Added support in osg::computeWorldToLocal and compteLocalToWorld functions for automatically
stripping any absolute or root CameraNode's from the NodePaths. Added osg::Node::getWorldMatrices() convinience method.
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@ -36,6 +36,8 @@ typedef std::vector< Node* > NodePath;
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/** A vector of NodePath, typically used to describe all the paths from a node to the potential root nodes it has.*/
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typedef std::vector< NodePath > NodePathList;
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/** A vector of NodePath, typically used to describe all the paths from a node to the potential root nodes it has.*/
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typedef std::vector< Matrix > MatrixList;
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/** META_Node macro define the standard clone, isSameKindAs, className
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* and accept methods. Use when subclassing from Node to make it
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@ -89,6 +91,7 @@ class OSG_EXPORT Node : public Object
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/** Convert 'this' into a Transform pointer if Node is a Transform, otherwise return 0.
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* Equivalent to dynamic_cast<Transform*>(this).*/
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virtual Transform* asTransform() { return 0; }
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/** convert 'const this' into a const Transform pointer if Node is a Transform, otherwise return 0.
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* Equivalent to dynamic_cast<const Transform*>(this).*/
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virtual const Transform* asTransform() const { return 0; }
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@ -129,6 +132,10 @@ class OSG_EXPORT Node : public Object
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* The optional Node* haltTraversalAtNode allows the user to prevent traversal beyond a specifed node. */
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NodePathList getParentalNodePaths(osg::Node* haltTraversalAtNode=0) const;
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/** Get the list of matrices that transform this node from local coordinates to world coordinates.
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* The optional Node* haltTraversalAtNode allows the user to prevent traversal beyond a specifed node. */
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MatrixList getWorldMatrices(osg::Node* haltTraversalAtNode=0) const;
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/** Set update node callback, called during update traversal. */
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void setUpdateCallback(NodeCallback* nc);
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@ -28,24 +28,24 @@ namespace osg {
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/** Compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path.
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*/
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extern OSG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath);
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extern OSG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath, bool ignoreCameraNodes = true);
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/** Compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path.
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*/
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extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath);
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extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath, bool ignoreCameraNodes = true);
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/** Compute the matrix which transforms objects in local coords to eye coords,
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* by accumulating the Transform local to world matrices along the specified node path
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* and multipling by the supplied initial camera modelview.
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*/
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extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath);
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extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameraNodes = true);
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/** Compute the matrix which transforms objects in eye coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path
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* and multipling by the inverse of the supplied initialial camera modelview.
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*/
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extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath);
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extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameraNodes = true);
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/** A Transform is a group node for which all children are transformed by
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@ -16,6 +16,7 @@
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#include <osg/NodeVisitor>
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#include <osg/Notify>
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#include <osg/OccluderNode>
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#include <osg/CameraNode>
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#include <algorithm>
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@ -170,6 +171,31 @@ NodePathList Node::getParentalNodePaths(osg::Node* haltTraversalAtNode) const
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return cpp._nodePaths;
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}
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MatrixList Node::getWorldMatrices(osg::Node* haltTraversalAtNode) const
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{
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CollectParentPaths cpp(haltTraversalAtNode);
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const_cast<Node*>(this)->accept(cpp);
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MatrixList matrices;
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for(NodePathList::iterator itr = cpp._nodePaths.begin();
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itr != cpp._nodePaths.end();
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++itr)
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{
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NodePath& nodePath = *itr;
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if (nodePath.empty())
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{
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matrices.push_back(osg::Matrix::identity());
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}
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else
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{
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matrices.push_back(osg::computeLocalToWorld(nodePath));
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}
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}
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return matrices;
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}
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void Node::setUpdateCallback(NodeCallback* nc)
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{
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// if no changes just return.
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@ -11,6 +11,9 @@
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Transform>
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#include <osg/CameraNode>
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#include <osg/Notify>
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using namespace osg;
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@ -27,11 +30,13 @@ class TransformVisitor : public NodeVisitor
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CoordMode _coordMode;
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Matrix& _matrix;
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bool _ignoreCameraNodes;
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TransformVisitor(Matrix& matrix,CoordMode coordMode):
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TransformVisitor(Matrix& matrix,CoordMode coordMode, bool ignoreCameraNodes):
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NodeVisitor(),
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_coordMode(coordMode),
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_matrix(matrix)
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_matrix(matrix),
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_ignoreCameraNodes(ignoreCameraNodes)
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{}
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virtual void apply(Transform& transform)
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@ -48,46 +53,68 @@ class TransformVisitor : public NodeVisitor
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void accumulate(const NodePath& nodePath)
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{
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NodePath& non_const_nodePath = const_cast<NodePath&>(nodePath);
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for(NodePath::iterator itr=non_const_nodePath.begin();
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itr!=non_const_nodePath.end();
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++itr)
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if (nodePath.empty()) return;
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unsigned int i = 0;
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if (_ignoreCameraNodes)
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{
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(*itr)->accept(*this);
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// we need to found out the last absolute CameraNode in NodePath and
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// set the i index to after it so the final accumulation set ignores it.
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i = nodePath.size();
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NodePath::const_reverse_iterator ritr;
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for(ritr = nodePath.rbegin();
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ritr != nodePath.rend();
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++ritr, --i)
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{
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const osg::CameraNode* camera = dynamic_cast<const osg::CameraNode*>(*ritr);
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if (camera &&
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(camera->getReferenceFrame()==osg::Transform::ABSOLUTE_RF || camera->getParents().empty()))
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{
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break;
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}
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}
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}
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// do the accumulation of the active part of nodepath.
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for(;
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i<nodePath.size();
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++i)
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{
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const_cast<Node*>(nodePath[i])->accept(*this);
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}
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}
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};
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Matrix osg::computeLocalToWorld(const NodePath& nodePath)
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Matrix osg::computeLocalToWorld(const NodePath& nodePath, bool ignoreCameraNodes)
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{
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Matrix matrix;
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TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD);
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TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameraNodes);
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tv.accumulate(nodePath);
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return matrix;
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}
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Matrix osg::computeWorldToLocal(const NodePath& nodePath)
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Matrix osg::computeWorldToLocal(const NodePath& nodePath, bool ignoreCameraNodes)
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{
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osg::Matrix matrix;
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TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL);
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TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameraNodes);
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tv.accumulate(nodePath);
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return matrix;
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}
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Matrix osg::computeLocalToEye(const Matrix& modelview,const NodePath& nodePath)
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Matrix osg::computeLocalToEye(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameraNodes)
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{
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Matrix matrix(modelview);
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TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD);
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TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameraNodes);
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tv.accumulate(nodePath);
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return matrix;
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}
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Matrix osg::computeEyeToLocal(const Matrix& modelview,const NodePath& nodePath)
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Matrix osg::computeEyeToLocal(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameraNodes)
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{
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Matrix matrix;
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matrix.invert(modelview);
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TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL);
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TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameraNodes);
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tv.accumulate(nodePath);
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return matrix;
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}
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