本示例主要演示osgEarth的事件处理的用法,内容比较多,这部分功能也很重要。
输入命令依然采用china-simple.earth的示例,加上了模型,但是模型并没有看到,可能是因为模型没有放大太小的原因。在代码中设置了不加载模型的话,会绘制两个半圆。
// 加载模型,但是看不到,估计是模型太小,需要放大
osgearth_manipd.exe earth_image/china-simple.earth --model axes.osgt// 并没有加载模型
osgearth_manipd.exe earth_image/china-simple.earth --model modelToLoad// 不加载模型,会默认创建一个半球,距离太远的话,半球也看不到
osgearth_manipd.exe earth_image/china-simple.earth

按下W键,开启坐标,也就是黄色的两条线,交点始终跟随 Thing 1 节点。

| * | 左键 | 按住左键拖动地球 | * | u | 看不出来,没啥变化 |
| * | 中键 | 按住中键可以旋转地球 | * | o | 切换操作器,地球会有大小变化 |
| * | 右键 | 按住右键前后移动,缩放地球 | * | 8 | 视角绑定thing 1,也可以说跟踪 |
| * | 右键/左键 双击 | 越来越远/越来越近 | * | 9 | 视角绑定thing 2,也可以说跟踪 |
| * | 滚轮滚动 | 视角远近控制 | * | t | 地球三种转动状态的切换 |
| * | arrows | shift+上/下/左/右键, 好像没啥作用 | * | b | 解除绑定 '8' ‘9’,,或者说解除跟踪 |
| * | shift+左键 | 看不出来,没啥变化 | * | a | 看不出来,没啥变化 |
| * | q | 看不出来,没啥变化 | |||
| * | k | 看不出来,没啥变化 | |||
| * | L | 看不出来,没啥变化 | |||
| * | j | 定位到可以看见一组点的视点 | |||
| * | W | 绘制两条线,交点始终定位在thing 1上,屏幕坐标系 |
[注] 必须在英文下输入,如果没有注意,在中文状态下输入字符,地球会被卡住。此时只能退出重新运行程序。
thing1 thing 2,这两个文本是移动的。
#include #include
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#include using namespace osgEarth::Util;
using namespace osgEarth::Util::Controls;
using namespace osgEarth::Annotation;#define D2R (osg::PI/180.0)
#define R2D (180.0/osg::PI)namespace
{/*** Tether callback test.是否绑定*/struct TetherCB : public EarthManipulator::TetherCallback{void operator()(osg::Node* node){if ( node ) {OE_WARN << "Tether on\n";}else {OE_WARN << "Tether off\n";}}};/*** Builds our help menu UI.创建左上角的说明文档*/Container* createHelp( osgViewer::View* view ){const char* text[] ={"left mouse :", "pan","middle mouse :", "rotate","right mouse :", "continuous zoom","double-click :", "zoom to point","scroll wheel :", "zoom in/out","arrows :", "pan",//"1-6 :", "fly to preset viewpoints","shift-left-mouse :", "locked pan","u :", "toggle azimuth lock","o :", "toggle perspective/ortho","8 :", "Tether to thing 1","9 :", "Tether to thing 2","t :", "cycle tethermode","b :", "break tether","a :", "toggle viewpoint arcing","q :", "toggle throwing","k :", "toggle collision","L :", "toggle log depth buffer"//"W :", "坐标系", // 源代码并没有这两个提示//"j :", "定位到指定点组的视点",};Grid* g = new Grid();// 创建网格unsigned i, c, r;std::cout << sizeof(text) << std::endl; // 存储所有指针占位多少std::cout << sizeof(text[0]) << std::endl; // 每个指针占位多少for( i=0; isetControl( c, r, new LabelControl(text[i]) );// 两列c,i行r,显示label控件}VBox* v = new VBox();v->addControl( g );// 将网格控件放入VBox控件中return v;}/*** Some preset viewpoints to show off the setViewpoint function.*/static Viewpoint VPs[] = {Viewpoint( "Africa", 0.0, 0.0, 0.0, 0.0, -90.0, 10e6 ),Viewpoint( "California", -121.0, 34.0, 0.0, 0.0, -90.0, 6e6 ),Viewpoint( "Europe", 0.0, 45.0, 0.0, 0.0, -90.0, 4e6 ),Viewpoint( "Washington DC", -77.0, 38.0, 0.0, 0.0, -90.0, 1e6 ),Viewpoint( "Australia", 135.0, -20.0, 0.0, 0.0, -90.0, 2e6 ),Viewpoint( "Boston", -71.096936, 42.332771, 0, 0.0, -90, 1e5 )};/*** Handler that demonstrates the "viewpoint" functionality in * osgEarthUtil::EarthManipulator. Press a number key to fly to a viewpoint.