[osg][osgEarth][原]基于OE自定义自由飞行漫游器(第二版)
Posted 南水之源
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在初级版上,进行新的漫游方式调整
头文件:
#pragma once //南水之源 20180101 #include <osgGA/CameraManipulator> #include <osgEarth/MapNode> #include <osgEarth/Viewpoint> #include <osgEarth/GeoData> class EarthWalkManipulator :public osgGA::CameraManipulator { public: EarthWalkManipulator(); ~EarthWalkManipulator(); //所有漫游器都必须实现的4个纯虚函数 virtual void setByMatrix(const osg::Matrixd& matrix) {} //设置相机的位置姿态矩阵 virtual void setByInverseMatrix(const osg::Matrixd& matrix) {} //设置相机的视图矩阵 virtual osg::Matrixd getMatrix() const; //获取相机的姿态矩阵 virtual osg::Matrixd getInverseMatrix() const; //获取相机的视图矩阵 //所有操作在这里响应 virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us); // Attach a node to the manipulator. virtual void setNode(osg::Node*); virtual osg::Node* getNode(); bool established(); virtual void computeHomePosition(); /** * Sets the camera position, optionally moving it there over time. */ //virtual void setViewpoint(const osgEarth::Viewpoint& vp, double duration_s = 0.0); virtual void home(double /*unused*/); virtual void home(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us); void addMouseEvent(const osgGA::GUIEventAdapter& ea); bool calcMovement(const osgGA::GUIEventAdapter& ea); void flushMouseEventStack(); protected: osg::Vec3 _eye; //视点位置 osg::Quat _rotate; //旋转姿态 osg::ref_ptr<osg::Node> _root; osg::observer_ptr<osg::Node> _node; osg::observer_ptr<osgEarth::MapNode> _mapNode; osg::ref_ptr<const osgEarth::SpatialReference> _srs; float _speed; //速度 bool _transversal; //横移 // Internal event stack comprising last two mouse events. osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t1; osg::ref_ptr<const osgGA::GUIEventAdapter> _ga_t0; };
实现:
//南水之源 20180101 #include "EarthWalkManipulator.h" #include <osgViewer\\Viewer> #include <osgDB\\ReadFile> #include <osg\\MatrixTransform> using namespace osgEarth; EarthWalkManipulator::EarthWalkManipulator() { _eye = osg::Vec3d(0, 0, 0); _speed = 1.0; _transversal = false; } EarthWalkManipulator::~EarthWalkManipulator() { } //获取相机的姿态矩阵 osg::Matrixd EarthWalkManipulator::getMatrix() const { osg::Matrix mat; mat.setRotate(_rotate);//先旋转 mat.postMultTranslate(_eye);//再平移 return mat; } osg::Matrixd EarthWalkManipulator::getInverseMatrix() const { osg::Matrix mat; mat.setRotate(-_rotate); mat.preMultTranslate(-_eye); return mat; //return osg::Matrixd::inverse(getMatrix()); } void EarthWalkManipulator::computeHomePosition() { } void EarthWalkManipulator::home(double unused) { //经纬度0,0点姿态 //_eye = osg::Vec3d(20078236, 0, 0); //_speed = 10.0; //osg::Matrix mHomeAttitude = osg::Matrix::lookAt(osg::Vec3d(0,0,0),osg::Vec3d(-1,0,0), osg::Vec3d(0,0,1)); //使用中国南海上空的姿态 _eye = osg::Vec3d(-4814692, 9236103, 5911710); _speed = 10.0; osg::Matrix mHomeAttitude = osg::Matrix::lookAt(osg::Vec3d(0, 0, 0), osg::Vec3d(0.4, -0.77, -0.495), osg::Vec3d(0.228, -0.439, 0.869)); _rotate = mHomeAttitude.getRotate(); flushMouseEventStack(); } void EarthWalkManipulator::home(const osgGA::GUIEventAdapter&, osgGA::GUIActionAdapter& us) { home(0.0); us.requestRedraw(); } void EarthWalkManipulator::setNode(osg::Node* node) { // you can only set the node if it has not already been set, OR if you are setting // it to NULL. (So to change it, you must first set it to NULL.) This is to prevent // OSG from overwriting the node after you have already set on manually. if (node == 0L || !