OpenSceneGraph

OpenSceneGraph 是目前公认的世界领先的场景图技术,广泛应用于vis-sim(交通仿真)、空间、科学、 石油天然气、 游戏和虚拟现实产业。

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OpenSceneGraph 是一个开放源码的高性能 3D 图形工具包,由应用程序开发人员在可视化仿真、 游戏、 虚拟现实、 科学计算可视化和建模等领域使用。完全用标准 c++ 和 OpenGL 编写,可在 Windows 平台、OSX、GNU/Linux、 IRIX、 Solaris、 HP-Ux、 AIX 和 FreeBSD 等几乎所有操作系统上运行。

OpenSceneGraph 是目前公认的世界领先的场景图技术,广泛应用于vis-sim(交通仿真)、空间、科学、 石油天然气、 游戏和虚拟现实产业。

特性参见:http://www.openscenegraph.org/index.php/about/feat...

OpenSceneGraph受版权保护,并获得OpenSource许可,因此源代码可根据OpenSceneGraph公共许可证(OSGPL)的条款免费提供,修改和重新分发。 OpenSceneGraph公共许可证基于较小的GNU公共许可证(LGPL),并包含对LGPL的!wxWidgets添加,它提供了一个明确的声明,即接受与专有应用程序的分发。

概覽

名稱與所有者openscenegraph/OpenSceneGraph
主編程語言C++
編程語言CMake (語言數: 11)
平台BSD, iOS, Linux, Mac, Solaris, Unix-like, Windows
許可證Other
發布數26
最新版本名稱OpenSceneGraph-3.6.5 (發布於 2020-01-31 16:36:02)
第一版名稱OpenSceneGraph-2.0.0 (發布於 2008-04-03 15:45:34)
創建於2010-03-01 12:11:29
推送於2024-03-28 02:59:58
最后一次提交2022-12-01 18:17:31
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Introduction

Welcome to the OpenSceneGraph (OSG).

For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website:

http://www.openscenegraph.org/index.php/documentation

For support subscribe to our public mailing list or forum, details at:

http://www.openscenegraph.org/index.php/support

For the impatient, we've included quick build instructions below, these are are broken down is three parts:

  1. General notes on building the OpenSceneGraph
  2. macOS release notes
  3. iOS release notes

If details below are not sufficient then head over to the openscenegraph.org to the Documentation/GettingStarted and Documentation/PlatformSpecifics sections for more indepth instructions.

Robert Osfield.
Project Lead.
26th April 2018.


Section 1. How to build OpenSceneGraph

If you are using the vcpkg dependency manager you can download and install OpenSceneGraph from source with CMake integration using a single command:

vcpkg install osg

The OpenSceneGraph uses the CMake build system to generate a platform-specific build environment. CMake reads the CMakeLists.txt files that you'll find throughout the OpenSceneGraph directories, checks for installed dependencies and then generates files for the selected build system.

If you don't already have CMake installed on your system you can grab it from http://www.cmake.org, use version 2.8.0 or later. Details on the OpenSceneGraph's CMake build can be found at:

http://www.openscenegraph.org/projects/osg/wiki/Build/CMake

Under Unix-like systems (i.e. Linux, IRIX, Solaris, Free-BSD, HP-UX, AIX, macOS) use the cmake or ccmake command-line utils. Note that cmake . defaults to building Release to ensure that you get the best performance from your final libraries/applications.

cd OpenSceneGraph
cmake .
make
sudo make install

Alternatively, you can create an out-of-source build directory and run cmake or ccmake from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, and also makes it possible to have multiple independent build targets by creating multiple build directories. In a directory alongside the OpenSceneGraph use:

mkdir build
cd build
cmake ../OpenSceneGraph
make
sudo make install

Under Windows use the GUI tool CMakeSetup to build your VisualStudio files. The following page on our wiki dedicated to the CMake build system should help guide you through the process:

http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows

Under macOS you can either use the CMake build system above, or use the Xcode projects that you will find in the OpenSceneGraph/Xcode directory. See release notes on macOS CMake build below.

For further details on compilation, installation and platform-specific information read "Getting Started" guide:

http://www.openscenegraph.org/index.php/documentation/10-getting-started

Section 2. Release notes on macOS build, by Eric Sokolowski et al.

There are two ways to compile OpenSceneGraph under macOS. The recommended way is to use CMake to generate Xcode project files and then use Xcode to build the library. The default project will be able to build Debug or Release libraries, examples, and sample applications.

The alternative is to build OpenSceneGraph from the command line using make or ninja using the instructions for Unix-like systems above.