*/struct FlyToViewpointHandler : public osgGA::GUIEventHandler {FlyToViewpointHandler( EarthManipulator* manip ) : _manip(manip) { }bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa ){if ( ea.getEventType() == ea.KEYDOWN && ea.getKey() >= '1' && ea.getKey() <= '6' ){_manip->setViewpoint( VPs[ea.getKey()-'1'], 4.0 );// 根据设置好的位置,123456定位不同的地点aa.requestRedraw();}return false;}osg::observer_ptr _manip;};/*** Toggles the logarithmic depth buffer切换对数深度缓冲区*/struct ToggleLDB : public osgGA::GUIEventHandler{ToggleLDB(char key) : _key(key), _installed(false) { }// key=Lbool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){if ( !_installed ){_nfratio = aa.asView()->getCamera()->getNearFarRatio();// 获取到近/远率_ldb.install(aa.asView()->getCamera());aa.asView()->getCamera()->setNearFarRatio(0.00001);}else{_ldb.uninstall(aa.asView()->getCamera());aa.asView()->getCamera()->setNearFarRatio(_nfratio);}_installed = !_installed;// 每次切换return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Toggle LDB"));}char _key;float _nfratio;bool _installed;osgEarth::Util::LogarithmicDepthBuffer _ldb;};/*** Toggles screen space layout on the sismulated objects 切换模拟对象的屏幕空间布局*/struct ToggleSSL : public osgGA::GUIEventHandler{ToggleSSL(osg::Group* g, char key) : _group(g), _key(key), _installed(false) { }// key=)bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){_installed = !_installed;ScreenSpaceLayout::setDeclutteringEnabled(_installed);// 启动或禁用清理return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Toggle SSL"));}char _key;osg::Group* _group;bool _installed;};/*** Handler to toggle "azimuth locking", which locks the camera's relative Azimuth* while panning. For example, it can maintain "north-up" as you pan around. The* caveat is that when azimuth is locked you cannot cross the poles.*/struct LockAzimuthHandler : public osgGA::GUIEventHandler // 锁定/解锁 方位角{LockAzimuthHandler(char key, EarthManipulator* manip) // 传入key = u: _key(key), _manip(manip) { }bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){bool lockAzimuth = _manip->getSettings()->getLockAzimuthWhilePanning();std::cout << "按下 u" << std::endl;// 确实收到消息,但是在操作上并没有看到所定方位角_manip->getSettings()->setLockAzimuthWhilePanning(!lockAzimuth);// 设置为当前状态相反的状态aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Toggle azimuth locking"));}char _key;osg::ref_ptr _manip;};/*** Handler to toggle "viewpoint transition arcing", which causes the camera to "arc"* as it travels from one viewpoint to another.*/struct ToggleArcViewpointTransitionsHandler : public osgGA::GUIEventHandler{ToggleArcViewpointTransitionsHandler(char key, EarthManipulator* manip): _key(key), _manip(manip) { }// key=abool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){bool arc = _manip->getSettings()->getArcViewpointTransitions();std::cout << "按下 a" << std::endl;// 确实收到消息,但是没看出什么变化_manip->getSettings()->setArcViewpointTransitions(!arc);aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Arc viewpoint transitions"));}char _key;osg::ref_ptr _manip;};/*** Toggles the throwing feature.切换投掷功能。*/struct ToggleThrowingHandler : public osgGA::GUIEventHandler{ToggleThrowingHandler(char key, EarthManipulator* manip): _key(key), _manip(manip)// key=q{}bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){bool throwing = _manip->getSettings()->getThrowingEnabled();std::cout << "按下 q" << std::endl;// 确实收到消息,但是没看出什么变化_manip->getSettings()->setThrowingEnabled( !throwing );aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Toggle throwing"));}char _key;osg::ref_ptr _manip;};/*** Toggles the collision feature.