Added osg::CameraView to help application/modellers position their cameras in scenes. Note,
CameraView is *not* a camera, it isn't an active object, but a passive one that camera must track each frame to following the path of the CameraView.
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@ -152,6 +152,10 @@ SOURCE=..\..\src\osg\CameraNode.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osg\CameraView.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osg\ClearNode.cpp
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# End Source File
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# Begin Source File
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@ -604,6 +608,10 @@ SOURCE=..\..\include\osg\CameraNode
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# End Source File
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# Begin Source File
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SOURCE=..\..\include\osg\CameraView
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# End Source File
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# Begin Source File
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SOURCE=..\..\include\osg\ClearNode
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# End Source File
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# Begin Source File
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105
include/osg/CameraView
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105
include/osg/CameraView
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_CAMERAVIEW
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#define OSG_CAMERAVIEW 1
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#include <osg/Group>
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#include <osg/Transform>
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#include <osg/AnimationPath>
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#include <osg/Vec3d>
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#include <osg/Quat>
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namespace osg {
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/** CameraView - is a Transform that is used to specify camera views from within the scene graph.
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* The application must attach a camera to a CameraView via the NodePath from the top of the scene graph
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* to the CameraView node itself, and accimulate the view matrix from this NodePath.
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*/
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class OSG_EXPORT CameraView : public Transform
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{
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public :
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CameraView();
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CameraView(const CameraView& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Transform(pat,copyop),
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_position(pat._position),
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_attitude(pat._attitude),
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_fieldOfView(pat._fieldOfView),
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_fieldOfViewMode(pat._fieldOfViewMode),
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_focalLength(pat._focalLength) {}
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META_Node(osg, CameraView);
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/** Set the position of the camera view.*/
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inline void setPosition(const Vec3d& pos) { _position = pos; dirtyBound(); }
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/** Get the position of the camera view.*/
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inline const Vec3d& getPosition() const { return _position; }
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/** Set the attitide of the camera view.*/
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inline void setAttitude(const Quat& quat) { _attitude = quat; dirtyBound(); }
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/** Get the attitide of the camera view.*/
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inline const Quat& getAttitude() const { return _attitude; }
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/** Set the field of view.
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* The cameras field of view can be contrained to either the horizontal or vertex axis of the camera, or unconstrained
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* in which case the camera/application are left to choose an appropriate field of view.
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* The default value if 60 degrres. */
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inline void setFieldOfView(double fieldOfView) { _fieldOfView; }
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/** Get the field of view.*/
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inline double getFieldOfView() const { return _fieldOfView; }
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enum FieldOfViewMode
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{
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UNCONSTRAINED,
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HORIZONTAL,
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VERTICAL
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};
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/** Set the field of view mode - controlling how the field of view of the camera is contrained by the CameaView settings.*/
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inline void setFieldOfViewMode(FieldOfViewMode mode) { _fieldOfViewMode = mode; }
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/** Get the field of view mode.*/
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inline FieldOfViewMode getFieldOfViewMode() const { return _fieldOfViewMode; }
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/** Set the focal length of the camera.
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* A focal length of 0.0 indicates that the camera/application should determine the focal length.
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* The default value is 0.0. */
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inline void setFocalLength(double FocalLength) { _focalLength; }
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/** Get the focal length of the camera.*/
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inline double getFocalLength() const { return _focalLength; }
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;
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protected :
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virtual ~CameraView() {}
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Vec3d _position;
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Quat _attitude;
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double _fieldOfView;
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FieldOfViewMode _fieldOfViewMode;
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double _focalLength;
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};
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}
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#endif
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53
src/osg/CameraView.cpp
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53
src/osg/CameraView.cpp
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@ -0,0 +1,53 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/CameraView>
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using namespace osg;
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CameraView::CameraView():
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_fieldOfView(60.0),
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_fieldOfViewMode(VERTICAL),
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_focalLength(0.0)
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{
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}
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bool CameraView::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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{
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matrix.preMult(osg::Matrix::rotate(_attitude)*
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osg::Matrix::translate(_position));
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}
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else // absolute
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{
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matrix = osg::Matrix::rotate(_attitude)*
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osg::Matrix::translate(_position);
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}
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return true;
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}
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bool CameraView::computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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{
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matrix.postMult(osg::Matrix::translate(-_position)*
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osg::Matrix::rotate(_attitude.inverse()));
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}
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else // absolute
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{
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matrix = osg::Matrix::translate(-_position)*
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osg::Matrix::rotate(_attitude.inverse());
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}
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return true;
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}
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@ -16,6 +16,7 @@ CXXFILES =\
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BoundingSphere.cpp\
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BufferObject.cpp\
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CameraNode.cpp\
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CameraView.cpp\
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ClearNode.cpp\
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ClipNode.cpp\
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ClipPlane.cpp\
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