示例#1
0
    virtual void apply(osg::MatrixTransform& xform)
    {
        const trpgHeader* header = _archive->GetHeader();
        trpgHeader::trpgTileType tileType;
        header->GetTileOriginType(tileType);
        const osg::Referenced* ref = xform.getUserData();
        const TileIdentifier* tileID = dynamic_cast<const txp::TileIdentifier*>(ref);

        if(!tileID) return; // bail early - this isn't a loaded model

        if(tileType == trpgHeader::TileLocal && tileID->lod == 9999)
        {
        trpg2dPoint tileExtents;
        header->GetTileSize(0, tileExtents);
        osg::BoundingBox bbox;
        _archive->getExtents(bbox);
        osg::Vec3 offset(xform.getMatrix().getTrans());
        offset[0] -= bbox._min[0];
        offset[1] -= bbox._min[1];

        trpg2dPoint offsetXY, tileID(_tileInfo.x,_tileInfo.y);
        int divider = (0x01 << _tileInfo.lod);
        // calculate which tile model is located in
        tileExtents.x /= divider;
        tileExtents.y /= divider;
        offset[0] -= tileID.x*tileExtents.x;
        offset[1] -= tileID.y*tileExtents.y;

        osg::Matrix mat(xform.getMatrix());
        mat.setTrans(offset);
        xform.setMatrix(mat);
        }
    }
void
FltExportVisitor::apply( osg::MatrixTransform& node )
{
    // Importer reads a Matrix record and inserts a MatrixTransform above
    //   the current node. We need to do the opposite: Write a Matrix record
    //   as an ancillary record for each child. We do that by storing the
    //   MatrixTransform in each child's UserData. Each child then checks
    //   UserData and writes a Matrix record if UserData is a MatrixTransform.

    _firstNode = false;
    ScopedStatePushPop guard( this, node.getStateSet() );

    osg::ref_ptr< osg::RefMatrix > m = new osg::RefMatrix;
    m->set( node.getMatrix() );
    if (node.getUserData())
    {
        const osg::RefMatrix* rm = dynamic_cast<const osg::RefMatrix*>( node.getUserData() );
        if (rm)
            (*m) *= *rm;
    }

    typedef std::vector< osg::ref_ptr< osg::Referenced > > UserDataList;
    
    UserDataList saveUserDataList( node.getNumChildren() );

    unsigned int idx;
    for( idx=0; idx<node.getNumChildren(); ++idx )
    {
        saveUserDataList[ idx ] = node.getChild( idx )->getUserData();
        node.getChild( idx )->setUserData( m.get() );
    }

    traverse( (osg::Node&)node );

    // Restore saved UserData.
    for( idx=0; idx< node.getNumChildren(); ++idx )
    {
      node.getChild( idx )->setUserData( saveUserDataList[ idx ].get() );
    }
}