예제 #1
0
파일: Timeout.cpp 프로젝트: PerhapsCaiv/osg
bool HUDSettings::getModelViewMatrix(osg::Matrix& matrix, osg::NodeVisitor* nv) const
{
    matrix.makeLookAt(osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,_slideDistance,0.0),osg::Vec3d(0.0,0.0,1.0));

    if (nv)
    {    
        if (nv->getTraversalMask()==_leftMask)
        {
            matrix.postMultTranslate(osg::Vec3(_eyeOffset,0.0,0.0));
        }
        else if (nv->getTraversalMask()==_rightMask)
        {
            matrix.postMultTranslate(osg::Vec3(-_eyeOffset,0.0,0.0));
        }
    }
    
    return true;
}
예제 #2
0
 /** Get the transformation matrix which moves from world coords to local coords.*/
 virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
 {
     osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
     if (cv)
     {
         osg::Vec3 eyePointLocal = cv->getEyeLocal();
         matrix.postMultTranslate(-eyePointLocal);
     }
     return true;
 }
예제 #3
0
 /** Get the transformation matrix which moves from world coords to local coords.*/
 virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
 {
     std::cout<<"computing transform"<<std::endl;
 
     osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
     if (cv)
     {
         osg::Vec3 eyePointLocal = cv->getEyeLocal();
         matrix.postMultTranslate(osg::Vec3(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
     }
     return true;
 }
예제 #4
0
bool AntiSquish::computeUnSquishedMatrix(osg::Matrix& unsquished) const
{
    OpenThreads::ScopedLock<OpenThreads::Mutex> lock( _cacheLock );

    osg::NodePathList nodePaths = getParentalNodePaths();
    if (nodePaths.empty()) return false;

    osg::NodePath np = nodePaths.front();
    if (np.empty()) return false;

    // Remove the last node which is the anti squish node itself.
    np.pop_back();

    // Get the accumulated modeling matrix.
    const osg::Matrix localToWorld = osg::computeLocalToWorld(np);

    // reuse cached value
    if ( !_cacheDirty && _cacheLocalToWorld==localToWorld )
    {
        unsquished = _cache;
        return true;
    }

    osg::Vec3d t, s;
    osg::Quat r, so;

    localToWorld.decompose(t, r, s, so);

    // Let's take an average of the scale.
    double av = (s[0] + s[1] + s[2])/3.0;
    s[0] = av; s[1] = av; s[2]=av;

    if (av == 0)
        return false;

    //
    // Final Matrix: [-Pivot][SO]^[S][SO][R][T][Pivot][LOCALTOWORLD]^[position]
    // OR [SO]^[S][SO][R][T][LOCALTOWORLD]^
    //
    if (_usePivot)
    {
        unsquished.postMultTranslate(-_pivot);

        osg::Matrix tmps, invtmps;
        so.get(tmps);
        if (!invtmps.invert(tmps))
            return false;

        //SO^
        unsquished.postMult(invtmps);
        //S
        unsquished.postMultScale(s);
        //SO
        unsquished.postMult(tmps);
        //R
        unsquished.postMultRotate(r);
        //T
        unsquished.postMultTranslate(t);

        osg::Matrix invltw;
        if (!invltw.invert(localToWorld))
            return false;

        // LTW^
        unsquished.postMult( invltw );

        // Position
        if (_usePosition)
            unsquished.postMultTranslate(_position);
        else
            unsquished.postMultTranslate(_pivot);
    }
    else
    {
        osg::Matrix tmps, invtmps;
        so.get(tmps);
        if (!invtmps.invert(tmps))
            return false;

        unsquished.postMult(invtmps);
        unsquished.postMultScale(s);
        unsquished.postMult(tmps);
        unsquished.postMultRotate(r);
        unsquished.postMultTranslate(t);
        osg::Matrix invltw;
        if (!invltw.invert(localToWorld))
            return false;
        unsquished.postMult( invltw );
    }

    if (unsquished.isNaN())
        return false;

