轉自:http://www.cnblogs.com/coolbear/archive/2013/05/20/3088595.html
1、字符串轉double、float
double osg::asciiToFloat(const char* str);位於\src\osg\Math.h
double osg::asciiToDouble(const char* str);位於\src\osg\Math.cpp
2、快速生成Geometry、Geode
Geode* osg::createGeodeForImage(osg::Image* image);位於\src\osg\image.cpp
Geometry* osg::createTexturedQuadGeometry(const Vec3&corner, const Vec3& widthVec,const Vec3& heightVec,float s=1.0f, flaot t=1.0f);位於\src\osg\Geometry
osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1));
geode->addDrawable(drawable);
_root->addChild(geode);
3、檢測一個路徑是否是網絡路徑
bool osgDB::containsServerAddress( const std::string& filename);位於\src\osgDB\FileNameUtils.cpp
相關函數:獲取網絡協議和網絡地址:getServerProtocol()和getServerAddress()
4、文件、文件夾操作。osgEarth處理XML文檔
osgDB\FileUtils.h
//新建目錄
extern bool makeDirectory(const std::string &directiryPath);
//判斷一個文件路徑是否存在
extern bool fileExists(const std::string &fileName);
//獲取一個目錄下的文件列表
typedef std::vector<std::string> DirectoryContents;
extern DirectoryContents getDirectoryContents(const std::string &dirName);
//判斷一個filename是文件還是目錄
enum FileType{ FILE_NOT_FOUND, REGULAR_FILE, DIRECTORY};
extern FileType fileType(const std::string& filename);
//讀取XML文檔,osgEarth/XmlUtils
osgEarth::XmlDocument* doc=new osgEarth::XmlDocument::load(const std::string &xmlfile);
osgEarth::Config docConfig=doc->getConfig();
if(!config.empty())
{
std::string name=config.value("name");
int age=config.value<int>("age",0);
///需要注意的是key字符串必須都是小寫,例如源XML中為MySet標簽,只能寫config.find("myset");不能寫config.find("MySet");
osgEarth::Config* mySet=config.find("myset");
if(config.hasChild("child1"))
{
osgEarth::Config child=config.child("child1");
}
}
5、在地球上放置模型
注意從osgEarth2.4版本開始,刪除了osgEarth::Util::ObjectPlacer類,以下代碼適用於2.3之前的版本
-----------------------------
osgEarth::Map* map = new osgEarth::Map();
osgEarth::MapNode* mapNode = new osgEarth::MapNode(map);
osgEarth::Util::ObjectPlacer* objPlacer = new osgEarth::Util::ObjectPlacer( mapNode );
osg::Node* model = osgDB::readNodeFile("teapot.3ds");
osg::Node* modelOnEarth = objPlacer->placeNode( model, lat, lon, elevation );//lat,lon表示模型在地球的緯度和經度,elevation是海拔
root->addChild( modelOnEarth );//添加到場景的根
-----------------------------
對於2.4版本
osgEarth::GeoPoint point(mapNode->getMapSRS(), lon, lat, elevation, osgEarth::ALTMODE_ABSLOTE);
osg::Matrix m;
point.createLocalToWorld(m);
osg::MatrixTransform* mt = new osg::MatrixTransform(m);
mt->addChild(model);
6、獲取地球半徑
double equatorRadius=map->getSRS()->getEllipsoid()->getRadiusEquator();//6378137.0赤道半徑
7、設定Home視點
osgEarth::Util::EarthManipulator* em = new osgEarth::Util::EarthManipulator();
em->setHomeViewpoint( osgEarth::Util::Viewpoint(116,40,0,0,-90,equqtorRadius*4);//正對北京地面,視點高度離地面高度為4個地球半徑
