Visual studio 无法打开包含文件:`osg/Node`:没有这样的文件或目录
我不知道该怎么问这个问题。如果我犯了任何错误,如果有人能改正,我将不胜感激 我在Visual studio 无法打开包含文件:`osg/Node`:没有这样的文件或目录,visual-studio,openscenegraph,Visual Studio,Openscenegraph,我不知道该怎么问这个问题。如果我犯了任何错误,如果有人能改正,我将不胜感激 我在Openscenegraph中从microsoftvisualstudio开始编写了一个程序,但是当我按下debuged时,它给出了这样的错误 1>------ Build started: Project: ConsoleApplication1, Configuration: Debug Win32 ------ 1> GeometryTest.cpp 1>c:\osg\test\geomet
Openscenegraph
中从microsoftvisualstudio
开始编写了一个程序,但是当我按下debuged时,它给出了这样的错误
1>------ Build started: Project: ConsoleApplication1, Configuration: Debug Win32 ------
1> GeometryTest.cpp
1>c:\osg\test\geometrytest.cpp(1): fatal error C1083: Cannot open include file: 'osg/Node': No such file or directory
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
我是Openscenegraph和visual studio的新手,但我没有名为节点的库
因此,请指导我如何解决这个错误?
多谢各位
#include <osg/Node>
#include <osg/Group>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osg/PositionAttitudeTransform>
#include <osgGA/TrackballManipulator>
int main()
{
osgViewer::Viewer viewer;
osg::Group* root = new osg::Group();
osg::Geode* pyramidGeode = new osg::Geode();
osg::Geometry* pyramidGeometry = new osg::Geometry();
osg::Geode* crossGeode = new osg::Geode();
osg::Geometry* crossGeometry = new osg::Geometry();
//Associate the pyramid geometry with the pyramid geode
// Add the pyramid geode to the root node of the scene graph.
pyramidGeode->addDrawable(pyramidGeometry);
root->addChild(pyramidGeode);
crossGeode->addDrawable(crossGeometry);
root->addChild(crossGeode);
//Declare an array of vertices. Each vertex will be represented by
//a triple -- an instances of the vec3 class. An instance of
//osg::Vec3Array can be used to store these triples. Since
//osg::Vec3Array is derived from the STL vector class, we can use the
//push_back method to add array elements. Push back adds elements to
//the end of the vector, thus the index of first element entered is
//zero, the second entries index is 1, etc.
//Using a right-handed coordinate system with 'z' up, array
//elements zero..four below represent the 5 points required to create
//a simple pyramid.
osg::Vec3Array* pyramidVertices = new osg::Vec3Array;
pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left
pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right
pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right
pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left
pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak
float clen;
clen = 12.0;
osg::Vec3Array* crossVertices = new osg::Vec3Array;
crossVertices->push_back (osg::Vec3(-clen, 0.0, 0.0));
crossVertices->push_back (osg::Vec3( clen, 0.0, 0.0));
crossVertices->push_back (osg::Vec3( 0.0, 0.0, -clen));
crossVertices->push_back (osg::Vec3( 0.0, 0.0, clen));
//Associate this set of vertices with the geometry associated with the
//geode we added to the scene.
pyramidGeometry->setVertexArray( pyramidVertices );
crossGeometry->setVertexArray (crossVertices);
//Next, create a primitive set and add it to the pyramid geometry.
//Use the first four points of the pyramid to define the base using an
//instance of the DrawElementsUint class. Again this class is derived
//from the STL vector, so the push_back method will add elements in
//sequential order. To ensure proper backface cullling, vertices
//should be specified in counterclockwise order. The arguments for the
//constructor are the enumerated type for the primitive
//(same as the OpenGL primitive enumerated types), and the index in
//the vertex array to start from.
osg::DrawElementsUInt* pyramidBase =
new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
pyramidBase->push_back(3);
pyramidBase->push_back(2);
pyramidBase->push_back(1);
pyramidBase->push_back(0);
pyramidGeometry->addPrimitiveSet(pyramidBase);
osg::DrawElementsUInt* cross =
new osg::DrawElementsUInt(osg::PrimitiveSet::LINES, 0);
cross->push_back(3);
cross->push_back(2);
cross->push_back(1);
cross->push_back(0);
crossGeometry->addPrimitiveSet(cross);
//Repeat the same for each of the four sides. Again, vertices are
//specified in counter-clockwise order.
