osg::MatrixTransform 模型基本变换
VCNodeMatrix.h
#pragma once
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgViewer/CompositeViewer>
#include <osgDB/ReadFile>
#include <osg/Geode>
#include <osg/Node>
#include <osgGA/TrackballManipulator>
#include <osg/GraphicsContext>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Image>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/TexGen>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/AnimationPath> class VCNodeMatrix :
public osg::MatrixTransform
{
public:
VCNodeMatrix();
~VCNodeMatrix(); //添加
void addChildVC(osg::Node *nodeParam);
//设置模型转动方式
void rotateObject(const osg::Vec3d & pivot, const osg::Vec3d & axis, float angularVelocity); //模型旋转
void toRotate(float anguarVelocity);
void toRotate(const osg::Matrix &matrixParam); //模型缩放
void scaleModel(float scaleSize);
void scaleModel(const osg::Matrix &matrixParam); //模型移动
void toPosition(osg::Vec3d &pos); //限制模型大小
void adaptModelSize(osg::BoundingSphere &boundingS);
void adaptModelSize(osg::Node *nodePAram); private:
osg::ref_ptr<osg::MatrixTransform> matParam;
osg::BoundingSphere bSphere;
osg::Node *oriNode;
float level;//缩放参数
};
VCNodeMatrix.cpp
#include "VCNodeMatrix.h" VCNodeMatrix::VCNodeMatrix()
{
matParam = new osg::MatrixTransform;
addChild(matParam.get());
level = 1.0;
} VCNodeMatrix::~VCNodeMatrix()
{
//delete matParam;
} void VCNodeMatrix::rotateObject(const osg::Vec3d & pivot, const osg::Vec3d & axis, float angularVelocity)
{
setUpdateCallback(new osg::AnimationPathCallback(pivot, axis, angularVelocity));
} //模型旋转
void VCNodeMatrix::toRotate(float anguarVelocity)
{
//setMatrix(matrixParam); } void VCNodeMatrix::toRotate(const osg::Matrix &matrixParam)
{
matParam->setMatrix(matrixParam);
} //模型缩放
void VCNodeMatrix::scaleModel(float scaleSize)
{
matParam->setMatrix(osg::Matrix::scale(scaleSize,scaleSize,scaleSize));
} void VCNodeMatrix::scaleModel(const osg::Matrix &matrixParam)
{
matParam->setMatrix(matrixParam);
} void VCNodeMatrix::addChildVC(osg::Node *nodeParam)
{
oriNode = nodeParam;
bSphere = nodeParam->getBound();
//matParam->addChild(nodeParam);
matParam->addChild(nodeParam);
} //模型移动
void VCNodeMatrix::toPosition(osg::Vec3d &pos)
{
osg::Vec3d vec3d;
vec3d.set(bSphere.center().x()*level, bSphere.center().y()*level, bSphere.center().z()*level);
matParam->setMatrix(osg::Matrix::translate(vec3d)*osg::Matrix::translate(pos));
} //限制模型大小
void VCNodeMatrix::adaptModelSize(osg::BoundingSphere &boundingS)
{
float level = boundingS.radius() / bSphere.radius();
matParam->setMatrix(osg::Matrix::scale(level, level, level)); } void VCNodeMatrix::adaptModelSize(osg::Node *nodeParam)
{
osg::BoundingSphere bsNode = nodeParam->getBound();
level = bsNode.radius() / bSphere.radius();
matParam->setMatrix(osg::Matrix::scale(level, level, level));
}
osg::ref_ptr<VCNodeMatrix> OSG_Qt_Rotating_0624::cretateObj()
{
osg::ref_ptr<VCNodeMatrix> vcnode = new VCNodeMatrix;
osg::ref_ptr<osg::Node> node = osgDB::readNodeFile("D:\\参考手册\\BIM\\osg\\build1.OSGB");
//vcnode->addChild(node.get());
vcnode->addChildVC(node.get()); //vcnode->rotateObject(osg::Vec3d(10.0,0.0,0.0),osg::Z_AXIS,1.0);
//vcnode->toRotate(osg::Matrix::rotate(osg::Quat(2.0,osg::Vec3d(1.0,0.0,0.0))));
//vcnode->toRotate(osg::Matrix::rotate(1.0,osg::Z_AXIS));
//vcnode->toRotate(osg::Matrix::translate(10.0,0.0,0.0));
vcnode->toPosition(osg::Vec3d(20.0, 0.0, 0.0)); //vcnode->adaptModelSize(vcnode.get()); return vcnode;
}

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