Beispiel #1
0
void RigGeometry::accept(osg::NodeVisitor &nv)
{
    if (!nv.validNodeMask(*this))
        return;

    nv.pushOntoNodePath(this);

    if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
        cull(&nv);
    else if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
        updateBounds(&nv);
    else
        nv.apply(*this);

    nv.popFromNodePath();
}
Beispiel #2
0
void
PointDrawable::accept(osg::NodeVisitor& nv)
{
    if (nv.validNodeMask(*this))
    { 
        osgUtil::CullVisitor* cv = Culling::asCullVisitor(nv);

        nv.pushOntoNodePath(this);

        // inject our shared stateset into the cull visitor.
        if (cv)
            cv->pushStateSet(_sharedStateSet.get());

        nv.apply(*this); 

        if (cv)
            cv->popStateSet();

        nv.popFromNodePath();
    }
}
Beispiel #3
0
void
PixelAutoTransform::accept( osg::NodeVisitor& nv )
{
    // optimization - don't bother with mathing if the node is hidden.
    // (this occurs in Node::accept, which we override here)
    if ( !nv.validNodeMask(*this) )
        return;

    bool resetLodScale = false;
    double oldLodScale = 1.0;
    if ( nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR )
    {
        // re-activate culling now that the first cull traversal has taken place.
        this->setCullingActive( true );
        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
        if ( cv )
        {
            osg::Viewport::value_type width  = _previousWidth;
            osg::Viewport::value_type height = _previousHeight;

            osg::Viewport* viewport = cv->getViewport();
            if (viewport)
            {
                width = viewport->width();
                height = viewport->height();
            }

            osg::Vec3d eyePoint = cv->getEyeLocal(); 
            osg::Vec3d localUp = cv->getUpLocal(); 
            osg::Vec3d position = getPosition();

            const osg::Matrix& projection = *(cv->getProjectionMatrix());

            bool doUpdate = _firstTimeToInitEyePoint || _dirty;
            if ( !_firstTimeToInitEyePoint )
            {
                osg::Vec3d dv = _previousEyePoint - eyePoint;

                if (dv.length2() > getAutoUpdateEyeMovementTolerance() * (eyePoint-getPosition()).length2())
                {
                    doUpdate = true;
                }
                else
                {
                    osg::Vec3d dupv = _previousLocalUp - localUp;

                    // rotating the camera only affects ROTATE_TO_*
                    if ((_autoRotateMode && dupv.length2() > getAutoUpdateEyeMovementTolerance()) ||
                        (width != _previousWidth || height != _previousHeight) ||
                        (projection != _previousProjection) ||
                        (position != _previousPosition) )
                    {
                        doUpdate = true;
                    }
                }
            }
            _firstTimeToInitEyePoint = false;

            if ( doUpdate )
            {            
                if ( getAutoScaleToScreen() )
                {
                    double radius =
                        _sizingNode.valid() ? _sizingNode->getBound().radius() :
                        getNumChildren() > 0 ? getChild(0)->getBound().radius() : 
                        0.48;

                    double pixels = cv->pixelSize( getPosition(), radius );

                    double scaledMinPixels = _minPixels * _minimumScale;
                    double scale = pixels < scaledMinPixels ? scaledMinPixels / pixels : 1.0;

                    //OE_DEBUG << LC << "Pixels = " << pixels << ", minPix = " << _minPixels << ", scale = " << scale << std::endl;

                    setScale( scale );
                }

                _previousEyePoint = eyePoint;
                _previousLocalUp = localUp;
                _previousWidth = width;
                _previousHeight = height;
                _previousProjection = projection;
                _previousPosition = position;

                _matrixDirty = true;
            }

            if (_rotateInScreenSpace==true)
            {
                osg::Vec3d translation, scale;
                osg::Quat  rotation, so;
                osg::RefMatrix& mvm = *(cv->getModelViewMatrix());

                mvm.decompose( translation, rotation, scale, so );

                // this will rotate the object into screen space.
                osg::Quat toScreen( rotation.inverse() );

                // we need to compensate for the "heading" of the camera, so compute that.
                // From (http://goo.gl/9bjM4t).
                // GEOCENTRIC ONLY!

                const osg::Matrixd& view = cv->getCurrentCamera()->getViewMatrix();
                osg::Matrixd viewInverse;
                viewInverse.invert(view);

                osg::Vec3d N(0, 0, 6356752); // north pole, more or less
                osg::Vec3d b( -view(0,2), -view(1,2), -view(2,2) ); // look vector
                osg::Vec3d E = osg::Vec3d(0,0,0)*viewInverse;
                osg::Vec3d u = E; u.normalize();

