implements the LightPointSystem class to allow for the OpenFlight
plug-in to read and handle light point system nodes. The behavior is
very similar to the old plug-in in that a MultiSwitch node is created to
handle the "enabled" flag bit set in the node record. The code also
reverts the changes for the actualPixelSize as mentioned above. And
lastly, the code requires the previously submitted changes for the
plug-in.
As for the other changes, I've tested the code with Visual Studio 2005
and the files that I posted in the users forum.
With all of the submitted changes, the OpenFlight plug-in should now be
capable of loading files with light point system nodes and the use of
palletized light points and non-palletized light points.
"
accepted file extensions, so that once the plugin was loaded in the
Registry it would grab any image file write request, regardless of the
file extension. This was a particular problem if it was statically loaded."
"Since we desperately needed a means for picking Lines
and Points I implemented (hopefully!) proper geometrical tests
for the PolytopeIntersector.
First of all I implemented a new "GenericPrimiteFunctor"
which is basically an extended copy TriangleFunctor which also
handles Points, Lines and Quads through suitable overloads of
operator(). I would have liked to call it "PrimitiveFunctor"
but that name was already used...
I used a template method to remove redundancy in the
drawElements method overloads. If you know of platforms where
this will not work I can change it to the style used
in TriangleFunctor.
In PolytopeIntersector.cpp I implemented a
"PolytopePrimitiveIntersector" which provides the needed
overloads for Points, Lines, Triangles and Quads to
the GenericPrimitiveFunctor. This is then used in the
intersect method of PolytopeIntersector.
Implementation summary:
- Points: Check distance to all planes
- Lines: Check distance of both ends against each plane.
If both are outside -> line is out
If both are in -> continue checking
One is in, one is out -> compute intersection point (candidate)
Then check all candidates against all other polytope
planes. The remaining candidates are the proper
intersection points of the line with the polytope.
- Triangles: Perform Line-Checks for all edges of the
triangle as above. If there is an proper intersection
-> done.
In the case where there are more than 2 polytope
plane to check against we have to check for the case
where the triangle encloses the polytope.
In that case the intersection lines of the polytope
planes are computed and checked against the triangle.
- Quads: handled as two triangles.
This is implementation is certainly not the fastest.
There are certainly ways and strategies to improve it.
I also enabled the code for PolytopeIntersector
in osgkeyboardmouse and added keybindings to
switch the type of intersector ('p') and the picking
coordinate system ('c') on the fly. Since the
PolytopeIntersector does not have a canonical
ordering for its intersections (as opposed to
the LineSegementIntersector) I chaged the
implementation to toggle all hit geometries.
I tested the functionality with osgkeyboardmouse
and several models and it seems to work for
polygonal models. Special nodes such as billboards
do not work.
The next thing on my todo-list is to implement
a an improved Intersection-Structure for the
PolytopeIntersector. We need to know
which primitives where hit (and where).
"
implementation of GraphicsWindow:
- usage of WindowData, you can specify an existing window to use via
osg::Traits
- implementation of setScreenResolution and setScreenRefreshRate
- implementation of setWindowDecoration when window is already created.
There seems to be a bug regarding multiple threads and closing windows,
see my other mail on osg-users.
"
according to the OpenSceneGraph/CMakeLists.txt and the include/osg/Version settings.
These changes mean that the 1.9.5 release will have a libs/osgPlugins-1.9.5 directory.
I added a new protected virtual method to ImageStream called
applyLoopingMode() which is called from setLoopingMode. The
quicktime-plugin has an implementation of applyLoopingMode which sets
some flags for the quicktime, so that quicktime handles the loop
playback by itself.
This has some benefits:
+ no gaps when looping audio
+ simplified code
Attached you'll find the modified files, hope you'll find them useful."