当通过osg复制多个相同物体时候,修改复制过来的某个物体材质属性时候,假设我们物体透明度,这个时候我们可能会发现修改某个物体,会导致其他复制过来的物体同样也被透明化。下面是解决方案:获得物体时候,只能获得自身材质,而不能去获得孩子材质,如果修改孩子材质,将会导致其他复制过来的也会被透明。
如下是详细代码
osg::StateSet *state = iter->second->getOrCreateStateSet();//获得物体名字原网址: http://www.cnblogs.com/ylwn817/articles/2153982.html
//osg::StateSet *state1=iter->second->getChild(0);//获得孩子属性//不能通过孩子修改透明度,否则会影响其他物体也变透明化。
osg::Material* mat = dynamic_cast<osg::Material*>(state->getAttribute(osg::StateAttribute::MATERIAL));
if (!mat)//判断是否材质,没有的话将子材质给父节点。
{
mat = new osg::Material;
osg::Geode* geode=dynamic_cast<osg::Geode*>(iter->second->getChild(0));
osg::Material* mat1=dynamic_cast<osg::Material*>(geode->getDrawable(0)->getOrCreateStateSet()->getAttribute(osg::StateAttribute::MATERIAL));//获得孩子材质属性
osg::Material* mat2=new osg::Material;
*mat2=*mat1;
//修改父材质属性//防止物体变黑,失去原来物体的材质
//设置透明度
mat2->setAlpha(osg::Material::Face::FRONT_AND_BACK,0.3);
//融合 state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
state->setMode(GL_BLEND,osg::StateAttribute::ON);
//融合函数
osg::ref_ptr<osg::BlendFunc> blendFunc = new osg::BlendFunc();
blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
state->setAttributeAndModes(blendFunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
state->setAttributeAndModes(mat2,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
}
else
{
if (!flag)
{
mat->setAlpha(osg::Material::Face::FRONT_AND_BACK,1);
}
else
{
mat->setAlpha(osg::Material::Face::FRONT_AND_BACK,0.3);
}
//设置混色
state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
state->setMode(GL_BLEND,osg::StateAttribute::ON);
osg::ref_ptr<osg::BlendFunc> blendFunc = new osg::BlendFunc();
blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
state->setAttributeAndModes(blendFunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
state->setAttributeAndModes(mat,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
}