切换碰撞功能。*/struct ToggleCollisionHandler : public osgGA::GUIEventHandler{ToggleCollisionHandler(char key, EarthManipulator* manip): _key(key), _manip(manip)// key=k{}bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){bool value = _manip->getSettings()->getTerrainAvoidanceEnabled();std::cout << "按下 k" << std::endl;// 确实收到消息,但是没看出什么变化_manip->getSettings()->setTerrainAvoidanceEnabled( !value );aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Toggle terrain avoidance"));}char _key;osg::ref_ptr _manip;};/*** Breaks a tether.三种状态的切换*/struct CycleTetherMode : public osgGA::GUIEventHandler{CycleTetherMode(char key, EarthManipulator* manip): _key(key), _manip(manip) { }// key=tbool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){EarthManipulator::TetherMode mode = _manip->getSettings()->getTetherMode();if ( mode == _manip->TETHER_CENTER ) { _manip->getSettings()->setTetherMode( _manip->TETHER_CENTER_AND_HEADING );// 相机将跟随节点,仅跟随方向旋转OE_NOTICE << "Tether mode = TETHER_CENTER_AND_HEADING\n";}else if ( mode == _manip->TETHER_CENTER_AND_HEADING ) {_manip->getSettings()->setTetherMode( _manip->TETHER_CENTER_AND_ROTATION ); // 摄影机将跟随节点和节点所做的所有旋转OE_NOTICE << "Tether mode = TETHER_CENTER_AND_ROTATION\n";}else {_manip->getSettings()->setTetherMode( _manip->TETHER_CENTER );// 摄影机将跟随节点的中心。OE_NOTICE << "Tether mode = CENTER\n";}aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Cycle Tether Mode"));}char _key;osg::ref_ptr _manip;};/*** Breaks a tether.解绑*/struct BreakTetherHandler : public osgGA::GUIEventHandler{BreakTetherHandler(char key, EarthManipulator* manip): _key(key), _manip(manip) { }//key=bbool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){_manip->clearViewpoint();// 解除所有操作器绑定,恢复自由状态。thing1和 thing2 的状态改变明显aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Break a tether"));}char _key;osg::ref_ptr _manip;};/*** Adjusts the position offset.调整位置偏移。*/struct SetPositionOffset : public osgGA::GUIEventHandler{SetPositionOffset(EarthManipulator* manip): _manip(manip) { }bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && (ea.getModKeyMask() & ea.MODKEY_SHIFT) ){Viewpoint oldvp = _manip->getViewpoint();double seconds = 0.5; // 时间秒。每次切换都需要0.5秒if ( ea.getKey() == ea.KEY_Left )// 左键{Viewpoint vp;vp.positionOffset() = oldvp.positionOffset().get() + osg::Vec3f(-1000,0,0);_manip->setViewpoint( vp, seconds );}else if ( ea.getKey() == ea.KEY_Right )// 右键{Viewpoint vp;vp.positionOffset() = oldvp.positionOffset().get() + osg::Vec3f(1000,0,0);_manip->setViewpoint( vp, seconds );}else if ( ea.getKey() == ea.KEY_Up )// 上键{Viewpoint vp;vp.positionOffset() = oldvp.positionOffset().get() + osg::Vec3f(0,0,1000);_manip->setViewpoint( vp, seconds );}else if ( ea.getKey() == ea.KEY_Down )// 下键{Viewpoint vp;vp.positionOffset() = oldvp.positionOffset().get() + osg::Vec3f(0,0,-1000);_manip->setViewpoint( vp, seconds );}aa.requestRedraw();return true;}return false;}osg::ref_ptr _manip;};/*** Toggles perspective/ortho projection matrix. 切换投影矩阵,透视投影矩阵和正射投影矩阵*/struct ToggleProjMatrix : public osgGA::GUIEventHandler{ToggleProjMatrix(char key, EarthManipulator* manip): _key(key), _manip(manip)// ley=o{}bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){osg::Matrix proj = aa.asView()->getCamera()->getProjectionMatrix();if ( proj(3,3) == 0 ){OE_NOTICE << "Switching to orthographc.