Here are some key settings to consider when using CMake:

  • BUILD_OSG_EXAMPLES - By default this is turned off. Turn this setting on to compile many great example programs.
  • CMAKE_OSX_ARCHITECTURES - Xcode can create applications, executables, libraries, and frameworks that can be run on more than one architecture. Use this setting to indicate the architectures on which to build OSG. x86_64 is the only supported value for OS versions > 10.7.
  • OSG_BUILD_APPLICATION_BUNDLES - Normally only executable binaries are created for the examples and sample applications. Turn this option on if you want to create real macOS .app bundles. There are caveats to creating .app bundles, see below.
  • OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX - By default macOS uses the imageio plugin instead of the plugins for the individual file types (e.g. jpg, gif, etc.) to load image file types. The imageio plugin can handle all popular file formats through the ImageIO framework.
  • OSG_WINDOWING_SYSTEM - You have the choice to use Cocoa, Carbon, or X11 when building applications on macOS. Cocoa is the default for OS versions >= 10.5. Carbon and X11 are no longer actively supported, either by Apple or the OSG community.

APPLICATION BUNDLES (.app bundles)

The example programs when built as application bundles only contain the executable file. They do not contain the dependent libraries as would a normal bundle, so they are not generally portable to other machines.
They also do not know where to find plugins. An environmental variable OSG_LIBRARY_PATH may be set to point to the location where the plugin .so files are located. OSG_FILE_PATH may be set to point to the location where data files are located. Setting OSG_FILE_PATH to the OpenSceneGraph-Data directory is very useful when testing OSG by running the example programs.

Many of the example programs use command-line arguments. When double-clicking on an application (or using the equivalent "open" command on the command line) only those examples and applications that do not require command-line arguments will successfully run. The executable file within the .app bundle can be run from the command-line if command-line arguments are needed.

Section 3. Release notes on iOS build, by Thomas Hogarth

With CMake 3.11, XCode 9.4 and the iOS sdk 11.4 installed you can generate an iOS XCode project using the following command line:

export THIRDPARTY_PATH=/path/to/3rdParty
cmake ./ -G Xcode -DOSG_BUILD_PLATFORM_IPHONE:BOOL=ON \
-DIPHONE_SDKVER="11.4" \
-DIPHONE_VERSION_MIN="10.0" \
-DOPENGL_PROFILE:STRING=GLES3 \
-DOSG_CPP_EXCEPTIONS_AVAILABLE:BOOL=ON \
-DBUILD_OSG_APPLICATIONS:BOOL=OFF \
-DBUILD_OSG_EXAMPLES:BOOL=ON \
-DOSG_WINDOWING_SYSTEM:STRING=IOS \
-DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX="imageio" \
-DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
-DDYNAMIC_OPENTHREADS:BOOL=OFF \
-DCURL_INCLUDE_DIR:PATH="$THIRDPARTY_PATH/curl-ios-device/include" \
-DCURL_LIBRARY:PATH="$THIRDPARTY_PATH/curl-ios-device/lib/libcurl.a" \
-DFREETYPE_INCLUDE_DIR_freetype2:PATH="$THIRDPARTY_PATH/freetype-ios-universal/include/freetype" \
-DFREETYPE_INCLUDE_DIR_ft2build:PATH="$THIRDPARTY_PATH/freetype-ios-universal/include" \
-DFREETYPE_LIBRARY:PATH="$THIRDPARTY_PATH/freetype-ios-universal/lib/libFreetype2.a" \
-DTIFF_INCLUDE_DIR:PATH="$THIRDPARTY_PATH/tiff-ios-device/include" \
-DTIFF_LIBRARY:PATH="$THIRDPARTY_PATH/tiff-ios-device/lib/libtiff.a" \
-DGDAL_INCLUDE_DIR:PATH="$THIRDPARTY_PATH/gdal-ios-device/include" \
-DGDAL_LIBRARY:PATH="$THIRDPARTY_PATH/gdal-ios-device/lib/libgdal.a"

Be sure to set the THIRDPARTY_PATH to the path containing your thirdparty dependencies. Set IPHONE_SDKVER to the version of the iOS sdk you have installed, in this instance 11.4. IPHONE_VERSION_MIN controls the deployment sdk used by xcode, and lastly set OPENGL_PROFILE to the version of GLES you want to use.

Once this completes an XCode project will have been generated in the osg root folder. Open the generated Xcode project, select the example_osgViewerIPhone target. In 'General' tab set a development team.

Once this is done you should be able to build and deploy the example_osgViewerIPhone target on your device.

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