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.
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15
ChangeLog
15
ChangeLog
@ -1,7 +1,20 @@
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OSG Change log
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==============
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o Moved the osg across to using radians for all angular paramters,
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previously all angular paramters were degrees as per Performer.
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If the osg is compiled with USE_DEGREES_INTERNALLY defined then
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the osg will revert to using degrees for anglular paramters,
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however, this is only a temporary measure to help users port.
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The inline methods inDegrees(float), and inRadians(float) have
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been added into osg/Types to make porting easier, these methods
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covert the specified anglular quantity into the current internal
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angular units.
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o Added osg::EarthSky node to support users defined clearing of the
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color and depth buffers.
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o Added support for removal of duplicate StateSets using the
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osgUtil::OptimizeStateVisitor, previously of removal of duplicate
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StateAttributes was supported.
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o Made spelling corrections in include/osgDB,osgUtil,osgGLUT,osgWX,
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spelling mistakes picked up by a script written by Neil Salter.
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o Made osg::Matrix::_mat private, and updated the rest of the osg
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49
include/osg/EarthSky
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49
include/osg/EarthSky
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#ifndef OSG_EARTHSKY
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#define OSG_EARTHSKY 1
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#include <osg/Group>
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#include <osg/Vec4>
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namespace osg {
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/** EarthSky is a Group node which controls the clearing of the color and depth
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* buffers at the start of each frame.
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* The earth sky by default is empty and simply holds the clear color of
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* the background. However, if the uses wants to add their own clearing of
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* the color and depth buffers then the children can be added, and the
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* background clear turned off. The EarthSky by default has StateSet attached
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* to it which sets the default EarthSky bin number to -1, so that all drawables
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* below it are placed in a separate bin from the rest of the scene graph, and
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* are rendered prior to standard opaque and transparent drawables.
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*/
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class SG_EXPORT EarthSky : public Group
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{
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public :
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EarthSky();
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META_Node(EarthSky);
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/** Sets the flag which control whether a glClear is required at the beginning of each frame. */
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inline void setRequiresClear(const bool requiresClear) { _requiresClear = requiresClear; }
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/** Gets the flag which control whether a glClear is required at the beginning of each frame. */
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inline const bool getRequiresClear() const { return _requiresClear; }
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/** Sets the clear color. */
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inline void setClearColor(const Vec4& color) { _clearColor = color; }
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/** Returns the clear color. */
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inline const Vec4& getClearColor() const { return _clearColor; }
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protected :
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virtual ~EarthSky() {}
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bool _requiresClear;
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Vec4 _clearColor;
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};
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};
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#endif
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@ -22,6 +22,18 @@ typedef uchar ubyte;
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#define M_2_SQRTPI 1.12837916709551257390
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#define M_SQRT2 1.41421356237309504880
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#define M_SQRT1_2 0.70710678118654752440
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#else
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#include <math.h>
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#endif
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#define USE_DEGREES_INTERNALLY
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#ifdef USE_DEGREES_INTERNALLY
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inline double inDegrees(float angle) { return angle; }
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inline double inRadians(float angle) { return angle*180.0/M_PI; }
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#else
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inline double inDegrees(float angle) { return angle*M_PI/180.0; }
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inline double inRadians(float angle) { return angle; }
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#endif
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};
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@ -204,8 +204,8 @@ bool GliderManipulator::calcMovement()
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osg::Vec3 sv = _camera->getSideVector();
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osg::Vec3 lv = _camera->getLookVector();
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float pitch = -dy*0.15f*dt;
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float roll = -dx*0.1f*dt;
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float pitch = inDegrees(-dy*0.15f*dt);
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float roll = inDegrees(-dx*0.1f*dt);
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osg::Matrix mat;
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mat.makeTrans(-center);
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@ -214,7 +214,7 @@ bool GliderManipulator::calcMovement()
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if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
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{
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float bank = asinf(sv.z());
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float yaw = (-bank*180.0f/M_PI)*dt;
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float yaw = inRadians(-bank)*dt;
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mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
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}
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@ -336,8 +336,7 @@ int main( int argc, char **argv )
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osg::Timer_t after_load = timer.tick();
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cout << "Time for load = "<<timer.delta_s(before_load,after_load)<<" seconds"<<endl;
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osg::ref_ptr<MySceneView> mySceneView = new MySceneView(viewerMode,socketNumber,camera_fov,camera_offset);
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osg::ref_ptr<MySceneView> mySceneView = new MySceneView(viewerMode,socketNumber,camera_fov,osg::inDegrees(camera_offset));
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mySceneView->setSceneData(rootnode);
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// initialize the viewer.
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@ -170,7 +170,7 @@ int main( int argc, char **argv )
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myTransform->addChild( createCube() );
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// move node in a circle at 90 degrees a sec.
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myTransform->setAppCallback(new TransformCallback(myTransform,90.0f));
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myTransform->setAppCallback(new TransformCallback(myTransform,osg::inDegrees(90.0f)));
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// create the viewer and the model to it.