osg::DrawElementsUInt* pyramidFaceOne =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceOne->push_back(0);
pyramidFaceOne->push_back(1);
pyramidFaceOne->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceOne);
osg::DrawElementsUInt* pyramidFaceTwo =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceTwo->push_back(1);
pyramidFaceTwo->push_back(2);
pyramidFaceTwo->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceTwo);
osg::DrawElementsUInt* pyramidFaceThree =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceThree->push_back(2);
pyramidFaceThree->push_back(3);
pyramidFaceThree->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceThree);
osg::DrawElementsUInt* pyramidFaceFour =
new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
pyramidFaceFour->push_back(3);
pyramidFaceFour->push_back(0);
pyramidFaceFour->push_back(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceFour);
//Declare and load an array of Vec4 elements to store colors.
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green
colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white
//Declare the variable that will match vertex array elements to color
//array elements. This vector should have the same number of elements
//as the number of vertices. This vector serves as a link between
//vertex arrays and color arrays. Entries in this index array
//coorespond to elements in the vertex array. Their values coorespond
//to the index in he color array. This same scheme would be followed
//if vertex array elements were matched with normal or texture
//coordinate arrays.
// Note that in this case, we are assigning 5 vertices to four
// colors. Vertex array element zero (bottom left) and four (peak)
// are both assigned to color array element zero (red).
osg::TemplateIndexArray
<unsigned int, osg::Array::UIntArrayType,4,4> *colorIndexArray;
colorIndexArray =
new osg::TemplateIndexArray<unsigned int, osg::Array::UIntArrayType,4,4>;
colorIndexArray->push_back(0); // vertex 0 assigned color array element 0
colorIndexArray->push_back(1); // vertex 1 assigned color array element 1
colorIndexArray->push_back(2); // vertex 2 assigned color array element 2
colorIndexArray->push_back(3); // vertex 3 assigned color array element 3
colorIndexArray->push_back(0); // vertex 4 assigned color array element 0
//The next step is to associate the array of colors with the geometry,
//assign the color indices created above to the geometry and set the
//binding mode to _PER_VERTEX.
pyramidGeometry->setColorArray(colors);
pyramidGeometry->setColorIndices(colorIndexArray);
pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
crossGeometry->setColorArray(colors);
crossGeometry->setColorIndices(colorIndexArray);
crossGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
//Now that we have created a geometry node and added it to the scene
//we can reuse this geometry. For example, if we wanted to put a
//second pyramid 15 units to the right of the first one, we could add
//this geode as the child of a transform node in our scene graph.
// Declare and initialize a transform node.
osg::PositionAttitudeTransform* pyramidTwoXForm =
new osg::PositionAttitudeTransform();
// Use the 'addChild' method of the osg::Group class to
// add the transform as a child of the root node and the
// pyramid node as a child of the transform.
root->addChild(pyramidTwoXForm);
pyramidTwoXForm->addChild(pyramidGeode);
// Declare and initialize a Vec3 instance to change the
// position of the model in the scene
osg::Vec3 pyramidTwoPosition(15,0,0);
pyramidTwoXForm->setPosition( pyramidTwoPosition );
//The final step is to set up and enter a simulation loop.
