osg之矩阵(二)

1.导出一个旋转之后的模型

void ExportANode()
{
     osg::ref_ptr<osg::Node> node=osgDB::readNodeFile("cow.osg");
     osg::ref_ptr<osg::MatrixTransform> max=new osg::MatrixTransform;

     max->addChild(node);
     max->setMatrix(osg::Matrix::translate(50.0,0.0,0.0));

     osgDB::ReaderWriter::WriteResult result=osgDB::Registry::instance()->writeNode(*max,"TrCow.osg",osgDB::Registry::instance()->getOptions());
     if (result.success())
     {
         osg::notify(osg::NOTICE)<<"Write Node Success"<<std::endl;
     }

}

int main()
{
    ExportANode();
    return 0;
}

2.读取一个模型,使用setPosition方法,看模型能否跑到原点的位置

int main()
{
    osg::ref_ptr<osgViewer::Viewer> viewer=new osgViewer::Viewer;
    osg::ref_ptr<osg::PositionAttitudeTransform> pat=new osg::PositionAttitudeTransform;
    osg::ref_ptr<osg::Group> group=new osg::Group;
    group->addChild(osgDB::readNodeFile("glider.osg"));
    pat->addChild(osgDB::readNodeFile("TrCow.osg"));
    pat->setPosition(osg::Vec3d(0,0,0));
    group->addChild(pat);
    viewer->setSceneData(group);
    return viewer->run();
}

事实证明:并不起作用。

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转载自blog.csdn.net/u012288722/article/details/78494763
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