82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
#include "CameraProperty.h"
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using namespace gsc;
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void CameraProperty::setToModel(const osg::Node* node)
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{
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osg::BoundingSphere bs = node->getBound();
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double dist = osg::DisplaySettings::instance()->getScreenDistance();
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OSG_NOTICE<<"Node name "<<node->getName()<<std::endl;
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#if 1
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if (node->getName().find("Presentation")==std::string::npos)
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{
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double screenWidth = osg::DisplaySettings::instance()->getScreenWidth();
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double screenHeight = osg::DisplaySettings::instance()->getScreenHeight();
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double screenDistance = osg::DisplaySettings::instance()->getScreenDistance();
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double vfov = atan2(screenHeight/2.0,screenDistance)*2.0;
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double hfov = atan2(screenWidth/2.0,screenDistance)*2.0;
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double viewAngle = vfov<hfov ? vfov : hfov;
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dist = bs.radius() / sin(viewAngle*0.5);
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}
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#endif
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_center = bs.center();
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_eye = _center - osg::Vec3d(0.0, dist, 0.0);
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_up = osg::Vec3d(0.0, 0.0, 1.0);
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_rotationCenter = _center;
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_rotationAxis = osg::Vec3d(0.0, 0.0, 1.0);
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_rotationSpeed = 0.0;
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}
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void CameraProperty::update(osgViewer::View* view)
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{
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osg::Camera* camera = view->getCamera();
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osg::FrameStamp* fs = view->getFrameStamp();
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osg::Matrixd matrix;
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matrix.makeLookAt(_eye, _center, _up);
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if (_rotationSpeed!=0.0)
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{
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matrix.preMult(osg::Matrixd::translate(-_rotationCenter) *
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osg::Matrix::rotate(osg::DegreesToRadians(_rotationSpeed*fs->getSimulationTime()), _rotationAxis) *
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osg::Matrixd::translate(_rotationCenter));
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}
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camera->setViewMatrix( matrix );
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// set the fusion distance up so that the left and right eye images are co-incedent on the image plane at the center of ration.
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view->setFusionDistance(osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE,(_center-_eye).length());
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// view->setFusionDistance(osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE, 1.0);
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}
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// Serialization support
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//
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REGISTER_OBJECT_WRAPPER( gsc_CameraProperty,
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new gsc::CameraProperty,
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gsc::CameraProperty,
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"osg::Object gsc::CameraProperty" )
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{
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ADD_VEC3D_SERIALIZER( Center, osg::Vec3d(0.0,0.0,0.0) );
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ADD_VEC3D_SERIALIZER( EyePoint, osg::Vec3d(0.0,-1.0,0.0) );
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ADD_VEC3D_SERIALIZER( UpVector, osg::Vec3d(0.0,0.0,1.0) );
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ADD_VEC3D_SERIALIZER( RotationCenter, osg::Vec3d(0.0,0.0,0.0) );
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ADD_VEC3D_SERIALIZER( RotationAxis, osg::Vec3d(0.0,0.0,1.0) );
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ADD_DOUBLE_SERIALIZER( RotationSpeed, 0.0 );
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}
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