OSG aprende desde cero eventos de teclado-ejemplo-documental
Los cimientos no son fuertes, el suelo se balancea y las montañas se balancean. No puedes girar en la puerta. Por qué, no hay habilidades básicas. Aprende desde cero. El avance está en el estudio de caso. Solo si comprendes y comprendes OSG en cada caso, puedes ser competente en su uso. A partir de hoy, no El límite superior del tiempo no se apresura. Solo uno al día, si sientes lo mismo, ¡comencemos!
El primer ejemplo: osgkeyboard.exe; código fuente
Bloque de código
La sintaxis del bloque de código sigue el código de descuento estándar, por ejemplo:
//*sunsenzhen
//*osgkeyboarf 键盘事件练习
//*20160320
/
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osg/io_utils>
#include <osg/MatrixTransform>
#include <osg/Geode>
#include <osg/Group>
#include <osg/Switch>
#include <osg/Notify>
#include <osg/Geometry>
#include <osgText/Text>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#ifdef _DEBUG
#pragma comment(lib, "User32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib,"osgd.lib")
#pragma comment(lib,"osgDBd.lib")
#pragma comment(lib,"osgGAd.lib")
#pragma comment(lib,"osgManipulatord.lib")
#pragma comment(lib,"osgUtild.lib")
#pragma comment(lib,"osgViewerd.lib")
#pragma comment(lib,"osgWidgetd.lib")
#pragma comment(lib,"osgFXd.lib")
#pragma comment(lib,"osgShadowd.lib")
#pragma comment(lib,"OpenThreadsd.lib")
#pragma comment(lib, "osgAnimationd.lib")
#pragma comment(lib, "osgParticled.lib")
#pragma comment(lib, "osgTerraind.lib")
#pragma comment(lib, "osgPresentationd.lib")
#pragma comment(lib, "osgSimd.lib")
#pragma comment(lib, "osgVolumed.lib")
#pragma comment(lib, "osgTextd.lib")
#pragma comment(lib,"osgdb_gdald.lib")
#pragma comment(lib,"osgdb_ogrd.lib")
#pragma comment(lib,"osgUId.lib")
#pragma comment(lib,"osgWidgetd.lib")
#else
#pragma comment(lib, "User32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib,"osg.lib")
#pragma comment(lib,"osgDB.lib")
#pragma comment(lib,"osgGA.lib")
#pragma comment(lib,"osgManipulator.lib")
#pragma comment(lib,"osgUtil.lib")
#pragma comment(lib,"osgViewer.lib")
#pragma comment(lib,"osgWidget.lib")
#pragma comment(lib,"osgFX.lib")
#pragma comment(lib,"osgShadow.lib")
#pragma comment(lib,"OpenThreads.lib")
#pragma comment(lib, "osgAnimation.lib")
#pragma comment(lib, "osgParticle.lib")
#pragma comment(lib, "osgTerrain.lib")
#pragma comment(lib, "osgPresentation.lib")
#pragma comment(lib, "osgSim.lib")
#pragma comment(lib, "osgVolume.lib")
#pragma comment(lib, "osgText.lib")
#pragma comment(lib,"osgdb_gdal.lib")
#pragma comment(lib,"osgdb_ogr.lib")
#pragma comment(lib,"osgUI.lib")
#pragma comment(lib,"osgWidget.lib")
#endif //_debug
class KeyboardModel : public osg::Referenced
{
public:
KeyboardModel() { createKeyboard(); }//创建键盘
osg::Group* getScene() { return _scene.get(); }//返回键盘几何图形
void keyChange(int key, int virtualKey, int value);//键盘输入
protected:
~KeyboardModel() {}
osg::Switch* addKey(osg::Vec3& pos, int key,const std::string& text,float width, float height);//增加一个按钮
void createKeyboard();
typedef std::map<int, osg::ref_ptr<osg::Switch> > KeyModelMap;
osg::ref_ptr<osg::Group> _scene;
KeyModelMap _keyModelMap;
osg::ref_ptr<osgText::Text> _inputText;
};
void KeyboardModel::keyChange(int key, int virtualKey, int value)
{
osg::notify(osg::INFO) << "key value change, code="<<std::hex << key << "\t value="<< value << std::dec << std::endl;
// toggle the keys graphical representation on or off via osg::Swithc
KeyModelMap::iterator itr = _keyModelMap.find(virtualKey);
if (itr!=_keyModelMap.end())
{
itr->second->setSingleChildOn(value);
}
//控制显示
if (value)
{
// when a key is pressed add the new data to the text field
if (key>0 && key<256)
{
// just add ascii characters right now...
