OSG绘制视锥体
2023-12-30 19:43:08
最近要来实现一个相机位姿态可视化的需求,不想使用pangolin,不好集成,想用osg来做可视化。以下是demo效果。
代码实现:
// Cone_of_vision.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include <osgViewer/Viewer>
#include <osg/Camera>
#include <osg/Geode>
#include <osg/Geometry>
// 在创建相机视锥体时计算视锥体顶点和设置边线
osg::ref_ptr<osg::Geode> createCameraFrustum(osg::Camera* camera) {
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry();
// 获取相机的投影矩阵和视图矩阵
osg::Matrixd projectionMatrix = camera->getProjectionMatrix();
osg::Matrixd viewMatrix = camera->getViewMatrix();
// 计算视锥体顶点坐标
osg::Vec3Array* vertices = new osg::Vec3Array(9);
double nearPlane, farPlane;
// 获取近和远裁剪平面的值
double fovY = 1;
double aspectRatio = 0.5;
projectionMatrix.getPerspective(fovY, aspectRatio, nearPlane, farPlane);
farPlane = 1.9;
double tanFovY = tan(fovY * 0.5);
double tanFovX = tanFovY * aspectRatio;
// 近裁剪平面的四个顶点
(*vertices)[0] = osg::Vec3(0.0, 0.0, 0.0);
(*vertices)[1] = osg::Vec3(tanFovX * nearPlane, tanFovY * nearPlane, -nearPlane);
(*vertices)[2] = osg::Vec3(-tanFovX * nearPlane, tanFovY * nearPlane, -nearPlane);
(*vertices)[3] = osg::Vec3(-tanFovX * nearPlane, -tanFovY * nearPlane, -nearPlane);
(*vertices)[4] = osg::Vec3(tanFovX * nearPlane, -tanFovY * nearPlane, -nearPlane);
// 远裁剪平面的四个顶点
(*vertices)[5] = osg::Vec3(tanFovX * farPlane, tanFovY * farPlane, -farPlane);
(*vertices)[6] = osg::Vec3(-tanFovX * farPlane, tanFovY * farPlane, -farPlane);
(*vertices)[7] = osg::Vec3(-tanFovX * farPlane, -tanFovY * farPlane, -farPlane);
(*vertices)[8] = osg::Vec3(tanFovX * farPlane, -tanFovY * farPlane, -farPlane);
// 设置视锥体的边线
osg::ref_ptr<osg::DrawElementsUInt> edges = new osg::DrawElementsUInt(osg::PrimitiveSet::LINES, 24);
// 给edges数组添加顶点索引来定义边线
edges->push_back(0);
edges->push_back(1);
edges->push_back(0);
edges->push_back(2);
edges->push_back(0);
edges->push_back(3);
edges->push_back(0);
edges->push_back(4);
edges->push_back(1);
edges->push_back(2);
edges->push_back(3);
edges->push_back(4);
edges->push_back(1);
edges->push_back(4);
edges->push_back(2);
edges->push_back(3);
edges->push_back(0 );
edges->push_back(1 + 4);
edges->push_back(0 );
edges->push_back(2 + 4);
edges->push_back(0 );
edges->push_back(3 + 4);
edges->push_back(0 );
edges->push_back(4 + 4);
edges->push_back(1 + 4);
edges->push_back(2 + 4);
edges->push_back(3 + 4);
edges->push_back(4 + 4);
edges->push_back(1 + 4);
edges->push_back(4 + 4);
edges->push_back(2 + 4);
edges->push_back(3 + 4);
/*edges->push_back(0);
edges->push_back(7);
edges->push_back(0);
edges->push_back(8);*/
// 其他边线的索引添加类似的操作...