_node.valid()) { _root = node; _node = node; _mapNode = 0L; _srs = 0L; established(); osg::Matrix matrixGood1; GeoPoint point1(_srs, 0, 0, 10000.0); point1.createLocalToWorld(matrixGood1); _eye = matrixGood1.getTrans(); osg::Vec3d worldup; point1.createWorldUpVector(worldup); osg::Matrix mat; matrixGood1.getRotate().get(mat); osg::Vec3d eye, center, up; mat.getLookAt(eye, center, up); mat.makeLookAt(eye, -worldup, up); _rotate = mat.getRotate(); } } osg::Node* EarthWalkManipulator::getNode() { return _node.get(); } bool EarthWalkManipulator::handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us) { switch (ea.getEventType()) { case(osgGA::GUIEventAdapter::FRAME): { osg::Vec3d v3Eye, v3Center, v3Up; v3Eye = _eye;//使用相机实际位置 osg::Vec3d v3EyeLonLat; _srs->transformFromWorld(v3Eye, v3EyeLonLat); if (!_transversal && v3EyeLonLat.z() < 10000000)//距离地面1千万米以内需要矫正 { //先获取当前位置的经纬度,再获取当前正上,正北 osg::Matrix mRealAttitude; if (v3EyeLonLat.z() < 0)//v3EyeLonLat.z()是眼点实际海拔 v3EyeLonLat.z() = 100;//将海拔0以下的物体拉到海拔100米 GeoPoint gEyeGeo(_srs, v3EyeLonLat.x(), v3EyeLonLat.y(), v3EyeLonLat.z()); gEyeGeo.createLocalToWorld(mRealAttitude); osg::Vec3d v3HorizonUp;//指天向量 gEyeGeo.createWorldUpVector(v3HorizonUp); _rotate.get(mRealAttitude);//要使用当前相机的姿态 mRealAttitude.getLookAt(v3Eye, v3Center, v3Up);//获取新的位置和姿态 osg::Vec3 v3Direction = v3Center - v3Eye; mRealAttitude.makeLookAt(osg::Vec3d(0, 0, 0), v3Direction, v3HorizonUp); float fCosAngle = (v3Direction*v3HorizonUp / v3Direction.length()) / v3HorizonUp.length(); if(abs(fCosAngle) < 0.9)//在cos@小于0.9的时候矫正 _rotate = mRealAttitude.getRotate(); } }break; case(osgGA::GUIEventAdapter::PUSH): { }break; case(osgGA::GUIEventAdapter::RELEASE): { flushMouseEventStack(); }break; case(osgGA::GUIEventAdapter::DRAG): { if (calcMovement(ea))//根据鼠标在屏幕中的位置调整相机转向 { us.requestRedraw(); return true; } }; case(osgGA::GUIEventAdapter::SCROLL)://由于已经每帧都调整姿态,所以手动滚动不需要了 { osg::Vec3 v3Direction; //视点方向 osg::Matrix mCameraQuat; osg::Vec3d v3Eye, v3Center, v3Up; _rotate.get(mCameraQuat); mCameraQuat.getLookAt(v3Eye, v3Center, v3Up);//这里的v3Eye不是实际相机的位置,而是0,0,0 v3Direction = v3Center - v3Eye; v3Direction.normalize(); osg::Vec3d v3CrossVector = v3Up^v3Direction; v3CrossVector.normalize(); switch (ea.getScrollingMotion()) { case osgGA::GUIEventAdapter::ScrollingMotion::SCROLL_UP://逆时针旋转相机 { _eye += v3Direction * _speed; }break; case osgGA::GUIEventAdapter::ScrollingMotion::SCROLL_DOWN://顺时针旋转相机 { _eye -= v3Direction * _speed; }break; } return true; }break; case (osgGA::GUIEventAdapter::KEYDOWN): { osg::Vec3 v3Direction; //视点方向 osg::Matrix mCameraQuat; osg::Vec3d v3Eye, v3Center, v3Up; _rotate.get(mCameraQuat); mCameraQuat.getLookAt(v3Eye, v3Center, v3Up);//这里的v3Eye不是实际相机的位置,而是0,0,0 v3Direction = v3Center - v3Eye; v3Direction.normalize(); osg::Vec3d v3CrossVector = v3Up^v3Direction; v3CrossVector.normalize(); if (ea.getKey() == \'q\' || ea.getKey() == \'Q\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Up)//往头部前进 { _eye += v3Up * _speed; } if (ea.getKey() == \'e\' || ea.getKey() == \'E\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Page_Down)//往尾部后退 { _eye -= v3Up * _speed; } if (ea.getKey() == \'w\' || ea.getKey() == \'W\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)//前进 { _eye += v3Direction * _speed; } if (ea.getKey() == \'s\' || ea.getKey() == \'S\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Down)//后退 { _eye -= v3Direction * _speed; } if (ea.getKey() == \'a\' || ea.getKey() == \'A\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)//左移 { _transversal = true; _eye += v3CrossVector * _speed; } if (ea.getKey() == \'d\' || ea.getKey() == \'D\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)//右移 { _transversal = true; _eye -= v3CrossVector * _speed; } if (ea.getKey() == \'-\' || ea.getKey() == \'_\')//减10倍移动速度 { _speed /= 10.0; if (_speed < 1.0) { _speed = 1.0; } } if (ea.getKey() == \'=\' || ea.getKey() == \'+\')//加10倍移动速度 { _speed *= 10.0; if (_speed > 100000.0) { _speed = 100000.0; } } if (ea.getKey() == \'h\' || ea.getKey() == \'H\')//在当前经纬度,姿态回正:1.视点向地面 2.