertexArray = new osg::Vec3Array;       osg::Vec2Array *textureArray = new osg::Vec2Array;          unsigned int num = Sector.iNumTriangle;          for (unsigned i = 0; i < num; ++i)       {           vertexArray->push_back(osg::Vec3(Sector.pTriangle[i].vertex[0].x, Sector.pTriangle[i].vertex[0].y, Sector.pTriangle[i].vertex[0].z));           vertexArray->push_back(osg::Vec3(Sector.pTriangle[i].vertex[1].x, Sector.pTriangle[i].vertex[1].y, Sector.pTriangle[i].vertex[1].z));           vertexArray->push_back(osg::Vec3(Sector.pTriangle[i].vertex[2].x, Sector.pTriangle[i].vertex[2].y, Sector.pTriangle[i].vertex[2].z));              textureArray->push_back(osg::Vec2(Sector.pTriangle[i].vertex[0].u, Sector.pTriangle[i].vertex[0].v));           textureArray->push_back(osg::Vec2(Sector.pTriangle[i].vertex[1].u, Sector.pTriangle[i].vertex[1].v));           textureArray->push_back(osg::Vec2(Sector.pTriangle[i].vertex[2].u, Sector.pTriangle[i].vertex[2].v));       }          osg::MatrixTransform *moveMT = new osg::MatrixTransform;       TransUpdateCallback *tucb = new TransUpdateCallback;       moveMT->setUpdateCallback(tucb);       g_moveMTCB = tucb;          osg::MatrixTransform *headingMT = new osg::MatrixTransform;       RotateYUpdateCallback *ryuc = new RotateYUpdateCallback;       headingMT->setUpdateCallback(ryuc);       g_yRotMTCB = ryuc;          osg::MatrixTransform *pitchMT = new osg::MatrixTransform;       RotateXUpdateCallback *rxuc = new RotateXUpdateCallback;       pitchMT->setUpdateCallback(rxuc);       g_xRotMTCB = rxuc;          headingMT->addChild(pitchMT);       pitchMT->addChild(moveMT);          osg::Geometry *triangleGeometry = new osg::Geometry;       triangleGeometry->setVertexArray(vertexArray);          triangleGeometry->setTexCoordArray(0, textureArray);       triangleGeometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, createTexture(0));          triangleGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 108));       osg::Geode *triangleGeode = new osg::Geode;       triangleGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);       triangleGeode->addDrawable(triangleGeometry);       moveMT->addChild(triangleGeode);       root->addChild(headingMT);          return root;   }         int main( int argc, char** argv )   {       QApplication app(argc, argv);       ViewerWidget* viewWidget = new ViewerWidget(buildScene());       viewWidget->setGeometry( 100, 100, 640, 480 );       viewWidget->show();       return app.exec();   }  
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