    _cache = unsquished;
    _cacheLocalToWorld = localToWorld;
    _cacheDirty = false;

    //As Transform::computeBounde calls us without a node-path it relies on
    //The cache. Hence a new _cache affects the bound.
    const_cast<AntiSquish*>(this)->dirtyBound();

    return true;
}
예제 #5
0
bool TextBase::computeMatrix(osg::Matrix& matrix, osg::State* state) const
{
    if (state && (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen))
    {
        osg::Matrix modelview = state->getModelViewMatrix();
        osg::Matrix projection = state->getProjectionMatrix();

        matrix.makeTranslate(-_offset);

        osg::Matrix rotate_matrix;
        if (_autoRotateToScreen)
        {
            osg::Matrix temp_matrix(modelview);
            temp_matrix.setTrans(0.0f,0.0f,0.0f);

            rotate_matrix.invert(temp_matrix);
        }

        matrix.postMultRotate(_rotation);

        if (_characterSizeMode!=OBJECT_COORDS)
        {
            osg::Matrix M(rotate_matrix);
            M.postMultTranslate(_position);
            M.postMult(modelview);
            osg::Matrix& P = projection;

            // compute the pixel size vector.

            // pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix.
            // here we do it in short hand with the knowledge of how the window matrix is formed
            // note P23,P33 are multiplied by an implicit 1 which would come from the window matrix.
            // Robert Osfield, June 2002.

            int width = 1280;
            int height = 1024;

            const osg::Viewport* viewport = state->getCurrentViewport();
            if (viewport)
            {
                width = static_cast<int>(viewport->width());
                height = static_cast<int>(viewport->height());
            }

            // scaling for horizontal pixels
            float P00 = P(0,0)*width*0.5f;
            float P20_00 = P(2,0)*width*0.5f + P(2,3)*width*0.5f;
            osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00,
                               M(1,0)*P00 + M(1,2)*P20_00,
                               M(2,0)*P00 + M(2,2)*P20_00);

            // scaling for vertical pixels
            float P10 = P(1,1)*height*0.5f;
            float P20_10 = P(2,1)*height*0.5f + P(2,3)*height*0.5f;
            osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10,
                               M(1,1)*P10 + M(1,2)*P20_10,
                               M(2,1)*P10 + M(2,2)*P20_10);

            float P23 = P(2,3);
            float P33 = P(3,3);

            float pixelSizeVector_w = M(3,2)*P23 + M(3,3)*P33;

            float pixelSizeVert=(_characterHeight*sqrtf(scale_10.length2()))/(pixelSizeVector_w*0.701f);
            float pixelSizeHori=(_characterHeight/getCharacterAspectRatio()*sqrtf(scale_00.length2()))/(pixelSizeVector_w*0.701f);

            // avoid nasty math by preventing a divide by zero
            if (pixelSizeVert == 0.0f)
               pixelSizeVert= 1.0f;
            if (pixelSizeHori == 0.0f)
               pixelSizeHori= 1.0f;

            if (_glyphNormalized)
            {
                osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
                matrix.postMultScale(scaleVec);
            }

            if (_characterSizeMode==SCREEN_COORDS)
            {
                float scale_font_vert=_characterHeight/pixelSizeVert;
                float scale_font_hori=_characterHeight/getCharacterAspectRatio()/pixelSizeHori;

                if (P10<0)
                   scale_font_vert=-scale_font_vert;
                matrix.postMultScale(osg::Vec3f(scale_font_hori, scale_font_vert, scale_font_hori));
            }
            else if (pixelSizeVert>getFontHeight())
            {
                float scale_font = getFontHeight()/pixelSizeVert;
                matrix.postMultScale(osg::Vec3f(scale_font, scale_font, scale_font));
            }

        }

        if (_autoRotateToScreen)
        {
            matrix.postMult(rotate_matrix);
        }

        matrix.postMultTranslate(_position);

