Hi everyone!!
I've tried to add a slave camera using setViewMatrixAsLookAt to an example
but i cannot get the desired result. I try to view a boat from 2 different
points. Here is the code:
#include <osgViewer/Viewer>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/StateSet>
#include <osg/Geometry>
#include <osg/CameraView>
#include <osgViewer/CompositeViewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgDB/ReadFile>
#include <osgDB/ReadFile>
#include <osg/Texture2D>
#include <osgGA/StateSetManipulator>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <iostream>
#include <osgUtil/Optimizer>
#include <osgUtil/SmoothingVisitor>
#include <iostream>
int main()
{
osg::Node* groundNode = NULL;
osg::Node* tankNode = NULL;
osg::Group* root = new osg::Group();
osgViewer::Viewer viewer;
osgViewer::Viewer vista;
osg::PositionAttitudeTransform* tankXform;
//groundNode = osgDB::readNodeFile("");
tankNode = osgDB::readNodeFile("/root/ElephantTank/PBoat.3DS");
// Create green Irish sky
osg::ClearNode* backdrop = new osg::ClearNode;
backdrop->setClearColor(osg::Vec4(0.0f,0.0f,0.5f,1.0f));
root->addChild(backdrop);
root->addChild(groundNode);
tankXform = new osg::PositionAttitudeTransform();
root->addChild(tankXform);
tankXform->addChild(tankNode);
tankXform->setPosition( osg::Vec3(100,100,100) );
tankXform->setAttitude(osg::Quat(osg::DegreesToRadians(-30.0),
osg::Vec3(0,2,0) ) );
//~ viewer.getCamera()->setViewport(0,0,100,100);
//~
viewer.getCamera()->setViewMatrixAsLookAt(osg::Vec3d(5000,500,5000),osg::Vec3d(0,100,0),osg::Vec3d(1,1,1));
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->x = 250;
traits->y = 200;
traits->width = 800;
traits->height = 600;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid())
{
// need to ensure that the window is cleared make sure that the
complete window is set the correct colour
// rather than just the parts of the window that are under the
camera's viewports
gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created
successfully."<<std::endl;
}
unsigned int numCameras = 1;
double aspectRatioScale = 1.0;
for(unsigned int i=0; i<numCameras;++i)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport((i*
traits->width)/numCameras,(i* traits->height)/numCameras,
traits->width/numCameras, traits->height/numCameras));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setViewMatrixAsLookAt(osg::Vec3d(0,0,10),osg::Vec3d(0,0,0),osg::Vec3d(0,1,0));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(),
osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
}
viewer.setSceneData(root);
return(viewer.run());
}
I suposse that setViewMatrixAsLookAt follows the same convention as opengl
glulookat
I've read different pages trying to get an aswer. The closer is using
osg::View to positioning the camera
Thanks for your help
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