\n";proj.getPerspective(_vfov, _ar, _zn, _zf); // 获取值aa.asView()->getCamera()->setProjectionMatrixAsOrtho(-1, 1, -1, 1, _zn, _zf);// 正射投影矩阵}else{OE_NOTICE << "Switching to perspective.\n";aa.asView()->getCamera()->setProjectionMatrixAsPerspective(_vfov, _ar, _zn, _zf);// 透视矩阵}aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Toggle projection matrix type"));}char _key;osg::ref_ptr _manip;double _vfov, _ar, _zn, _zf;};// 定位到某组点的视点,一组点都可以看到struct FitViewToPoints : public osgGA::GUIEventHandler{std::vector _points;const SpatialReference* _mapSRS;FitViewToPoints(char key, EarthManipulator* manip, const SpatialReference* mapSRS): _key(key), _manip(manip), _mapSRS(mapSRS)// key=j{// Set up a list of control pointsconst SpatialReference* srs = SpatialReference::get("wgs84");_points.push_back(GeoPoint(srs, -120, 30, 0));_points.push_back(GeoPoint(srs, -100, 45, 0));}bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){// fitter 创建适合摄影机视图平截头体的视点,以尽可能紧密地包围一组地理空间点。ViewFitter fitter(_mapSRS, aa.asView()->getCamera());fitter.setBuffer( 100000.0 );Viewpoint vp;if (fitter.createViewpoint(_points, vp))// 根据_points重新生成一个vp视点{_manip->setViewpoint(vp);// 定位到vp视点aa.requestRedraw();}return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("FitViewToPoints"));}char _key;osg::ref_ptr _manip;};/*** A simple simulator that moves an object around the Earth. We use this to* demonstrate/test tethering.*/// 一个简单的模拟器,可以使物体绕地球运动。用来演示跟踪thingstruct Simulator : public osgGA::GUIEventHandler{Simulator( osg::Group* root, EarthManipulator* manip, MapNode* mapnode, osg::Node* model, const char* name, char key): _manip(manip), _mapnode(mapnode), _model(model), _name(name), _key(key) // key=8 或 9{if ( !model ){ // 模型不存在,则创建一个半球,半径和颜色_model = AnnotationUtils::createHemisphere(250.0, osg::Vec4(1,.7,.4,1));std::cout << "no model" << std::endl;}_geo = new GeoPositionNode();_geo->getPositionAttitudeTransform()->addChild(_model);Style style;TextSymbol* text = style.getOrCreate();text->size() = 32.0f;text->declutter() = false;text->pixelOffset()->set(50, 50);// 文本偏移像素点_label = new LabelNode(_name, style);// _name 即要显示的名称_label->setDynamic( true );// 因为文本移动,所以此处设置为true_label->setHorizonCulling(false);// 不需要裁剪_geo->getPositionAttitudeTransform()->addChild(_label);mapnode->addChild(_geo.get());}bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if ( ea.getEventType() == ea.FRAME )// 此语段为标签添加了动画{double t0 = osg::Timer::instance()->time_s();// 儒略日时间double t = fmod( t0, 6000.0 ) / 6000.0;// t0%6000/6000, 将数字控制在[0,1)范围内GeoPoint p = _start.interpolate(_end, t);// 差值,在_end和t之间// GeoMath::bearing 以弧度计算从一个点到下一个点的初始方位double bearing = GeoMath::bearing(_start.y(), _start.x(), p.y(), p.x());float a = sin(t0*0.2);// a值没有被用float pitch = 0.0;_geo->setPosition(p);_geo->setLocalRotation(osg::Quat(pitch, osg::Vec3d(1, 0, 0)) *osg::Quat(bearing, osg::Vec3d(0, 0, -1)));}else if ( ea.getEventType() == ea.KEYDOWN ){if ( ea.getKey() == _key )// 8 或 9{ Viewpoint vp = _manip->getViewpoint();//vp.setNode( _pat.get() );vp.setNode(_model);vp.range() = 25000.0;vp.pitch() = -45.0;_manip->setViewpoint(vp, 2.0);// 2秒内飞到指定位置}return true;}return false;}std::string _name;char _key;MapNode* _mapnode;EarthManipulator* _manip;GeoPoint _start, _end;LabelNode* _label;osg::Node* _model;float _heading;float _pitch;osg::ref_ptr _geo;};/*** Place an X at the sim entity position, in screen space.