    }
    else if (!_rotation.zeroRotation())
    {
        matrix.makeTranslate(-_offset);
        if (_glyphNormalized)
        {
            osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
            matrix.postMultScale(scaleVec);
        }
        matrix.postMultRotate(_rotation);
        matrix.postMultTranslate(_position);
        // OSG_NOTICE<<"New Need to rotate "<<matrix<<std::endl;
    }
    else
    {
        matrix.makeTranslate(-_offset);
        if (_glyphNormalized)
        {
            osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
            matrix.postMultScale(scaleVec);
        }
        matrix.postMultTranslate(_position);
    }

    if (_matrix!=matrix)
    {
        _matrix = matrix;
        const_cast<TextBase*>(this)->dirtyBound();
    }

    return true;
}
예제 #6
0
bool TextBase::computeMatrix(osg::Matrix& matrix, osg::State* state) const
{
    if (state && (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen))
    {
        osg::Matrix modelview = state->getModelViewMatrix();
        osg::Matrix projection = state->getProjectionMatrix();

        osg::Matrix temp_matrix(modelview);
        temp_matrix.setTrans(0.0,0.0,0.0);

        osg::Matrix rotate_matrix;
        rotate_matrix.invert(temp_matrix);

        matrix.makeTranslate(-_offset);
        matrix.postMultRotate(_rotation);

        if (_characterSizeMode!=OBJECT_COORDS)
        {
            typedef osg::Matrix::value_type value_type;

            value_type width = 1280.0;
            value_type height = 1024.0;

            const osg::Viewport* viewport = state->getCurrentViewport();
            if (viewport)
            {
                width = static_cast<value_type>(viewport->width());
                height = static_cast<value_type>(viewport->height());
            }

            osg::Matrix mvpw = rotate_matrix * osg::Matrix::translate(_position) * modelview * projection * osg::Matrix::scale(width/2.0, height/2.0, 1.0);

            osg::Vec3d origin = osg::Vec3d(0.0, 0.0, 0.0) * mvpw;
            osg::Vec3d left = osg::Vec3d(1.0, 0.0, 0.0) * mvpw - origin;
            osg::Vec3d up = osg::Vec3d(0.0, 1.0, 0.0) * mvpw - origin;

            // compute the pixel size vector.
            value_type length_x = left.length();
            value_type scale_x = length_x>0.0 ? 1.0/length_x : 1.0;

            value_type length_y = up.length();
            value_type scale_y = length_y>0.0 ? 1.0/length_y : 1.0;

            if (_glyphNormalized)
            {
                osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
                matrix.postMultScale(scaleVec);
            }

            if (_characterSizeMode==SCREEN_COORDS)
            {
                matrix.postMultScale(osg::Vec3(scale_x, scale_y, scale_x));
            }
            else
            {
                value_type pixelSizeVert = _characterHeight / scale_y;

                // avoid nasty math by preventing a divide by zero
                if (pixelSizeVert == 0.0)
                pixelSizeVert = 1.0;

                if (pixelSizeVert>getFontHeight())
                {
                    value_type scale_font = getFontHeight()/pixelSizeVert;
                    matrix.postMultScale(osg::Vec3f(scale_font, scale_font, scale_font));
                }
            }
        }

        if (_autoRotateToScreen)
        {
            matrix.postMult(rotate_matrix);
        }

        matrix.postMultTranslate(_position);

    }
    else if (!_rotation.zeroRotation())
    {
        matrix.makeTranslate(-_offset);
        if (_glyphNormalized)
        {
            osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
            matrix.postMultScale(scaleVec);
        }
        matrix.postMultRotate(_rotation);
        matrix.postMultTranslate(_position);
        // OSG_NOTICE<<"New Need to rotate "<<matrix<<std::endl;
    }
    else
    {
        matrix.makeTranslate(-_offset);
        if (_glyphNormalized)
        {
            osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
            matrix.postMultScale(scaleVec);
        }
        matrix.postMultTranslate(_position);
    }

    if (_matrix!=matrix)
    {
        _matrix = matrix;
        const_cast<TextBase*>(this)->dirtyBound();
    }

    return true;
}