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47 lines
1.5 KiB
C

//定义场景架构,给每个场景节点命名,其名称需要保证唯一
#include <osg/Math>
#include <osgGA/GUIEventHandler>
#include <osg/RenderInfo>
#include <osgFX/Scribe>
#include <osg/View>
#include <osg/BoundingSphere>
#include <osg/ShapeDrawable>
#include <osg/Shape>
#include <osg/LineWidth>
#include <osg/PrimitiveSet>
#include <osg/LightModel>
#include <osg/ClipNode>
#include <osg/Point>
#include <osg/Depth>
#include <osgDB/ReadFile>
#include <osgUtil/PlaneIntersector>
#include <process.h>
#include <osgViewer/Renderer>
#include <osg/PolygonMode>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <osgUtil/Tessellator>
//图层名称
#define CONSTRUCTLAYER "ConstructLayer" //构建图层
#define MARKUPLAYER "MarkupLayer" //标记图层
#define MODEL3DLAYER "3DModelLayer" //3D模型显示图层
#define MODEL2DLAYER "2DModelLayer" //2D模型显示图层
#define TEMPLAYER "TempLayer" //临时模型图层
#define WORKSPACE_NODE "WorkSpaceGroup" //用于绘制多边形时使用的节点、绘制的节点都存在其下面
#define MARKTRIANGLES_NODE "MarkTrianglesGroup"
#define White_Color osg::Vec4(1.0, 1.0, 1.0, 1.0)
#define Red_Color osg::Vec4(1.0, 0.0, 0.0, 1.0)
#define Green_Color osg::Vec4(0.0, 1.0, 0.0, 1.0)
#define Blue_Color osg::Vec4(0.0, 0.0, 1.0, 1.0)
#define Yello_Color osg::Vec4(1.0, 1.0, 0.0, 1.0)
#define BackGroud_Mask 0x1
#define Dragger_Mask 0x2
#define DisplayNode_Mask 0x4
#define tempModelNode_Mask 0x8