* The point of this is to test the EarthManipulator::UpdateCameraCallback* which provides a frame-synched camera matrix (post-update traversal)*/// 创建一个十字坐标struct CalculateWindowCoords : public osgGA::GUIEventHandler{CalculateWindowCoords(char key, EarthManipulator* manip, Simulator* sim): _key(key), _active(false), _sim(sim), _xform(0L){//nop}void onUpdateCamera(const osg::Camera* cam){if (_active){if (!_xform){osg::Geometry* geom = new osg::Geometry();osg::Vec3Array* verts = new osg::Vec3Array();verts->push_back(osg::Vec3(-10000, 0, 0));verts->push_back(osg::Vec3( 10000, 0, 0));verts->push_back(osg::Vec3( 0, -10000, 0));verts->push_back(osg::Vec3( 0, 10000, 0));verts->push_back(osg::Vec3( 0, 0, -10000));verts->push_back(osg::Vec3( 0, 0, 10000));geom->setVertexArray(verts);osg::Vec4Array* colors = new osg::Vec4Array();colors->push_back(osg::Vec4(1, 1, 0, 1));// 黄色线colors->setBinding(colors->BIND_OVERALL);geom->setColorArray(colors);geom->addPrimitiveSet(new osg::DrawArrays(GL_LINES, 0, 6));// 6个点,绘制3条线,但屏幕上仅能看出2条线,水平和垂直geom->setCullingActive(false);// 不裁剪geom->getOrCreateStateSet()->setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS, 0, 1, true), 1);//深度设置_xform = new osg::MatrixTransform();_xform->addChild(geom);osg::View* view = const_cast(cam->getView());ControlCanvas::getOrCreate(view)->addChild(_xform);}/// 坐标变换 V_clip=M_projection⋅M_view⋅M_model⋅V_local 裁剪坐标=透视矩阵*观察矩阵*模型矩阵*本地坐标——来自OpenGLGeoPoint p = _sim->_geo->getPosition();// 获取thing1的坐标点osg::Vec3d world;p.toWorld(world);// 转化为世界坐标osg::Matrix worldToWindow =cam->getViewMatrix() *cam->getProjectionMatrix() *cam->getViewport()->computeWindowMatrix();// 世界坐标转到窗口坐标osg::Vec3d win = world * worldToWindow;// 得到窗口坐标_xform->setMatrix(osg::Matrix::translate(win));}}bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa){if (ea.getEventType() == ea.KEYDOWN && ea.getKey() == _key){_active = !_active;aa.requestRedraw();return true;}return false;}void getUsage(osg::ApplicationUsage& usage) const{using namespace std;usage.addKeyboardMouseBinding(string(1, _key), string("Show Window Coords"));}osg::MatrixTransform* _xform;Simulator* _sim;bool _active;char _key;};// 更新相机回调struct CameraUpdater : public EarthManipulator::UpdateCameraCallback{CalculateWindowCoords* _calc;CameraUpdater(CalculateWindowCoords* calc) : _calc(calc) { }void onUpdateCamera(const osg::Camera* cam){_calc->onUpdateCamera(cam);// 当物体运动时,需要让十字线跟随物体运动}};
}int main(int argc, char** argv)
{osg::ArgumentParser arguments(&argc,argv);if (arguments.read("--help") || argc==1){OE_WARN << "Usage: " << argv[0] << " [earthFile] [--model modelToLoad]"<< std::endl;return 0;}osgViewer::Viewer viewer(arguments);// install the programmable manipulator.安装操作器EarthManipulator* manip = new EarthManipulator();viewer.setCameraManipulator( manip );// UI: 创建帮助说明控件,在左上角的位置。当鼠标移动到控件上之后,是无法点击到地球上的,没有鼠标穿透功能。Container* help = createHelp(&viewer);// MapNodeHelper 显示帮助// load() 加载earth映射文件并处理所有内置示例命令行参数和XML外部变量(help)。