Added include/osg/EarthSky and src/osg/EarthSky to cvs.

Also move osg across to using radians for angular paramters by default.
By defining USE_DEGREES_INTERNALLY you can get the OSG to revert to
the old style degrees. This later feature is deprecated and only meant
for helping comptability in the interim.
This commit is contained in:
Robert Osfield 2001-10-02 15:59:49 +00:00
parent 430c8606e9
commit 7a7a26c2ea
13 changed files with 112 additions and 24 deletions

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@ -1,7 +1,20 @@
OSG Change log
==============
o Moved the osg across to using radians for all angular paramters,
previously all angular paramters were degrees as per Performer.
If the osg is compiled with USE_DEGREES_INTERNALLY defined then
the osg will revert to using degrees for anglular paramters,
however, this is only a temporary measure to help users port.
The inline methods inDegrees(float), and inRadians(float) have
been added into osg/Types to make porting easier, these methods
covert the specified anglular quantity into the current internal
angular units.
o Added osg::EarthSky node to support users defined clearing of the
color and depth buffers.
o Added support for removal of duplicate StateSets using the
osgUtil::OptimizeStateVisitor, previously of removal of duplicate
StateAttributes was supported.
o Made spelling corrections in include/osgDB,osgUtil,osgGLUT,osgWX,
spelling mistakes picked up by a script written by Neil Salter.
o Made osg::Matrix::_mat private, and updated the rest of the osg

49
include/osg/EarthSky Normal file
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@ -0,0 +1,49 @@
#ifndef OSG_EARTHSKY
#define OSG_EARTHSKY 1
#include <osg/Group>
#include <osg/Vec4>
namespace osg {
/** EarthSky is a Group node which controls the clearing of the color and depth
* buffers at the start of each frame.
* The earth sky by default is empty and simply holds the clear color of
* the background. However, if the uses wants to add their own clearing of
* the color and depth buffers then the children can be added, and the
* background clear turned off. The EarthSky by default has StateSet attached
* to it which sets the default EarthSky bin number to -1, so that all drawables
* below it are placed in a separate bin from the rest of the scene graph, and
* are rendered prior to standard opaque and transparent drawables.
*/
class SG_EXPORT EarthSky : public Group
{
public :
EarthSky();
META_Node(EarthSky);
/** Sets the flag which control whether a glClear is required at the beginning of each frame. */
inline void setRequiresClear(const bool requiresClear) { _requiresClear = requiresClear; }
/** Gets the flag which control whether a glClear is required at the beginning of each frame. */
inline const bool getRequiresClear() const { return _requiresClear; }
/** Sets the clear color. */
inline void setClearColor(const Vec4& color) { _clearColor = color; }
/** Returns the clear color. */
inline const Vec4& getClearColor() const { return _clearColor; }
protected :
virtual ~EarthSky() {}
bool _requiresClear;
Vec4 _clearColor;
};
};
#endif

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@ -22,6 +22,18 @@ typedef uchar ubyte;
#define M_2_SQRTPI 1.12837916709551257390
#define M_SQRT2 1.41421356237309504880
#define M_SQRT1_2 0.70710678118654752440
#else
#include <math.h>
#endif
#define USE_DEGREES_INTERNALLY
#ifdef USE_DEGREES_INTERNALLY
inline double inDegrees(float angle) { return angle; }
inline double inRadians(float angle) { return angle*180.0/M_PI; }
#else
inline double inDegrees(float angle) { return angle*M_PI/180.0; }
inline double inRadians(float angle) { return angle; }
#endif
};

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@ -204,8 +204,8 @@ bool GliderManipulator::calcMovement()
osg::Vec3 sv = _camera->getSideVector();
osg::Vec3 lv = _camera->getLookVector();
float pitch = -dy*0.15f*dt;
float roll = -dx*0.1f*dt;
float pitch = inDegrees(-dy*0.15f*dt);
float roll = inDegrees(-dx*0.1f*dt);
osg::Matrix mat;
mat.makeTrans(-center);
@ -214,7 +214,7 @@ bool GliderManipulator::calcMovement()
if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
{
float bank = asinf(sv.z());
float yaw = (-bank*180.0f/M_PI)*dt;
float yaw = inRadians(-bank)*dt;
mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
}

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@ -336,8 +336,7 @@ int main( int argc, char **argv )
osg::Timer_t after_load = timer.tick();
cout << "Time for load = "<<timer.delta_s(before_load,after_load)<<" seconds"<<endl;
osg::ref_ptr<MySceneView> mySceneView = new MySceneView(viewerMode,socketNumber,camera_fov,camera_offset);
osg::ref_ptr<MySceneView> mySceneView = new MySceneView(viewerMode,socketNumber,camera_fov,osg::inDegrees(camera_offset));
mySceneView->setSceneData(rootnode);
// initialize the viewer.

