为了在VR手柄上作按钮所作的一个研究, 假设图片分为上下两部分, 一个是射线移入的状态(正指向本按钮的状态) 一个是射线移开的初始的状态.node
上次切换图片, 会出现内存出错, 此次用改变帖图坐标的方式. 本例用的贴图是OSG data文件夹带有的.数组
运行结果是: 测试
隔5帧替换一次帖图帧:code
代码:orm
#include <osgViewer/Viewer> // 加载 USE_GRAPHICSWINDOW() 所需 #include<osg/Texture2D> #include<osg/BlendFunc> #include<osg/AlphaFunc> #include<osg/TexEnv> /** * 生成一个面片 */ osg::Node* CreateQuad() { osg::Geode *g1 = new osg::Geode;// 白 g1->setName("Quad1_为了按钮"); osg::Geometry *gPlane1 = new osg::Geometry; g1->addDrawable(gPlane1); // 1.顶点: osg::Vec3Array *arrVertex1 = new osg::Vec3Array; arrVertex1->push_back(osg::Vec3(-1.0f,0.0f,-1.0f));// 顶点的顺序, 会影响贴图方向 arrVertex1->push_back(osg::Vec3(-1.0f,0.0f,1.0f)); arrVertex1->push_back(osg::Vec3(1.0f,0.0f,1.0f)); arrVertex1->push_back(osg::Vec3(1.0f,0.0f,-1.0f)); gPlane1->setVertexArray(arrVertex1); // 2.颜色: osg::Vec4Array *arrColor1 = new osg::Vec4Array; arrColor1->push_back(osg::Vec4(.5,.5,.5,1)); gPlane1->setColorArray(arrColor1,osg::Array::BIND_OVERALL); // 3.法线: osg::Vec3Array *arrNormal = new osg::Vec3Array; arrNormal->push_back(osg::Vec3(0,1,1)); gPlane1->setNormalArray(arrNormal,osg::Array::BIND_OVERALL); // 4.顶点关联方式 gPlane1->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,arrVertex1->size()) ); //为纹理建立数组 osg::ref_ptr<osg::Vec2Array> tArr0 = new osg::Vec2Array;//建立一个 Vec2Array对象以保存纹理单元 0 的纹理坐标 tArr0->push_back(osg::Vec2(0,0)); tArr0->push_back(osg::Vec2(0,1)); tArr0->push_back(osg::Vec2(1,1)); tArr0->push_back(osg::Vec2(1,0)); gPlane1->setTexCoordArray(0,tArr0.get()); return g1; } osg::Node* CreateImageQuad() { osg::Node *node1 = CreateQuad(); // 为Quad贴图: osg::StateSet *state = node1->getOrCreateStateSet(); //打开混合 osg::BlendFunc* bf = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA ); state->setAttributeAndModes( bf ); // 设不受光照影响: state->setMode( GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED ); //读图: osg::Image *img = osgDB::readImageFile("Images/osg256.png");// Images/lz.rgb osg::Texture2D *texture1 = new osg::Texture2D(img); state->setTextureAttributeAndModes( 0, texture1 , osg::StateAttribute::ON ); return node1; } /* 测试按钮帧的替换 */ class FrameCallback:public osg::NodeCallback { public: FrameCallback(osg::ref_ptr<osg::Vec2Array> v1, osg::Geometry *_geometry): tArr1(v1),geometry(_geometry) { } void operator()(osg::Node* node , osg::NodeVisitor* nv) { static int i=0; ++i; osg::notify(osg::NOTICE)<<node->getName()<<";"<<std::endl; if(0==i%5) { if(i%2) { (*tArr1)[3] = osg::Vec2(1,0); (*tArr1)[2] = osg::Vec2(1,0.5); // 这里改变顺序,并不会改变贴图顺序 (*tArr1)[0] = osg::Vec2(0,0); (*tArr1)[1] = osg::Vec2(0,0.5); } else { (*tArr1)[3] = osg::Vec2(1,0.5); (*tArr1)[2] = osg::Vec2(1,1); // 这里改变顺序,并不会改变贴图顺序 (*tArr1)[0] = osg::Vec2(0,0.5); (*tArr1)[1] = osg::Vec2(0,1); } geometry->setTexCoordArray(0,tArr1.get()); } traverse(node,nv); } private: osg::ref_ptr<osg::Vec2Array> tArr1; osg::Geometry *geometry; }; int main() { osgViewer::Viewer viewer1 ; osg::Group *gInteractiveScene = new osg::Group; osg::Node *node1 = CreateImageQuad(); // 取得贴图数据: osg::Geode *draw1= node1->asGeode(); if(!draw1) { osg::notify(osg::FATAL) << "没取到draw1" << std::endl; } osg::Drawable *draw2 = draw1->getDrawable(0); if(!draw2) { osg::notify(osg::FATAL) << "没取到draw2" << std::endl; } osg::Geometry *draw3 = draw2->asGeometry(); if(!draw3) { osg::notify(osg::FATAL) << "没取到draw3" << std::endl; } draw3->getTexCoordArray(0); osg::ref_ptr<osg::Vec2Array> tArr1 = (osg::Vec2Array*)draw3->getTexCoordArray(0); (*tArr1)[0] = osg::Vec2(0,0.5); (*tArr1)[1] = osg::Vec2(0,1); (*tArr1)[2] = osg::Vec2(1,1); (*tArr1)[3] = osg::Vec2(1,0.5);// 在此,单单修改帖图坐标是有效的, 可是在刷帧回调中, 还要加一句: geometry->setTexCoordArray(0,tArr1.get()); // 刷帧回调: gInteractiveScene->addUpdateCallback( new FrameCallback( tArr1 , draw3 ) ); gInteractiveScene->addChild(node1); viewer1.setSceneData(gInteractiveScene); return viewer1.run(); }