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osgGLUT::Viewer viewer;
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osgGLUT::Viewer viewer;
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viewer.addViewport( rootNode );
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loadedModelTransform->setAppCallback(new TransformCallback(loadedModelTransform,45.0f));
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loadedModelTransform->setAppCallback(new TransformCallback(loadedModelTransform,osg::inDegrees(45.0f)));
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// register trackball, flight and drive.
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viewer.registerCameraManipulator(new osgUtil::TrackballManipulator);
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@ -10,7 +10,6 @@ using namespace osg;
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Billboard::Billboard()
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{
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_mode = AXIAL_ROT;
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// _mode = POINT_ROT_WORLD;
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_axis.set(0.0f,0.0f,1.0f);
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}
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@ -85,7 +84,7 @@ void Billboard::calcRotation(const Vec3& eye_local, const Vec3& pos_local,Matrix
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{
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mat.makeIdent();
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//float rotation_zrotation_z = atan2f(ev.x(),ev.y());
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//mat.makeRot(rotation_z*180.0f/M_PI,0.0f,0.0f,1.0f);
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//mat.makeRot(inRadians(rotation_z),0.0f,0.0f,1.0f);
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float inv = 1.0f/ev_length;
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float c = ev.y()*inv;
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float s = ev.x()*inv;
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@ -123,7 +122,7 @@ void Billboard::calcRotation(const Vec3& eye_local, const Vec3& pos_local,Matrix
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cp /= cp_len;
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float rotation_cp = acosf(dot);
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mat.makeRot(rotation_cp*180.0f/M_PI,cp[0],cp[1],cp[2]);
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mat.makeRot(inRadians(rotation_cp),cp[0],cp[1],cp[2]);
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}
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}
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break;
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20
src/osg/EarthSky.cpp
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20
src/osg/EarthSky.cpp
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#include "osg/EarthSky"
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#include <algorithm>
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using namespace osg;
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/**
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* EarthSky constructor.
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*/
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EarthSky::EarthSky()
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{
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StateSet* stateset = new StateSet;
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stateset->setRenderBinDetails(-1,"RenderBin");
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setStateSet(stateset);
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_requiresClear = true;
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_clearColor.set(0.0f,0.0f,0.0f,1.0f);
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}
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@ -14,6 +14,7 @@ using namespace osg;
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#define DEG2RAD(x) ((x)*M_PI/180.0)
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#define RAD2DEG(x) ((x)*180.0/M_PI)
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// temporary #define's for warning that deprecated methods are being
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// used which should be replaced by the new variants.
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#define WARN_DEPRECATED
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@ -33,8 +34,6 @@ using namespace osg;
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#define DEPRECATED(message)
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#endif
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#define ANGLES_IN_DEGREES
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#define SET_ROW(row, v1, v2, v3, v4 ) \
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_mat[(row)][0] = (v1); \
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@ -168,11 +167,8 @@ void Matrix::makeRot( const Vec3& from, const Vec3& to )
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double d = from * to; // dot product == cos( angle between from & to )
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if( d < 0.9999 ) {
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double angle = acos(d);
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#ifdef ANGLES_IN_DEGREES
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angle = RAD2DEG(angle);
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#endif
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Vec3 axis = to ^ from; //we know ((to) x (from)) is perpendicular to both
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makeRot( angle, axis );
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makeRot( inRadians(angle) , axis );
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}
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else
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makeIdent();
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@ -188,7 +184,7 @@ void Matrix::makeRot( float angle, float x, float y, float z ) {
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if( d == 0 )
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return;
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#ifdef ANGLES_IN_DEGREES
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#ifdef USE_DEGREES_INTERNALLY
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angle = DEG2RAD(angle);
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#endif
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@ -230,7 +226,7 @@ void Matrix::makeRot( const Quat& q ) {
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void Matrix::makeRot( float yaw, float pitch, float roll)
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{
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#ifdef ANGLES_IN_DEGREES
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#ifdef USE_DEGREES_INTERNALLY
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yaw = DEG2RAD(yaw);
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pitch = DEG2RAD(pitch);
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roll = DEG2RAD(roll);
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float dx = _ga_t0->getX()-mx;
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float yaw = dx*0.1f*dt;
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float yaw = inDegrees(dx*0.1f*dt);
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osg::Matrix mat;
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mat.makeTrans(-center.x(),-center.y(),-center.z());
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osg::Vec3 sv = _camera->getSideVector();
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osg::Vec3 lv = _camera->getLookVector();
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float pitch = -dy*0.15f*dt;
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float roll = -dx*0.1f*dt;
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float pitch = inDegrees(-dy*0.15f*dt);
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float roll = inDegrees(-dx*0.1f*dt);
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osg::Matrix mat;
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mat.makeTrans(-center);
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if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
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{
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float bank = asinf(sv.z());
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float yaw = (-bank*180.0f/M_PI)*dt;
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float yaw = inRadians(-bank)*dt;
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mat *= Matrix::rotate(yaw,0.0f,0.0f,1.0f);
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}
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*/
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if (t > 1.0) t = 1.0;
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if (t < -1.0) t = -1.0;
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angle = asin(t) * 180.0f/M_PI;
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angle = inRadians(asin(t));
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}
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