头部向正北 { v3Eye = _eye;//使用相机实际位置 osg::Vec3d v3EyeLonLat; _srs->transformFromWorld(v3Eye, v3EyeLonLat); //先获取当前位置的经纬度,再获取当前正上,正北 osg::Matrix mRealAttitude; if (v3EyeLonLat.z() < 0)//v3EyeLonLat.z()是眼点实际海拔 v3EyeLonLat.z() = 100;//将海拔0以下的物体拉到海拔100米 GeoPoint gEyeGeo(_srs, v3EyeLonLat.x(), v3EyeLonLat.y(), v3EyeLonLat.z()); gEyeGeo.createLocalToWorld(mRealAttitude); osg::Vec3d v3HorizonUp;//指天向量 gEyeGeo.createWorldUpVector(v3HorizonUp); _eye = mRealAttitude.getTrans(); mRealAttitude.getLookAt(v3Eye, v3Center, v3Up);//获取新的位置和姿态 osg::Matrix mDeviationAttitude;//向北位置偏移0.00001纬度,为了计算正北方向 GeoPoint gDeviationEyeGeo(_srs, v3EyeLonLat.x(), v3EyeLonLat.y() + 0.00001, v3EyeLonLat.z()); gDeviationEyeGeo.createLocalToWorld(mDeviationAttitude); osg::Vec3d v3DeviationNorthPoint = mDeviationAttitude.getTrans(); osg::Vec3d v3NorthHeadUp = v3DeviationNorthPoint - v3Eye; v3NorthHeadUp.normalize();//指北向量 if (v3EyeLonLat.y() < 89.99999 && v3EyeLonLat.y() > -90.0) { mRealAttitude.makeLookAt(osg::Vec3d(0, 0, 0), -v3HorizonUp, v3NorthHeadUp); } _rotate = mRealAttitude.getRotate(); } if (ea.getKey() == \'g\' || ea.getKey() == \'G\')//在当前经纬度,头部回正:1.视点中心不变 2.头部向天 { v3Eye = _eye;//使用相机实际位置 osg::Vec3d v3EyeLonLat; _srs->transformFromWorld(v3Eye, v3EyeLonLat); //先获取当前位置的经纬度,再获取当前正上,正北 osg::Matrix mRealAttitude; if (v3EyeLonLat.z() < 0)//v3EyeLonLat.z()是眼点实际海拔 v3EyeLonLat.z() = 100;//将海拔0以下的物体拉到海拔100米 GeoPoint gEyeGeo(_srs, v3EyeLonLat.x(), v3EyeLonLat.y(), v3EyeLonLat.z()); gEyeGeo.createLocalToWorld(mRealAttitude); osg::Vec3d v3HorizonUp;//指天向量 gEyeGeo.createWorldUpVector(v3HorizonUp); _rotate.get(mRealAttitude);//要使用当前相机的姿态 mRealAttitude.getLookAt(v3Eye, v3Center, v3Up);//获取新的位置和姿态 osg::Vec3 v3Direction = v3Center - v3Eye; mRealAttitude.makeLookAt(osg::Vec3d(0, 0, 0), v3Direction, v3HorizonUp); _rotate = mRealAttitude.getRotate(); } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Shift_L) { _speed = 1000000.0; } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Control_L) { _speed = 100000.0; } }break; case (osgGA::GUIEventAdapter::KEYUP): { if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Shift_L) { _speed = 1000.0; } if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Control_L ) { _speed = 100.0; } if (ea.getKey() == \'a\' || ea.getKey() == \'A\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)//左移 { _transversal = false; } if (ea.getKey() == \'d\' || ea.getKey() == \'D\' || ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)//右移 { _transversal = false; } }break; default: return false; } } bool EarthWalkManipulator::established() { if (_srs.valid() && _mapNode.valid() && _node.valid()) return true; // lock down the observed node: osg::ref_ptr<osg::Node> safeNode; if (!_node.lock(safeNode)) return false; // find a map node or fail: _mapNode = osgEarth::MapNode::findMapNode(safeNode.get()); if (!_mapNode.valid()) return false; // Cache the SRS. _srs = _mapNode->getMapSRS(); return true; } void EarthWalkManipulator::addMouseEvent(const osgGA::GUIEventAdapter& ea) { _ga_t1 = _ga_t0; _ga_t0 = &ea; } void EarthWalkManipulator::flushMouseEventStack() { _ga_t1 = NULL; _ga_t0 = NULL; } bool EarthWalkManipulator::calcMovement(const osgGA::GUIEventAdapter& ea) { osg::Quat qat; osg::Matrix mat; _rotate.get(mat); osg::Vec3d eye, center, up; mat.getLookAt(eye, center, up); osg::Vec3d dirction = center - eye; dirction.normalize(); up.normalize(); osg::Vec3d cross = dirction^up; cross.normalize(); _ga_t1 = _ga_t0; _ga_t0 = &ea; if (_ga_t0.get() == NULL || _ga_t1.get() == NULL) return false; double x1 = _ga_t0->getXnormalized() - _ga_t1->getXnormalized(); double y1 = _ga_t0->getYnormalized() - _ga_t1->getYnormalized(); osg::Vec3d deviation(0, 0, 0); deviation += cross * x1; deviation += up * y1; mat = osg::Matrix::lookAt(eye, deviation + center, up); _rotate = mat.getRotate(); return true; }
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