Мне дали задание в универе, чтобы скомпилировать данный нам код и определить:
Данный код должен создать куб, но это не так. Я просматривал это в течение многих часов и не могу понять почему.
Я думал, что это могло быть потому, чтоcreateCube ()«вообще не упоминалось, поэтому я добавил»scene = createCube ();«Однако сначала это дало мне ошибку, createCube () не был определен. После нескольких часов возни с этим я больше не получаю эту ошибку, хотя куба все еще нет. Я просто получаю пустое окно.
Не имеет значения, что это не сработает, поскольку я мог бы отвечать на вопросы, не видя куба, однако следующая часть задания состоит в том, чтобы создать тетраэдр, а не куб, и для этого мне нужен код для работы.
Если кто-нибудь увидит, что мне не хватает, любая помощь будет принята с благодарностью.
// Geometry
//
// This tutorial supports learning
// about assembling a scene in a scene graph
// using transformation cores
// headers for OpenSG configuration and GLUT
#include <OpenSG/OSGGLUT.h>
#include <OpenSG/OSGConfig.h>
#include <OpenSG/OSGSimpleGeometry.h>
#include <OpenSG/OSGGLUTWindow.h>
#include <OpenSG/OSGSimpleSceneManager.h>
#include <OpenSG/OSGSceneFileHandler.h>
#include <OpenSG/OSGGeoProperties.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
// Simple Scene manager for accesing cameras and geometry
OSG::SimpleSceneManagerRefPtr mgr;
int setupGLUT(int *argc, char *argv[]);
int main(int argc, char **argv)
{
// initialise OpenSG
OSG::osgInit(argc, argv);
// initialise GLUT
int winid = setupGLUT(&argc, argv);
{
// create a OSGGLUT window
OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
gwin->setGlutId(winid);
gwin->init();//read the file which will be passed as an argument
OSG::NodeRefPtr scene = OSG::Node::create();
OSG::NodeRefPtr createCube = OSG::Node::create();
scene = createCube;
//commit all changes to OpenSG
OSG::commitChanges();
// create the SimpleSceneManager helper
mgr = OSG::SimpleSceneManager::create();
// tell the manager what to manage
mgr->setWindow(gwin);
mgr->setRoot(scene);
// show the whole scene
mgr->showAll();
}
// GLUT main loop
glutMainLoop();
return 0;
}
//
// GLUT callback functions
//
// redraw the window
void display(void)
{
mgr->redraw();
}
// react to size changes
void reshape(int w, int h)
{
mgr->resize(w, h);
glutPostRedisplay();
}
// react to mouse button presses
void mouse(int button, int state, int x, int y)
{
if (!state)
mgr->mouseButtonPress(button, x, y);
glutPostRedisplay();
}
// react to mouse motions with pressed buttons
void motion(int x, int y)
{
mgr->mouseMove(x, y);
glutPostRedisplay();
}
// react to keys
void keyboard(unsigned char k, int x, int y)
{
switch (k)
{
case 'e':
{
// clean up global variables
mgr = NULL;
OSG::osgExit();
exit(0);
}
break;
case 's':
{
mgr->setStatistics(!mgr->getStatistics());
}
break;
}
}
// setup the GLUT library which handles the windows for us
int setupGLUT(int *argc, char *argv[])
{
glutInit(argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
int winid = glutCreateWindow("05 Transformations Tutorial");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
return winid;
}
OSG::NodeRefPtr createCube()
{
//create a node to hold the geometry
OSG::NodeRefPtr geonode = OSG::Node::create();
//create a geometry
OSG::GeometryRefPtr geo = OSG::Geometry::create();
//The primitive types.
//OpenGL provides us with several different types of shapes that we can draw
//(e.g. GL_LINES, GL_POLYGON, GL_QUADS, GL_TRIANGLES)
//we need to specify the type of geometry we want to use
//lets start by using only triangles (although different types can be freely mixed)
OSG::GeoUInt8PropertyRefPtr type = OSG::GeoUInt8Property::create();
//MODIFY HERE
type->addValue(GL_TRIANGLES);
//The primitive lengths.
//These define the number of vertices to be passed to OpenGL for each primitive.
//Thus there have to be at least as many entries as in the types property.
//in the case of the cube we are using 12 triangles which each have 3 vertices (12 X 3 = 36)
OSG::GeoUInt32PropertyRefPtr lens = OSG::GeoUInt32Property::create();
//MODIFY HERE
lens->addValue(36);// The vertices.
