2005-10-10 18:10:44 +08:00
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#include "DepthPartitionNode.h"
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#include <osgUtil/CullVisitor>
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#include <iostream>
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#define CURRENT_CLASS DepthPartitionNode
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CURRENT_CLASS::CURRENT_CLASS()
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{
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_distAccumulator = new DistanceAccumulator;
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init();
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}
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CURRENT_CLASS::CURRENT_CLASS(const CURRENT_CLASS& dpn, const osg::CopyOp& copyop)
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2005-10-24 21:46:31 +08:00
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: osg::Group(dpn,copyop),
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_active(dpn._active),
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2005-10-10 18:10:44 +08:00
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_renderOrder(dpn._renderOrder),
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_clearColorBuffer(dpn._clearColorBuffer)
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{
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_distAccumulator = new DistanceAccumulator;
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_numCameras = 0;
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}
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CURRENT_CLASS::~CURRENT_CLASS() {}
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void CURRENT_CLASS::init()
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{
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_active = true;
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_numCameras = 0;
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setCullingActive(false);
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_renderOrder = osg::CameraNode::POST_RENDER;
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_clearColorBuffer = true;
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}
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void CURRENT_CLASS::setActive(bool active)
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{
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if(_active == active) return;
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_active = active;
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}
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void CURRENT_CLASS::setClearColorBuffer(bool clear)
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{
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_clearColorBuffer = clear;
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// Update the render order for the first CameraNode if it exists
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if(!_cameraList.empty())
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{
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if(clear)
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_cameraList[0]->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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_cameraList[0]->setClearMask(GL_DEPTH_BUFFER_BIT);
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}
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}
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void CURRENT_CLASS::setRenderOrder(osg::CameraNode::RenderOrder order)
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{
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_renderOrder = order;
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// Update the render order for existing CameraNodes
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unsigned int numCameras = _cameraList.size();
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for(unsigned int i = 0; i < numCameras; i++)
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{
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_cameraList[i]->setRenderOrder(_renderOrder);
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}
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}
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void CURRENT_CLASS::traverse(osg::NodeVisitor &nv)
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{
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// If the scene hasn't been defined then don't do anything
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unsigned int numChildren = _children.size();
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if(numChildren == 0) return;
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// If the node is not active then don't analyze it
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if(!_active)
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{
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// Traverse the graph as usual
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Group::traverse(nv);
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return;
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}
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// If the visitor is not a cull visitor, pass it directly onto the scene.
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
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if(!cv)
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{
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Group::traverse(nv);
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return;
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}
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// We are in the cull traversal, so first collect information on the
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// current modelview and projection matrices and viewport.
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osg::RefMatrix& modelview = cv->getModelViewMatrix();
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osg::RefMatrix& projection = cv->getProjectionMatrix();
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osg::Viewport* viewport = cv->getViewport();
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// Prepare for scene traversal.
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_distAccumulator->setMatrices(modelview, projection);
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_distAccumulator->setNearFarRatio(cv->getNearFarRatio());
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_distAccumulator->reset();
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// Step 1: Traverse the children, collecting the near/far distances.
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unsigned int i;
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for(i = 0; i < numChildren; i++)
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{
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_children[i]->accept(*(_distAccumulator.get()));
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}
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// Step 2: Compute the near and far distances for every CameraNode that
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// should be used to render the scene.
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_distAccumulator->computeCameraPairs();
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// Step 3: Create the CameraNodes, and add them as children.
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DistanceAccumulator::PairList& camPairs = _distAccumulator->getCameraPairs();
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_numCameras = camPairs.size(); // Get the number of cameras
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// Create the CameraNodes, and add them as children.
