From Wang Rui,

"Here is a small fix in the eventTraversal() function of both viewer
and composite viewer class.

if (getCameraWithFocus())
{
   if (getCameraWithFocus()!=getCamera())  // Newly added
   {
       osg::Viewport* viewport = getCameraWithFocus()->getViewport();
       osg::Matrix localCameraVPW =
getCameraWithFocus()->getViewMatrix() *
getCameraWithFocus()->getProjectionMatrix();
       if (viewport) localCameraVPW *= viewport->computeWindowMatrix();

       osg::Matrix matrix( osg::Matrix::inverse(localCameraVPW) *
masterCameraVPW );

       osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;

       x = new_coord.x();
       y = new_coord.y();
   }
   ...
}

I put an additional conditional statement here to ensure that
_cameraWithCamera and _camera are different, otherwise it's no need to
calculate the transition matrix from main camera to focus camera. The
excess calculations of 'matrix' and 'new_coord' may cause
floating-point error and return a slightly wrong result other than an
identity matrix. It seems OK in most cases but will be still pain when
there is little difference between two mouse moving events. "
This commit is contained in:
Robert Osfield 2010-03-15 14:47:22 +00:00
parent b40c1b355c
commit 1b6adccdc4

View File

@ -701,16 +701,19 @@ void Viewer::eventTraversal()
{
if (getCameraWithFocus())
{
osg::Viewport* viewport = getCameraWithFocus()->getViewport();
osg::Matrix localCameraVPW = getCameraWithFocus()->getViewMatrix() * getCameraWithFocus()->getProjectionMatrix();
if (viewport) localCameraVPW *= viewport->computeWindowMatrix();
if (getCameraWithFocus()!=getCamera())
{
osg::Viewport* viewport = getCameraWithFocus()->getViewport();
osg::Matrix localCameraVPW = getCameraWithFocus()->getViewMatrix() * getCameraWithFocus()->getProjectionMatrix();
if (viewport) localCameraVPW *= viewport->computeWindowMatrix();
osg::Matrix matrix( osg::Matrix::inverse(localCameraVPW) * masterCameraVPW );
osg::Matrix matrix( osg::Matrix::inverse(localCameraVPW) * masterCameraVPW );
osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
x = new_coord.x();
y = new_coord.y();
x = new_coord.x();
y = new_coord.y();
}
// OSG_NOTIFY(osg::NOTICE)<<"pointer event new_coord.x()="<<new_coord.x()<<" new_coord.y()="<<new_coord.y()<<std::endl;