osg::ref_ptr<osg::Geode> CreateBox()
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
hints->setDetailRatio(0.5); osg::ref_ptr<osg::Material> material = new osg::Material;
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
material->setShininess(osg::Material::FRONT_AND_BACK, ); osg::ref_ptr<osg::Texture2D> texture2D = new osg::Texture2D;
//设置纹理
osg::ref_ptr<osg::Image> image = osgDB::readImageFile("D:\\image_1\\arm1.jpg");
if (image.valid())
{
texture2D->setImage(image.get());
} osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0, 0.0, 0.0), 1.0, 1.0, 1.0), hints.get());
shape->setColor(osg::Vec4(100.0f, 255.0f, 0.0f, 0.6)); geode->getOrCreateStateSet()->setAttributeAndModes(material.get(), osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setTextureAttributeAndModes(, texture2D, osg::StateAttribute::ON);
geode->addDrawable(shape.get()); return geode;
}
osg::ref_ptr<osg::Geode> CreateSphere()
{
osg::ref_ptr<osg::Group> _root = new osg::Group; //创建一个叶结点对象
osg::ref_ptr<osg::Geode> geode = new osg::Geode; //设置半径和高度
float _radius = 0.6f;
float _height = 1.0f; //创建精细度对象,精细度越高,细分就越多
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
hints->setDetailRatio(0.9f); //添加一个球体,第一个参数是预定义的几何体对象,第二个是精细度默认为1
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), _radius), hints)); //_root->addChild(geode); return geode.get();
}

osg模型部分节点旋转-LMLPHP

osg模型部分节点旋转-LMLPHP

osg模型部分节点旋转-LMLPHP

05-21 07:00