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if(_numCameras > 0)
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{
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osg::CameraNode *currCam;
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DistanceAccumulator::DistancePair currPair;
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for(unsigned int j = 0; j < _numCameras; j++)
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{
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// Create the camera, and clamp it's projection matrix
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currPair = camPairs[j]; // (near,far) pair for current camera
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currCam = createOrReuseCamera(projection, currPair.first,
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currPair.second, j);
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// Set the modelview matrix and viewport of the camera
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currCam->setViewMatrix(modelview);
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currCam->setViewport(viewport);
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/*
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// Set our children as the camera's children
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currCam->removeChild(0, currCam->getNumChildren());
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for(i = 0; i < numChildren; i++)
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{
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currCam->addChild(_children[i].get());
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}
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*/
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// Redirect the CullVisitor to the current camera
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currCam->accept(nv);
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}
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// Set the clear color for the first camera
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_cameraList[0]->setClearColor(cv->getRenderStage()->getClearColor());
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}
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}
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bool CURRENT_CLASS::addChild(osg::Node *child)
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{
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return insertChild(_children.size(), child);
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}
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bool CURRENT_CLASS::insertChild(unsigned int index, osg::Node *child)
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{
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if(!Group::insertChild(index, child)) return false; // Insert child
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// Insert child into each CameraNode
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unsigned int totalCameras = _cameraList.size();
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for(unsigned int i = 0; i < totalCameras; i++)
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{
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_cameraList[i]->insertChild(index, child);
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}
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return true;
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}
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bool CURRENT_CLASS::removeChild(osg::Node *child)
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{
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return Group::removeChild(child);
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}
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bool CURRENT_CLASS::removeChild(unsigned int pos, unsigned int numRemove)
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{
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if(!Group::removeChild(pos, numRemove)) return false; // Remove child
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// Remove child from each CameraNode
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unsigned int totalCameras = _cameraList.size();
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for(unsigned int i = 0; i < totalCameras; i++)
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{
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_cameraList[i]->removeChild(pos, numRemove);
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}
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return true;
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}
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bool CURRENT_CLASS::setChild(unsigned int i, osg::Node *node)
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{
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if(!Group::setChild(i, node)) return false; // Set child
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// Set child for each CameraNode
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unsigned int totalCameras = _cameraList.size();
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for(unsigned int i = 0; i < totalCameras; i++)
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{
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_cameraList[i]->setChild(i, node);
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}
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return true;
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}
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osg::CameraNode* CURRENT_CLASS::createOrReuseCamera(const osg::Matrix& proj,
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double near, double far, const unsigned int &camNum)
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{
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if(_cameraList.size() <= camNum) _cameraList.resize(camNum+1);
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osg::CameraNode *camera = _cameraList[camNum].get();
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if(!camera) // Create a new CameraNode
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{
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camera = new osg::CameraNode;
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camera->setCullingActive(false);
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camera->setRenderOrder(_renderOrder);
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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// We will compute the near/far planes ourselves
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camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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camera->setCullingMode(osg::CullSettings::ENABLE_ALL_CULLING);
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if(camNum == 0 && _clearColorBuffer)
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// Add our children to the new CameraNode's children
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unsigned int numChildren = _children.size();
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for(unsigned int i = 0; i < numChildren; i++)
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{
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camera->addChild(_children[i].get());
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}
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_cameraList[camNum] = camera;
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}
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osg::Matrixd &projection = camera->getProjectionMatrix();
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projection = proj;
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// Slightly inflate the near & far planes to avoid objects at the
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// extremes being clipped out.
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near *= 0.999;
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far *= 1.001;
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// Clamp the projection matrix z values to the range (near, far)
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double epsilon = 1.0e-6;
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if(fabs(projection(0,3)) < epsilon &&
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fabs(projection(1,3)) < epsilon &&
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fabs(projection(2,3)) < epsilon ) // Projection is Orthographic
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{
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epsilon = -1.0/(far - near); // Used as a temp variable
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projection(2,2) = 2.0*epsilon;
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projection(3,2) = (far + near)*epsilon;
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}
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else // Projection is Perspective
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{
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double trans_near = (-near*projection(2,2) + projection(3,2)) /
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(-near*projection(2,3) + projection(3,3));
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double trans_far = (-far*projection(2,2) + projection(3,2)) /
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(-far*projection(2,3) + projection(3,3));
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double ratio = fabs(2.0/(trans_near - trans_far));
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double center = -0.5*(trans_near + trans_far);
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projection.postMult(osg::Matrixd(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, ratio, 0.0,
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0.0, 0.0, center*ratio, 1.0));
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}
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return camera;
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}
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#undef CURRENT_CLASS
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