_inputText->getText().push_back(key);
_inputText->update();
}
else if (key==osgGA::GUIEventAdapter::KEY_Return)
{
_inputText->getText().push_back('\n');
_inputText->update();
}
else if (key==osgGA::GUIEventAdapter::KEY_BackSpace || key==osgGA::GUIEventAdapter::KEY_Delete)
{
if (!_inputText->getText().empty())
{
_inputText->getText().pop_back();
_inputText->update();
}
}
}
}
//添加键盘上的数字
//pos表示位置
//key键盘ID
//text字符数字
//width/height键盘的宽和高
osg::Switch* KeyboardModel::addKey(osg::Vec3& pos, int key,const std::string& text,float width, float height)
{
osg::Geode* geodeUp = new osg::Geode;//键盘弹起的时候的几何体
{
osgText::Text* textUp = new osgText::Text;//新建一个osg文本
textUp->setFont("fonts/arial.ttf");//设置文本字体
textUp->setColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));//设置为白色
textUp->setCharacterSize(height);//设置字体大小
textUp->setPosition(pos);//设置字体位置
//textUp->setDrawMode(osgText::Text::BOUNDINGBOX);//绘制它的外包围盒
textUp->setDrawMode(osgText::Text::TEXT/*|osgText::Text::BOUNDINGBOX*/);
textUp->setAlignment(osgText::Text::LEFT_CENTER);//文本对齐格式
textUp->setAxisAlignment(osgText::Text::XZ_PLANE);//在XZ平面上
textUp->setText(text);//设置增加的按钮文本
geodeUp->addDrawable(textUp);//绘制几何
}
osg::Geode* geodeDown = new osg::Geode;//同理这是按下的效果
{
osgText::Text* textDown = new osgText::Text;
textDown->setFont("fonts/arial.ttf");
textDown->setColor(osg::Vec4(1.0f,0.0f,1.0f,1.0f));
textDown->setCharacterSize(height);
textDown->setPosition(pos);
textDown->setDrawMode(osgText::Text::TEXT/*||osgText::Text::BOUNDINGBOX*/);
textDown->setAlignment(osgText::Text::LEFT_CENTER);
textDown->setAxisAlignment(osgText::Text::XZ_PLANE);
textDown->setText(text);
geodeDown->addDrawable(textDown);
}
osg::Switch* model = new osg::Switch;//做一个模型切换,将上面的两个几何体加入
model->addChild(geodeUp,true);//默认为弹起
model->addChild(geodeDown,false);//按下设为假
_scene->addChild(model);//在主场景中增加该切换模型
_keyModelMap[key] = model;//将该模型加入键盘MAP,对照表里
pos.x() += width;//将传进来的参数X坐标增加字符的宽度
return model;//返回干模型
}
//创建键盘
void KeyboardModel::createKeyboard()
{
_scene = new osg::Group;//初始化场景树
osg::Vec3 origin(0.0f,0.0f,0.0f);//坐标中心
osg::Vec3 pos=origin;
//从键盘左下角的Ctrl开始布局整个键盘
addKey(pos,osgGA::GUIEventAdapter::KEY_Control_L,"Ctrl",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Super_L,"Super",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Alt_L,"Alt",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Space,"Space",3.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Mode_switch,"Switch",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Super_R,"Super",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Menu,"Menu",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Control_R,"Ctrl",2.0f,0.5f);
osg::Vec3 middle(pos.x()+1.0f,0.0f,0.0f);//定义一个新的位置;注意这里的pos.x已经改变好多次了
pos.x() = 0.0f;//重新回零
pos.z() += 1.0f;//提高一行
//第二行
addKey(pos,osgGA::GUIEventAdapter::KEY_Shift_L,"Shift",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Backslash,"\\",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Z,"Z",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_X,"X",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_C,"C",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_V,"V",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_B,"B",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_N,"N",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_M,"M",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Comma,",",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Period,".",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Slash,"/",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Shift_R,"Shift",2.0f,0.5f);
//同理第三行
pos.x() = 0.0f;
pos.z() += 1.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_Caps_Lock,"Caps",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_A,"A",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_S,"S",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_D,"D",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_F,"F",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_G,"G",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_H,"H",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_J,"J",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_K,"K",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_L,"L",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Semicolon,";",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Quote,"'",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Hash,"#",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Return,"Return",4.0f,0.5f);
