108 lines
2.9 KiB
C++
108 lines
2.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 <osgShadow/ShadowTechnique>
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#include <osgShadow/ShadowedScene>
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#include <osg/Notify>
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#include <osg/io_utils>
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using namespace osgShadow;
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ShadowTechnique::CameraCullCallback::CameraCullCallback(ShadowTechnique* st):
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_shadowTechnique(st)
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{
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}
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void ShadowTechnique::CameraCullCallback::operator()(osg::Node*, osg::NodeVisitor* nv)
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{
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if (_shadowTechnique->getShadowedScene())
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{
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_shadowTechnique->getShadowedScene()->osg::Group::traverse(*nv);
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}
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}
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ShadowTechnique::ShadowTechnique():
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_shadowedScene(0),
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_dirty(true)
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{
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}
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ShadowTechnique::ShadowTechnique(const ShadowTechnique& copy, const osg::CopyOp& copyop):
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osg::Object(copy,copyop),
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_shadowedScene(0),
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_dirty(true)
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{
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}
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ShadowTechnique::~ShadowTechnique()
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{
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}
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void ShadowTechnique::init()
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{
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OSG_NOTICE<<className()<<"::init() not implemented yet"<<std::endl;
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_dirty = false;
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}
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void ShadowTechnique::update(osg::NodeVisitor& nv)
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{
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OSG_NOTICE<<className()<<"::update(osg::NodeVisitor&) not implemented yet."<<std::endl;
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_shadowedScene->osg::Group::traverse(nv);
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}
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void ShadowTechnique::cull(osgUtil::CullVisitor& cv)
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{
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OSG_NOTICE<<className()<<"::cull(osgUtl::CullVisitor&) not implemented yet."<<std::endl;
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_shadowedScene->osg::Group::traverse(cv);
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}
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void ShadowTechnique::cleanSceneGraph()
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{
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OSG_NOTICE<<className()<<"::cleanSceneGraph()) not implemented yet."<<std::endl;
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}
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void ShadowTechnique::traverse(osg::NodeVisitor& nv)
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{
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if (!_shadowedScene) return;
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if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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if (_dirty) init();
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update(nv);
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}
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else if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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{
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osgUtil::CullVisitor* cv = nv.asCullVisitor();
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if (cv) cull(*cv);
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else _shadowedScene->osg::Group::traverse(nv);
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}
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else
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{
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_shadowedScene->osg::Group::traverse(nv);
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}
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}
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osg::Vec3 ShadowTechnique::computeOrthogonalVector(const osg::Vec3& direction) const
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{
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float length = direction.length();
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osg::Vec3 orthogonalVector = direction ^ osg::Vec3(0.0f, 1.0f, 0.0f);
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if (orthogonalVector.normalize()<length*0.5f)
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{
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orthogonalVector = direction ^ osg::Vec3(0.0f, 0.0f, 1.0f);
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orthogonalVector.normalize();
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}
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return orthogonalVector;
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}
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