OSG::GeoPnt3fPropertyRefPtr pnts = OSG::GeoPnt3fProperty::create();
//MODIFY HERE with positions of your geometry
pnts->addValue(OSG::Pnt3f(-0.5, 0.5, 0.5));
pnts->addValue(OSG::Pnt3f(0.5, 0.5, 0.5));
pnts->addValue(OSG::Pnt3f(0.5, -0.5, 0.5));
pnts->addValue(OSG::Pnt3f(-0.5, -0.5, 0.5));
pnts->addValue(OSG::Pnt3f(-0.5, 0.5, -0.5));
pnts->addValue(OSG::Pnt3f(0.5, 0.5, -0.5));
pnts->addValue(OSG::Pnt3f(0.5, -0.5, -0.5));
pnts->addValue(OSG::Pnt3f(-0.5, -0.5, -0.5));
// The normals.
//These are used for lighting calculations and have to point away from the
//surface. Normals are standard vectors.
OSG::GeoVec3fPropertyRefPtr norms = OSG::GeoVec3fProperty::create();
norms->push_back(OSG::Vec3f(0, 0, 1));
norms->push_back(OSG::Vec3f(1, 0, 0));
norms->push_back(OSG::Vec3f(0, 0, -1));
norms->push_back(OSG::Vec3f(-1, 0, 0));
norms->push_back(OSG::Vec3f(0, 1, 0));
norms->push_back(OSG::Vec3f(0, -1, 0));
// The colours.
// GeoColor3fProperty stores all color values that will be used
OSG::GeoColor3fPropertyRecPtr colors = OSG::GeoColor3fProperty::create();
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
// The indices.
// in order not to replicate the same positions all the time,
// use index number of the position
OSG::GeoUInt32PropertyRefPtr indices = OSG::GeoUInt32Property::create();
//face 1: front
//face 1 - triangle 1
indices->addValue(0);
indices->addValue(2);
indices->addValue(1);
//face 1 - triangle 2
indices->addValue(0);
indices->addValue(3);
indices->addValue(2);//face 2: right
//face 2 - triangle 1
indices->addValue(1);
indices->addValue(2);
indices->addValue(6);
//face 3 - triangle 2
indices->addValue(1);
indices->addValue(6);
indices->addValue(5);//face 3: back
//face 3 - triangle 1
indices->addValue(5);
indices->addValue(6);
indices->addValue(7);
//face 3 - triangle 2
indices->addValue(5);
indices->addValue(7);
indices->addValue(4);//face 4: left
//face 4 - triangle 1
indices->addValue(4);
indices->addValue(7);
indices->addValue(3);
//face 4 - triangle 2
indices->addValue(4);
indices->addValue(3);
indices->addValue(0);
//face 5: top
//face 5 - triangle 1
indices->addValue(4);
indices->addValue(1);
indices->addValue(5);
//face 5 - triangle 2
indices->addValue(4);
indices->addValue(0);
indices->addValue(1);
//face 6: bottom
//face 6 - triangle 1
indices->addValue(2);
indices->addValue(3);
indices->addValue(7);
//face 6 - triangle 2
indices->addValue(2);
indices->addValue(7);
indices->addValue(6);// The indices for colours and normals
// as normals are different for each side of the cube, we use a special index for this property
OSG::GeoUInt32PropertyRefPtr indicesnormpos = OSG::GeoUInt32Property::create();
//face 1: front
//face 1 - triangle 1
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);
//face 1 - triangle 2
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);//face 2: right
//face 2 - triangle 1
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);
//face 3 - triangle 2
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);//face 3: back
//face 3 - triangle 1
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);
//face 3 - triangle 2
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);//face 4: left
//face 4 - triangle 1
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
//face 4 - triangle 2
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
//face 5: top
//face 5 - triangle 1
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
//face 5 - triangle 2
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
//face 6: bottom
//face 6 - triangle 1
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
//face 6 - triangle 2
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
// Put it all together into a Geometry NodeCore.
geo->setTypes(type);
geo->setLengths(lens);
geo->setProperty(pnts, OSG::Geometry::PositionsIndex);
geo->setIndex(indices, OSG::Geometry::PositionsIndex);
geo->setProperty(norms, OSG::Geometry::NormalsIndex);
geo->setIndex(indicesnormpos, OSG::Geometry::NormalsIndex);
geo->setProperty(colors, OSG::Geometry::ColorsIndex);
geo->setIndex(indicesnormpos, OSG::Geometry::ColorsIndex);
// if you were not using any indexing you will simply use:
//geo->setTypes (type);
//geo->setLengths (lens);
//geo->setPositions (pnts);
//geo->setNormals (norms);
//geo->setColors (colors);
geonode->setCore(geo);
return geonode;
}
Ваш OSG::NodeRefPtr createCube()
не объявлено, когда вы назвали это в своей главной. Итак, просто объявите это:
OSG::NodeRefPtr createCube();
int setupGLUT(int *argc, char *argv[]);
int main(int argc, char **argv) {
// Rest of code
И, в вашей главной:
//read the file which will be passed as an argument
OSG::NodeRefPtr scene = createCube();
Вы можете удалить следующие утверждения:
OSG::NodeRefPtr createCube = OSG::Node::create();
scene = createCube;
Других решений пока нет …