//第四行
pos.x() = 0.0f;
pos.z() += 1.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_Tab,"Tab",2.0f,0.5f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Q,"Q",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_W,"W",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_E,"E",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_R,"R",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_T,"T",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Y,"Y",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_U,"U",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_I,"I",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_O,"O",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_P,"P",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Leftbracket,"[",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Rightbracket,"]",1.0f,1.0f);
//第五行
pos.x() = 0.0f;
pos.z() += 1.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_Backquote,"`",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_1,"1",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_2,"2",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_3,"3",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_4,"4",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_5,"5",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_6,"6",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_7,"7",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_8,"8",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_9,"9",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_0,"0",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Minus,"-",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_Equals,"=",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_BackSpace,"Backspace",3.0f,0.5f);
pos.x() = 0.0f;
pos.z() += 1.5f;
//第六行
float F_height = 0.5f;
addKey(pos,osgGA::GUIEventAdapter::KEY_Escape,"Esc",2.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F1,"F1",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F2,"F2",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F3,"F3",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F4,"F4",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F5,"F5",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F6,"F6",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F7,"F7",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F8,"F8",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F9,"F9",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F10,"F10",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F11,"F11",1.0f,F_height);
addKey(pos,osgGA::GUIEventAdapter::KEY_F12,"F12",1.0f,F_height);
float cursorMoveHeight=0.35f;
pos = middle; //前面第一行右边+1,前后左右很值得玩味
addKey(pos,osgGA::GUIEventAdapter::KEY_Left,"Left",1.0f,cursorMoveHeight);
osg::Vec3 down = pos;
addKey(pos,osgGA::GUIEventAdapter::KEY_Down,"Down",1.0f,cursorMoveHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_Right,"Right",1.0f,cursorMoveHeight);
osg::Vec3 keypad = pos;
keypad.x()+=1.0f;
pos = down;
pos.z() += 1.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_Up,"Up",1.0f,cursorMoveHeight);
float homeHeight = 0.35f;//继续从主键盘右边开始Z的高度增加
pos = middle;
pos.z() += 3.0;
addKey(pos,osgGA::GUIEventAdapter::KEY_Delete,"Delete",1.0f,homeHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_End,"End",1.0f,homeHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_Page_Down,"Page\nDown",1.0f,homeHeight);
pos = middle;
pos.z() += 4.0;
addKey(pos,osgGA::GUIEventAdapter::KEY_Insert,"Insert",1.0f,homeHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_Home,"Home",1.0f,homeHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_Page_Up,"Page\nUp",1.0f,homeHeight);
pos = middle;
pos.z() += 5.5;
addKey(pos,osgGA::GUIEventAdapter::KEY_Print,"PrtScrn\nSysRq",1.0f,homeHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_Scroll_Lock,"ScrLk",1.0f,homeHeight);