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@ -170,7 +170,7 @@ int main( int argc, char **argv )
myTransform->addChild( createCube() );
// move node in a circle at 90 degrees a sec.
myTransform->setAppCallback(new TransformCallback(myTransform,90.0f));
myTransform->setAppCallback(new TransformCallback(myTransform,osg::inDegrees(90.0f)));
// create the viewer and the model to it.
osgGLUT::Viewer viewer;

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@ -473,7 +473,7 @@ int main( int argc, char **argv )
osgGLUT::Viewer viewer;
viewer.addViewport( rootNode );
loadedModelTransform->setAppCallback(new TransformCallback(loadedModelTransform,45.0f));
loadedModelTransform->setAppCallback(new TransformCallback(loadedModelTransform,osg::inDegrees(45.0f)));
// register trackball, flight and drive.
viewer.registerCameraManipulator(new osgUtil::TrackballManipulator);

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@ -10,7 +10,6 @@ using namespace osg;
Billboard::Billboard()
{
_mode = AXIAL_ROT;
// _mode = POINT_ROT_WORLD;
_axis.set(0.0f,0.0f,1.0f);
}
@ -85,7 +84,7 @@ void Billboard::calcRotation(const Vec3& eye_local, const Vec3& pos_local,Matrix
{
mat.makeIdent();
//float rotation_zrotation_z = atan2f(ev.x(),ev.y());
//mat.makeRot(rotation_z*180.0f/M_PI,0.0f,0.0f,1.0f);
//mat.makeRot(inRadians(rotation_z),0.0f,0.0f,1.0f);
float inv = 1.0f/ev_length;
float c = ev.y()*inv;
float s = ev.x()*inv;
@ -123,7 +122,7 @@ void Billboard::calcRotation(const Vec3& eye_local, const Vec3& pos_local,Matrix
cp /= cp_len;
float rotation_cp = acosf(dot);
mat.makeRot(rotation_cp*180.0f/M_PI,cp[0],cp[1],cp[2]);
mat.makeRot(inRadians(rotation_cp),cp[0],cp[1],cp[2]);
}
}
break;

20
src/osg/EarthSky.cpp Normal file
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@ -0,0 +1,20 @@
#include "osg/EarthSky"
#include <algorithm>
using namespace osg;
/**
* EarthSky constructor.
*/
EarthSky::EarthSky()
{
StateSet* stateset = new StateSet;
stateset->setRenderBinDetails(-1,"RenderBin");
setStateSet(stateset);
_requiresClear = true;
_clearColor.set(0.0f,0.0f,0.0f,1.0f);
}

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@ -14,6 +14,7 @@ using namespace osg;
#define DEG2RAD(x) ((x)*M_PI/180.0)
#define RAD2DEG(x) ((x)*180.0/M_PI)
// temporary #define's for warning that deprecated methods are being
// used which should be replaced by the new variants.
#define WARN_DEPRECATED
@ -33,8 +34,6 @@ using namespace osg;
#define DEPRECATED(message)
#endif
#define ANGLES_IN_DEGREES
#define SET_ROW(row, v1, v2, v3, v4 ) \
_mat[(row)][0] = (v1); \
@ -168,11 +167,8 @@ void Matrix::makeRot( const Vec3& from, const Vec3& to )
double d = from * to; // dot product == cos( angle between from & to )
if( d < 0.9999 ) {
double angle = acos(d);
#ifdef ANGLES_IN_DEGREES
angle = RAD2DEG(angle);
#endif
Vec3 axis = to ^ from; //we know ((to) x (from)) is perpendicular to both
makeRot( angle, axis );
makeRot( inRadians(angle) , axis );
}
else
makeIdent();
@ -188,7 +184,7 @@ void Matrix::makeRot( float angle, float x, float y, float z ) {
if( d == 0 )
return;
#ifdef ANGLES_IN_DEGREES
#ifdef USE_DEGREES_INTERNALLY
angle = DEG2RAD(angle);
#endif
@ -230,7 +226,7 @@ void Matrix::makeRot( const Quat& q ) {
void Matrix::makeRot( float yaw, float pitch, float roll)
{
#ifdef ANGLES_IN_DEGREES
#ifdef USE_DEGREES_INTERNALLY
yaw = DEG2RAD(yaw);
pitch = DEG2RAD(pitch);
roll = DEG2RAD(roll);

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@ -405,7 +405,7 @@ bool DriveManipulator::calcMovement()
float dx = _ga_t0->getX()-mx;
float yaw = dx*0.1f*dt;
float yaw = inDegrees(dx*0.1f*dt);
osg::Matrix mat;
mat.makeTrans(-center.x(),-center.y(),-center.z());

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@ -201,8 +201,8 @@ bool FlightManipulator::calcMovement()
osg::Vec3 sv = _camera->getSideVector();
osg::Vec3 lv = _camera->getLookVector();
float pitch = -dy*0.15f*dt;
float roll = -dx*0.1f*dt;
float pitch = inDegrees(-dy*0.15f*dt);
float roll = inDegrees(-dx*0.1f*dt);
osg::Matrix mat;
mat.makeTrans(-center);
@ -211,7 +211,7 @@ bool FlightManipulator::calcMovement()
if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
{
float bank = asinf(sv.z());
float yaw = (-bank*180.0f/M_PI)*dt;
float yaw = inRadians(-bank)*dt;
mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
}

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@ -338,7 +338,7 @@ void TrackballManipulator::trackball(osg::Vec3& axis,float& angle, float p1x, fl
*/
if (t > 1.0) t = 1.0;
if (t < -1.0) t = -1.0;
angle = asin(t) * 180.0f/M_PI;
angle = inRadians(asin(t));
}