osgearth 实现雷达扫描显示的代码
时间: 2023-09-17 08:10:23 浏览: 143
osgEarth是一个开源的地理信息系统工具包,它基于OpenSceneGraph实现,可以用于开发地图应用程序。如果要在osgEarth中实现雷达扫描显示,可以通过以下步骤实现:
1. 创建一个圆柱体模型,并使用线框渲染模式。
```cpp
osg::Geode* createRadarCylinder(float radius, float height)
{
osg::Geometry* geometry = new osg::Geometry();
osg::Vec3Array* vertices = new osg::Vec3Array();
osg::Vec4Array* colors = new osg::Vec4Array();
const int numSides = 36;
const float angleDelta = 2.0f * osg::PI / (float)numSides;
for (int i = 0; i <= numSides; i++)
{
float angle = i * angleDelta;
float x = radius * sinf(angle);
float y = radius * cosf(angle);
vertices->push_back(osg::Vec3(x, y, 0.0f));
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 0.2f));
}
for (int i = 0; i <= numSides; i++)
{
float angle = i * angleDelta;
float x = radius * sinf(angle);
float y = radius * cosf(angle);
vertices->push_back(osg::Vec3(x, y, height));
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 0.2f));
}
osg::DrawElementsUInt* indices = new osg::DrawElementsUInt(osg::PrimitiveSet::LINES);
for (int i = 0; i < numSides; i++)
{
indices->push_back(i);
indices->push_back(i + numSides + 1);
indices->push_back(i + 1);
indices->push_back(i + 1);
indices->push_back(i + numSides + 1);
indices->push_back(i + numSides + 2);
}
geometry->setVertexArray(vertices);
geometry->setColorArray(colors);
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->addPrimitiveSet(indices);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(geometry);
osg::StateSet* stateSet = geode->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
return geode;
}
```
2. 创建一个osg::ClipNode节点和一个osg::ClipPlane节点,并将圆柱体模型添加到osg::ClipNode节点中。
```cpp
osg::ref_ptr<osg::ClipNode> clipNode = new osg::ClipNode();
osg::ref_ptr<osg::ClipPlane> clipPlane = new osg::ClipPlane();
clipPlane->setClipPlane(osg::Plane(0.0f, 0.0f, -1.0f, 0.0f));
clipNode->addClipPlane(clipPlane.get());
clipNode->addChild(createRadarCylinder(10.0f, 20.0f));
```
3. 在每一帧的渲染过程中更新osg::ClipPlane节点的位置和方向,以实现雷达扫描的效果。
```cpp
osg::Matrixd matrix;
matrix.makeRotate(osg::Quat(osg::DegreesToRadians(angle), osg::Vec3(0.0f, 0.0f, 1.0f)));
osg::Vec3d position = osg::Vec3d(0.0f, 0.0f, 10.0f) * matrix;
osg::Vec3d direction = -position;
direction.normalize();
clipPlane->setClipPlane(osg::Plane(direction, position));
angle += 1.0f;
```
完整的示例代码如下:
```cpp
#include <osg/ClipNode>
#include <osg/ClipPlane>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/MatrixTransform>
#include <osgViewer/Viewer>
osg::Geode* createRadarCylinder(float radius, float height)
{
osg::Geometry* geometry = new osg::Geometry();
osg::Vec3Array* vertices = new osg::Vec3Array();
osg::Vec4Array* colors = new osg::Vec4Array();
const int numSides = 36;
const float angleDelta = 2.0f * osg::PI / (float)numSides;
for (int i = 0; i <= numSides; i++)
{
float angle = i * angleDelta;
float x = radius * sinf(angle);
float y = radius * cosf(angle);
vertices->push_back(osg::Vec3(x, y, 0.0f));
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 0.2f));
}
for (int i = 0; i <= numSides; i++)
{
float angle = i * angleDelta;
float x = radius * sinf(angle);
float y = radius * cosf(angle);
vertices->push_back(osg::Vec3(x, y, height));
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 0.2f));
}
osg::DrawElementsUInt* indices = new osg::DrawElementsUInt(osg::PrimitiveSet::LINES);
for (int i = 0; i < numSides; i++)
{
indices->push_back(i);
indices->push_back(i + numSides + 1);
indices->push_back(i + 1);
indices->push_back(i + 1);
indices->push_back(i + numSides + 1);
indices->push_back(i + numSides + 2);
}
geometry->setVertexArray(vertices);
geometry->setColorArray(colors);
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->addPrimitiveSet(indices);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(geometry);
osg::StateSet* stateSet = geode->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
return geode;
}
int main()
{
osgViewer::Viewer viewer;
osg::ref_ptr<osg::ClipNode> clipNode = new osg::ClipNode();
osg::ref_ptr<osg::ClipPlane> clipPlane = new osg::ClipPlane();
clipPlane->setClipPlane(osg::Plane(0.0f, 0.0f, -1.0f, 0.0f));
clipNode->addClipPlane(clipPlane.get());
clipNode->addChild(createRadarCylinder(10.0f, 20.0f));
osg::ref_ptr<osg::MatrixTransform> transform = new osg::MatrixTransform();
transform->addChild(clipNode.get());
osg::Matrixd matrix;
matrix.makeTranslate(osg::Vec3d(0.0f, 0.0f, 500.0f));
transform->setMatrix(matrix);
osg::ref_ptr<osg::Group> root = new osg::Group();
root->addChild(transform.get());
viewer.setSceneData(root.get());
viewer.realize();
float angle = 0.0f;
while (!viewer.done())
{
osg::Matrixd matrix;
matrix.makeRotate(osg::Quat(osg::DegreesToRadians(angle), osg::Vec3(0.0f, 0.0f, 1.0f)));
osg::Vec3d position = osg::Vec3d(0.0f, 0.0f, 10.0f) * matrix;
osg::Vec3d direction = -position;
direction.normalize();
clipPlane->setClipPlane(osg::Plane(direction, position));
angle += 1.0f;
viewer.frame();
}
return 0;
}
```
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