Esempio n. 1
0
void
ImageOverlay::clamp(const Terrain* terrain, osg::Node* patch)
{
    if ( terrain && patch )
    {
        GeometryClamper clamper;
        clamper.setTerrainPatch( patch );
        clamper.setTerrainSRS( terrain->getSRS() );

        this->accept( clamper );
        this->dirtyBound();
    }
}
Esempio n. 2
0
void
LocalGeometryNode::clamp(osg::Node* graph, const Terrain* terrain)
{
    if (terrain && graph)
    {
        GeometryClamper clamper;

        clamper.setTerrainPatch( graph );
        clamper.setTerrainSRS( terrain ? terrain->getSRS() : 0L );
        clamper.setPreserveZ( _clampRelative );
        clamper.setOffset( getPosition().alt() );

        this->accept( clamper );
    }
}
Esempio n. 3
0
void
FeatureNode::clamp(const Terrain* terrain, osg::Node* patch)
{
    if ( terrain && patch )
    {
        const AltitudeSymbol* alt = getStyle().get<AltitudeSymbol>();
        bool relative = alt && alt->clamping() == alt->CLAMP_RELATIVE_TO_TERRAIN && alt->technique() == alt->TECHNIQUE_SCENE;

        GeometryClamper clamper;
        clamper.setTerrainPatch( patch );
        clamper.setTerrainSRS( terrain->getSRS() );
        clamper.setPreserveZ( relative );

        this->accept( clamper );
        this->dirtyBound();
    }
}
Esempio n. 4
0
void
FeatureNode::clamp(osg::Node* graph, const Terrain* terrain)
{
    if ( terrain && graph )
    {
        const AltitudeSymbol* alt = getStyle().get<AltitudeSymbol>();
        if (alt && alt->technique() != alt->TECHNIQUE_SCENE)
            return;

        bool relative = alt && alt->clamping() == alt->CLAMP_RELATIVE_TO_TERRAIN && alt->technique() == alt->TECHNIQUE_SCENE;
        float offset = alt ? alt->verticalOffset()->eval() : 0.0f;

        GeometryClamper clamper;
        clamper.setTerrainPatch( graph );
        clamper.setTerrainSRS( terrain->getSRS() );
        clamper.setPreserveZ( relative );
        clamper.setOffset( offset );

        this->accept( clamper );
    }
}