viewer.setSceneData( root );
//viewer.run();
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
viewer.realize();
while( !viewer.done() )
{
viewer.frame();
}
return 0;
}
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int main()
{
osgViewer::查看器;
osg::Group*root=新osg::Group();
osg::Geode*pyramidGeode=新osg::Geode();
osg::Geometry*pyramidGeometry=新osg::Geometry();
osg::Geode*crossGeode=新osg::Geode();
osg::Geometry*crossGeometry=新osg::Geometry();
//将棱锥体几何图形与棱锥体测地线关联
//将棱锥体大地坐标添加到场景图的根节点。
棱锥体几何体->可添加绘制(棱锥体几何体);
root->addChild(金字塔形几何体);
crossGeode->addDrawable(crossGeometry);
根->添加子对象(交叉节点);
//声明一个顶点数组。每个顶点将由
//三元组——vec3类的一个实例
//osg::Vec3Array可用于存储这些三元组
//Vec3Array是从STL向量类派生的,我们可以使用
//push_back方法添加数组元素。push back将元素添加到
//向量的末尾,因此输入第一个元素的索引
//零,第二个条目索引为1,以此类推。
//使用“z”向上的右手坐标系,数组
//以下元素0..4表示创建所需的5个点
//一个简单的金字塔。
osg::Vec3Array*金字塔顶点=新osg::Vec3Array;
金字塔顶点->向后推(osg::Vec3(0,0,0));//左前
金字塔顶点->向后推(osg::Vec3(10,0,0));//右前
金字塔顶点->向后推(osg::Vec3(10,10,0));//向右返回
金字塔顶点->向后推(osg::Vec3(0,10,0));//向后左
金字塔顶点->向后推(osg::Vec3(5,5,10));//峰值
浮动克莱恩;
克伦=12.0;
osg::Vec3Array*交叉顶点=新osg::Vec3Array;
交叉顶点->向后推(osg::Vec3(-clen,0.0,0.0));
交叉顶点->向后推(osg::Vec3(clen,0.0,0.0));
交叉顶点->向后推(osg::Vec3(0.0,0.0,-clen));
交叉顶点->向后推(osg::Vec3(0.0,0.0,clen));
//将此顶点集与与关联的几何体关联
//我们添加到场景中的geode。
金字塔几何->设置顶点阵列(金字塔顶点);
crossGeometry->setVertexArray(交叉顶点);
//接下来,创建一个基本体集并将其添加到棱锥体几何体中。
//使用棱锥体的前四个点使用
//DrawerElementSuint类的实例。再次派生该类
//从STL向量,因此push_back方法将在
//顺序。为确保正确的背面剔除,请选择顶点
//应按逆时针顺序指定。的参数
//构造函数是基元的枚举类型
//(与OpenGL原语枚举类型相同),以及中的索引
//要从中开始的顶点数组。
osg::Dropelementsuint*Pyramidabase=
新的osg::DrainElementSuint(osg::PrimitiveSet::QUADS,0);
金字塔底座->向后推(3);
金字塔底座->推回(2);
金字塔底座->推回(1);
金字塔底座->推回(0);
金字塔几何->添加图元集(金字塔基);
osg::抽屉入口*交叉=
新的osg::DrainElementSuint(osg::PrimitiveSet::LINES,0);
交叉->推回(3);
交叉->推回(2);
交叉->推回(1);
交叉->推回(0);
crossGeometry->addPrimitiveSet(交叉);
//对四条边中的每一条重复相同的操作。同样,顶点是
//按逆时针顺序指定。
osg::Dropelementsuint*pyramidFaceOne=
新的osg::DrainElementSuint(osg::PrimitiveSet::TRIANGLES,0);
金字塔面一->推回(0);
金字塔面一->推回(1);
金字塔面一->推回(4);
棱锥几何->添加图元集(棱锥面一);
osg::DrawerElementSuint*金字塔面WO=
新的osg::DrainElementSuint(osg::PrimitiveSet::TRIANGLES,0);
从WO->推回(1);
从WO->推回(2);
从WO->推回(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceTwo);
osg::DrawerElementSuint*PyramidaFaceThree=
新的osg::DrainElementSuint(osg::PrimitiveSet::TRIANGLES,0);
金字塔面三->推回(2);
金字塔面三->推回(3);
金字塔面三->推回(4);
pyramidGeometry->addPrimitiveSet(pyramidFaceThree);
osg::DrawerElementSuint*pyramidFaceFour=
新的osg::DrainElementSuint(osg::PrimitiveSet::TRIANGLES,0);
金字塔面四->推回(3);
金字塔面四->推回(0);
金字塔面四->推回(4);
棱锥几何->添加基本体集(棱锥面四);
//声明并加载Vec4元素数组以存储颜色。
osg::Vec4Array*颜色=新osg::Vec4Array;
颜色->向后推(osg::Vec4(1.0f,0.0f,0.0f,1.0f));//索引0红色
颜色->向后推(osg::Vec4(0.0f,1.0f,0.0f,1.0f));//索引1绿色
颜色->向后推(osg::Vec4(0.0f,0.0f,1.0f,1.0f));//索引2蓝色
颜色->向后推(osg::Vec4(1.0f,1.0f,1.0f,1.0f));//索引3白色
//声明将顶点数组元素与颜色匹配的变量
//数组元素。此向量的元素数应相同
//作为顶点数。此向量用作
//顶点数组和颜色数组。此索引数组中的项
//CooResponse到顶点数组中的元素。它们的值CooResponse
//到颜色数组中的索引。将遵循相同的方案
//如果顶点数组元素与法线或纹理匹配
//坐标数组。
//注