addKey(pos,osgGA::GUIEventAdapter::KEY_Pause,"Pause\nBreak",1.0f,homeHeight);
pos = keypad;//接着从前后左右的右边继续
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Insert,"0",2.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Delete,".",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Enter,"Enter",1.0f,homeHeight);
pos = keypad;
pos.z() += 1.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_End,"1",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Down,"2",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Page_Down,"3",1.0f,1.0f);
pos = keypad;
pos.z() += 2.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Left,"4",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Begin,"5",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Right,"6",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Add,"+",1.0f,1.0f);
pos = keypad;
pos.z() += 3.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Home,"7",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Up,"8",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Page_Up,"9",1.0f,1.0f);
pos = keypad;
pos.z() += 4.0f;
addKey(pos,osgGA::GUIEventAdapter::KEY_Num_Lock,"Num\nLock",1.0f,0.3f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Divide,"/",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Multiply,"*",1.0f,1.0f);
addKey(pos,osgGA::GUIEventAdapter::KEY_KP_Subtract,"-",1.0f,1.0f);
//例子写得好耐心!赞一个
float totalWidth = pos.x()-origin.x();//最后得到整个键盘的宽度
pos = origin;//回零
pos.z() += -1.5f;//向下定位
osg::Geode* geodeInput = new osg::Geode;//定义输入绘制
{
_inputText = new osgText::Text;
_inputText->setFont("fonts/arial.ttf");
_inputText->setColor(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
_inputText->setCharacterSize(1.0f);
_inputText->setMaximumWidth(totalWidth);//设置这行文本最大的跨度
_inputText->setPosition(pos);
_inputText->setDrawMode(osgText::Text::TEXT/*||osgText::Text::BOUNDINGBOX*/);
_inputText->setAlignment(osgText::Text::BASE_LINE);
_inputText->setAxisAlignment(osgText::Text::XZ_PLANE);
_inputText->setDataVariance(osg::Object::DYNAMIC);这个函数不觉得很神秘吗动态的东东
_inputText->setText("Press some keys...");
geodeInput->addDrawable(_inputText.get());
_scene->addChild(geodeInput);//将输入部分也加入场景
}
}
//来到了键盘接受函数
class KeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
KeyboardEventHandler(KeyboardModel* keyboardModel):
_keyboardModel(keyboardModel) {}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
#if 1
// osg::notify(osg::NOTICE)<<"Mouse "<<ea.getButtonMask()<<std::endl;
#define PRINT(mask) osg::notify(osg::NOTICE)<<#mask<<" ="<<(ea.getModKeyMask() & mask)<<std::endl;
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
case(osgGA::GUIEventAdapter::KEYUP):
{
osg::notify(osg::NOTICE)<<std::endl;
PRINT(osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT);
PRINT(osgGA::GUIEventAdapter::MODKEY_RIGHT_SHIFT);
PRINT(osgGA::GUIEventAdapter::MODKEY_LEFT_ALT);
PRINT(osgGA::GUIEventAdapter::MODKEY_RIGHT_ALT);
PRINT(osgGA::GUIEventAdapter::MODKEY_LEFT_CTRL);
PRINT(osgGA::GUIEventAdapter::MODKEY_RIGHT_CTRL);
PRINT(osgGA::GUIEventAdapter::MODKEY_LEFT_META);
PRINT(osgGA::GUIEventAdapter::MODKEY_RIGHT_META);
PRINT(osgGA::GUIEventAdapter::MODKEY_LEFT_SUPER);
PRINT(osgGA::GUIEventAdapter::MODKEY_RIGHT_SUPER);
PRINT(osgGA::GUIEventAdapter::MODKEY_LEFT_HYPER);
PRINT(osgGA::GUIEventAdapter::MODKEY_RIGHT_HYPER);
PRINT(osgGA::GUIEventAdapter::MODKEY_NUM_LOCK);
PRINT(osgGA::GUIEventAdapter::MODKEY_CAPS_LOCK);
break;
}
default:
break;
}
#endif
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
_keyboardModel->keyChange(ea.getKey(), ea.getUnmodifiedKey(),1);//显示那个按下的
return true;
}
case(osgGA::GUIEventAdapter::KEYUP):
{
_keyboardModel->keyChange(ea.getKey(), ea.getUnmodifiedKey(),0);//显示弹起后
return true;
}
default:
return false;
}
}
osg::ref_ptr<KeyboardModel> _keyboardModel;
};
int main(int , char **)
{
osgViewer::Viewer viewer;
//键盘类
osg::ref_ptr<KeyboardModel> keyboardModel = new KeyboardModel;
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::WindowSizeHandler());
//将加输入时间
viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get()));
//渲染
viewer.setSceneData( keyboardModel->getScene() );
return viewer.run();
}
Este ejemplo aprende eventos de entrada de teclado e indirectamente comprende la función de cambio de nodo