osg::Node* earthNode = MapNodeHelper().load( arguments, &viewer, help );if (!earthNode){OE_WARN << "Unable to load earth model." << std::endl;return -1;}osg::Group* root = new osg::Group();root->addChild( earthNode );// 获取mapNodeosgEarth::MapNode* mapNode = osgEarth::MapNode::findMapNode( earthNode );// user model?// 加载模型,这里传入osg osgt格式的模型,并没有显示osg::ref_ptr model;std::string modelFile;if (arguments.read("--model", modelFile))model = osgDB::readRefNodeFile(modelFile + ".osgearth_shadergen");osg::Group* sims = new osg::Group();root->addChild( sims );const SpatialReference* wgs84 = SpatialReference::get("wgs84");// 坐标系// Simulator for tethering: 系留模拟器// thing 1 和 thing 2 会随着时间移动Simulator* sim1 = new Simulator(sims, manip, mapNode, model.get(), "Thing 1", '8');// 8:绑住第一个物体sim1->_name = "Thing 1";sim1->_start = GeoPoint(wgs84, 45.0, 55.0, 10000);// 开始坐标点sim1->_end = GeoPoint(wgs84, -45, -55.0, 10000); // 结束坐标点viewer.addEventHandler(sim1); // 加入到操作器Simulator* sim2 = new Simulator(sims, manip, mapNode, model.get(), "Thing 2", '9');// 9:绑住第二个物体sim2->_name = "Thing 2";sim2->_start = GeoPoint(wgs84, 45.0, 54.0, 10000);sim2->_end = GeoPoint(wgs84, -44.0, -54.0, 10000);viewer.addEventHandler(sim2);manip->getSettings()->getBreakTetherActions().push_back( EarthManipulator::ACTION_GOTO ); // 操作器动作,直接过去 // Set the minimum distance to something larger than the default// 距离物体小于最小距离时,物体会变大manip->getSettings()->setMinMaxDistance(10.0, manip->getSettings()->getMaxDistance());// Sets the maximum focal point offsets (usually for tethering)manip->getSettings()->setMaxOffset(5000.0, 5000.0);// Pitch limits. 俯仰角范围manip->getSettings()->setMinMaxPitch(-90, 90);viewer.setSceneData( root );//为 鼠标左键按下、修改键、拖动鼠标的动作指定行为。manip->getSettings()->bindMouse(EarthManipulator::ACTION_EARTH_DRAG,osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON,osgGA::GUIEventAdapter::MODKEY_SHIFT );manip->getSettings()->bindMouseClick(EarthManipulator::ACTION_GOTO,osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON,osgGA::GUIEventAdapter::MODKEY_SHIFT);manip->getSettings()->setArcViewpointTransitions( true ); // 设置tether连接和断裂时的动作回调manip->setTetherCallback( new TetherCB() );//viewer.addEventHandler(new FlyToViewpointHandler( manip ));// 添加 自定义的各个事件处理viewer.addEventHandler(new LockAzimuthHandler('u', manip));viewer.addEventHandler(new ToggleArcViewpointTransitionsHandler('a', manip));viewer.addEventHandler(new ToggleThrowingHandler('q', manip));viewer.addEventHandler(new ToggleCollisionHandler('k', manip));viewer.addEventHandler(new ToggleProjMatrix('o', manip));viewer.addEventHandler(new BreakTetherHandler('b', manip));viewer.addEventHandler(new CycleTetherMode('t', manip));viewer.addEventHandler(new SetPositionOffset(manip));// 设置偏移viewer.addEventHandler(new ToggleLDB('L'));viewer.addEventHandler(new ToggleSSL(sims, ')'));viewer.addEventHandler(new FitViewToPoints('j', manip, mapNode->getMapSRS()));// 根据 thing 1 的位置,更新相机CalculateWindowCoords* calc = new CalculateWindowCoords('W', manip, sim1);// 根据thing 1计算窗口坐标viewer.addEventHandler(calc);manip->setUpdateCameraCallback(new CameraUpdater(calc));// 相机回调viewer.getCamera()->setSmallFeatureCullingPixelSize(-1.0f);while(!viewer.done()){viewer.frame();// simulate slow frame rate//OpenThreads::Thread::microSleep(1000*1000);}return 0;
}