viewer->setCameraManipulator(em);
//設置初始視點
em->setViewpoint(osgEarth::Util::Viewpoint(126,43,0,0,-90,5e4), 5);//5s,定位吉林
8、視點經過屏幕鼠標的射線與遠、近裁剪面的交點
#include <osgManipulator/Dragger>
osgManipulator::PointerInfo pi;
pi.setCamera(camera);
pi.setMousePosition(x,y);//x,y非歸一化坐標,例如(10,30)
osg::Vec3 nearPoint,farPoint;//射線和遠近裁剪面的交點
pi.getNearFarPoints(nearPoint,farPoint);
9、OSG三個坐標軸向量
osg\Vec3f文件末尾,直接使用,例如osg::Vec3f v=osg::X_AXIS;
const Vec3f X_AXIS(1.0,0.0,0.0);
const Vec3f Y_AXIS(0.0,1.0,0.0);
const Vec3f Z_AXIS(0.0,0.0,1.0);
10、反鋸齒
osg::DisplaySettings::instance()->setNumMultiSamples(4);
11、PageLOD最大節點數量(默認是300)
viewer->getDatabasePager()->setTargetMaximumNumbeOfPageLOD(100);
12、獲取攝像機(視點)在世界坐標中的位置
osg::Vec3 vPosEye, vCenter, vUp;
camera->getViewMatrixAsLookAt( vPosEye, vCenter, vUp);
或者(摘自tmljs1988的專欄)
osg::ref_ptr<osg::Camera> cameraMaster = viewer->getCamera();
osg::Matrix _inverseMV;
_inverseMV.invert( cameraMaster->getViewMatrix());
osg::Vec3 ptEye= osg::Vec3( 0, 0, 0) * _inverseMV;
/*獲取世界坐標系下的視點坐標:世界坐標系中某點Pworld在視點坐標系中為Pview,則Pview= Pworld * MV。則Pworld=Pview * MV逆,則視點坐標系下的視點(0,0,0)在世界坐標系下為:ptEye=(0,0,0)* MV逆。
13、(x,y,z)<-->(lon, lat, elevation)
方法1:mapNode->getMapSRS()->getEllipsoid()->convertLatLongHeightToXYZ( osg::DegreesToRadians( lat ), osg::DegreesToRadians( lon), alt, x, y, z);
//To Map coordinates
GeoPoint map;
map.fromWorld( mapNode->getMapSRS(), x, y, z );//map.xyz is now lon, lat, alt
//To world coordinates
GeoPoint map( mapNode->getMapSRS(), lon, lat, alt, ALTMODE_ABSOLUTE);
osg::Vec3d world;
map.toWorld( world );
14、使用osgEarth::ModelLayer添加模型
osgEarth::Drivers::SimpleModelOptions opt;
opt.url()="c:/glider.osg";
opt.location()=osg::Vec3d(lon, lat, elevation);//lon和lat單位是度,elevation單位是米,例如(112, 36, 1000)
map->addModelLayer(new osgEarth::ModelLayer("model", opt));
bool | mapPointToWorldPoint (const osg::Vec3d &input, osg::Vec3d &output) const |
bool | worldPointToMapPoint (const osg::Vec3d &input, osg::Vec3d &output) const |

bool MapInfo::mapPointToWorldPoint(const osg::Vec3d & input,osg::Vec3d & output )const
{ if ( _isGeocentric ) { _profile->getSRS()->getEllipsoid()->convertLatLongHeightToXYZ( osg::DegreesToRadians( input.y() ), osg::DegreesToRadians( input.x() ), input.z(), output.x(), output.y(), output.z() ); } else { output = input; } return true; }

{ if ( _isGeocentric ) { _profile->getSRS()->getEllipsoid()->convertXYZToLatLongHeight( input.x(), input.y(), input.z(), output.y(), output.x(), output.z() ); output.y() = osg::RadiansToDegrees(output.y()); output.x() = osg::RadiansToDegrees(output.x()); } else { output = input; } return true; }
osgearth2.2與2.6的區別如網址:osgEarth: headers diff between 2.2 and 2.6 versions 打開此網頁需要安裝lantern-installer-beta.exe軟件