                // account for looking straight downish
                if ( osg::equivalent(b*u, -1.0, 1e-4) )
                {
                    // up vec becomes the look vec.
                    b = osg::Matrixd::transform3x3(view, osg::Vec3f(0.0,1.0,0.0));
                    b.normalize();
                }

                osg::Vec3d proj_d = b - u*(b*u);
                osg::Vec3d n = N - E;
                osg::Vec3d proj_n = n - u*(n*u);
                osg::Vec3d proj_e = proj_n^u;

                double cameraHeading = atan2(proj_e*proj_d, proj_n*proj_d);

                //OE_NOTICE << "h=" << osg::RadiansToDegrees(cameraHeading) << std::endl;

                while (cameraHeading < 0.0)
                    cameraHeading += osg::PI*2.0;
                double objHeading = _screenSpaceRotationRadians;
                while ( objHeading < 0.0 )
                    objHeading += osg::PI*2.0;
                double finalRot = cameraHeading - objHeading;
                while( finalRot > osg::PI )
                    finalRot -= osg::PI*2.0;

                osg::Quat toRotation( finalRot, osg::Vec3(0,0,1) );

                setRotation( toRotation * toScreen );
            }

            else if (_autoRotateMode==ROTATE_TO_SCREEN)
            {
                osg::Vec3d translation;
                osg::Quat rotation;
                osg::Vec3d scale;
                osg::Quat so;

                cv->getModelViewMatrix()->decompose( translation, rotation, scale, so );

                setRotation(rotation.inverse());
            }
            else if (_autoRotateMode==ROTATE_TO_CAMERA)
            {
                osg::Vec3d PosToEye = _position - eyePoint;
                osg::Matrix lookto = osg::Matrix::lookAt(
                    osg::Vec3d(0,0,0), PosToEye, localUp);
                osg::Quat q;
                q.set(osg::Matrix::inverse(lookto));
                setRotation(q);
            }

            else if (_autoRotateMode==ROTATE_TO_AXIS)
            {
                osg::Matrix matrix;
                osg::Vec3 ev(eyePoint - _position);

                switch(_cachedMode)
                {
                case(AXIAL_ROT_Z_AXIS):
                    {
                        ev.z() = 0.0f;
                        float ev_length = ev.length();
                        if (ev_length>0.0f)
                        {
                            //float rotation_zrotation_z = atan2f(ev.x(),ev.y());
                            //mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
                            float inv = 1.0f/ev_length;
                            float s = ev.x()*inv;
                            float c = -ev.y()*inv;
                            matrix(0,0) = c;
                            matrix(1,0) = -s;
                            matrix(0,1) = s;
                            matrix(1,1) = c;
                        }
                        break;
                    }
                case(AXIAL_ROT_Y_AXIS):
                    {
                        ev.y() = 0.0f;
                        float ev_length = ev.length();
                        if (ev_length>0.0f)
                        {
                            //float rotation_zrotation_z = atan2f(ev.x(),ev.y());
                            //mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
                            float inv = 1.0f/ev_length;
                            float s = -ev.z()*inv;
                            float c = ev.x()*inv;
                            matrix(0,0) = c;
                            matrix(2,0) = s;
                            matrix(0,2) = -s;
                            matrix(2,2) = c;
                        }
                        break;
                    }
                case(AXIAL_ROT_X_AXIS):
                    {
                        ev.x() = 0.0f;
                        float ev_length = ev.length();
                        if (ev_length>0.0f)
                        {
                            //float rotation_zrotation_z = atan2f(ev.x(),ev.y());
                            //mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
                            float inv = 1.0f/ev_length;
                            float s = -ev.z()*inv;
                            float c = -ev.y()*inv;
                            matrix(1,1) = c;
                            matrix(2,1) = -s;
                            matrix(1,2) = s;
                            matrix(2,2) = c;
                        }
                        break;
                    }
                case(ROTATE_TO_AXIS): // need to implement 
                    {
                        float ev_side = ev*_side;
                        float ev_normal = ev*_normal;
                        float rotation = atan2f(ev_side,ev_normal);
                        matrix.makeRotate(rotation,_axis);
                        break;
                    }
                }
                osg::Quat q;
                q.set(matrix);
                setRotation(q);
            }

            _dirty = false;

            // update the LOD Scale based on the auto-scale.
            const double xScale = getScale().x();
            if (xScale != 1.0 && xScale != 0.0)
            {
                oldLodScale = cv->getLODScale();
                resetLodScale = true;
                cv->setLODScale( 1.0/xScale );
            }

        } // if (cv)
    } // if is cull visitor

    // finally, skip AT's accept and do Transform.
    Transform::accept(nv);

    // Reset the LOD scale if we changed it
    if (resetLodScale)
    {
        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
        if ( cv )
            cv->setLODScale( oldLodScale );
    }
}