// 设置几何体属性
geometry->setVertexArray(vertices);
geometry->addPrimitiveSet(edges);
geode->addDrawable(geometry);
return geode;
}
osg::ref_ptr<osg::Geode> createPyramid() {
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry();
// 顶点数组
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); // 顶点
vertices->push_back(osg::Vec3(1.0f, 0.0f, -1.0f)); // 底面顶点1
vertices->push_back(osg::Vec3(-1.0f, 0.0f, -1.0f)); // 底面顶点2
vertices->push_back(osg::Vec3(0.0f, 1.0f, 0.0f)); // 底面顶点3
vertices->push_back(osg::Vec3(0.0f, -1.0f, 0.0f)); // 底面顶点4
// 设置几何体的顶点
geometry->setVertexArray(vertices.get());
// 底面索引数组
osg::ref_ptr<osg::DrawElementsUInt> baseIndices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES);
baseIndices->push_back(1);
baseIndices->push_back(2);
baseIndices->push_back(3);
baseIndices->push_back(2);
baseIndices->push_back(1);
baseIndices->push_back(4);
baseIndices->push_back(3);
baseIndices->push_back(2);
baseIndices->push_back(4);
baseIndices->push_back(1);
baseIndices->push_back(3);
baseIndices->push_back(4);
// 侧面索引数组
osg::ref_ptr<osg::DrawElementsUInt> sideIndices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES);
sideIndices->push_back(0);
sideIndices->push_back(1);
sideIndices->push_back(2);
sideIndices->push_back(0);
sideIndices->push_back(2);
sideIndices->push_back(3);
sideIndices->push_back(0);
sideIndices->push_back(3);
sideIndices->push_back(4);
sideIndices->push_back(0);
sideIndices->push_back(4);
sideIndices->push_back(1);
// 添加底面和侧面索引
geometry->addPrimitiveSet(baseIndices.get());
geometry->addPrimitiveSet(sideIndices.get());
geode->addDrawable(geometry.get());
return geode;
}
osg::ref_ptr <osg::Geode > cteateQuad()
{
//创建一个叶节点对象
osg::ref_ptr <osg::Geode > geode = new osg::Geode();
//创建一个几何体对象
osg::ref_ptr <osg::Geometry >geom = new osg::Geometry();
//添加顶点数据 注意顶点的添加顺序是逆时针
osg::ref_ptr <osg::Vec3Array >v = new osg::Vec3Array();
//添加数据
v->push_back(osg::Vec3(0, 0, 0));
v->push_back(osg::Vec3(1, 0, 0));
v->push_back(osg::Vec3(1, 0, 1));
v->push_back(osg::Vec3(0, 0, 1));
//设置顶点数据
geom->setVertexArray(v.get());
//创建纹理订点数据
osg::ref_ptr <osg::Vec2Array >vt = new osg::Vec2Array();
//添加纹理坐标
vt->push_back(osg::Vec2(0, 0));
vt->push_back(osg::Vec2(1, 0));
vt->push_back(osg::Vec2(1, 1));
vt->push_back(osg::Vec2(0, 1));
//设置纹理坐标
geom->setTexCoordArray(0, vt.get());
//创建颜色数组
osg::ref_ptr <osg::Vec4Array >vc = new osg::Vec4Array();
//添加数据
vc->push_back(osg::Vec4(1, 0, 0, 1));
vc->push_back(osg::Vec4(0, 1, 0, 1));
vc->push_back(osg::Vec4(0, 0, 1, 1));
vc->push_back(osg::Vec4(1, 1, 0, 1));
//设置颜色数组
geom->setColorArray(vc.get());
//设置颜色的绑定方式为单个顶点
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
//创建法线数组
osg::ref_ptr <osg::Vec3Array >nc = new osg::Vec3Array();
//添加法线
nc->push_back(osg::Vec3(0, -1, 0));
//设置法线
geom->setNormalArray(nc.get());
//设置法绑定为全部顶点
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
//添加图元
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
//添加到叶子节点
geode->addDrawable(geom.get());
return geode.get();
}
int main() {
// 创建场景图和视图器
osg::ref_ptr<osg::Group> root = new osg::Group();
osgViewer::Viewer viewer;
// 创建四棱锥体几何体
osg::ref_ptr<osg::Geode> pyramid = createCameraFrustum(viewer.getCamera());
// 将四棱锥体添加到场景图中
root->addChild(pyramid);
// 设置场景图到视图器并运行
viewer.setSceneData(root);
return viewer.run();
}
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文章来源:https://blog.csdn.net/cangqiongxiaoye/article/details/135308221
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本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。 如若内容造成侵权/违法违规/事实不符,请联系我的编程经验分享网邮箱:veading@qq.com进行投诉反馈,一经查实,立即删除!