c52207b637
internal RTT cameras that wish to use the main cameras view/eye point for LOD and other distance based tests.
193 lines
5.2 KiB
C++
193 lines
5.2 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 <osg/Transform>
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#include <osg/Camera>
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#include <osg/Notify>
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using namespace osg;
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class TransformVisitor : public NodeVisitor
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{
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public:
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enum CoordMode
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{
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WORLD_TO_LOCAL,
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LOCAL_TO_WORLD
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};
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CoordMode _coordMode;
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Matrix& _matrix;
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bool _ignoreCameras;
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TransformVisitor(Matrix& matrix,CoordMode coordMode, bool ignoreCameras):
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NodeVisitor(),
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_coordMode(coordMode),
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_matrix(matrix),
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_ignoreCameras(ignoreCameras)
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{}
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virtual void apply(Transform& transform)
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{
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if (_coordMode==LOCAL_TO_WORLD)
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{
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transform.computeLocalToWorldMatrix(_matrix,this);
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}
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else // worldToLocal
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{
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transform.computeWorldToLocalMatrix(_matrix,this);
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}
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}
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void accumulate(const NodePath& nodePath)
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{
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if (nodePath.empty()) return;
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unsigned int i = 0;
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if (_ignoreCameras)
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{
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// we need to found out the last absolute Camera in NodePath and
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// set the i index to after it so the final accumulation set ignores it.
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i = nodePath.size();
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NodePath::const_reverse_iterator ritr;
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for(ritr = nodePath.rbegin();
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ritr != nodePath.rend();
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++ritr, --i)
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{
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const osg::Camera* camera = dynamic_cast<const osg::Camera*>(*ritr);
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if (camera &&
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(camera->getReferenceFrame()!=osg::Transform::RELATIVE_RF || camera->getParents().empty()))
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{
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break;
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}
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}
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}
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// do the accumulation of the active part of nodepath.
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for(;
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i<nodePath.size();
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++i)
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{
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const_cast<Node*>(nodePath[i])->accept(*this);
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}
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}
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};
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Matrix osg::computeLocalToWorld(const NodePath& nodePath, bool ignoreCameras)
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{
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Matrix matrix;
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TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameras);
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tv.accumulate(nodePath);
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return matrix;
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}
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Matrix osg::computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras)
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{
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osg::Matrix matrix;
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TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameras);
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tv.accumulate(nodePath);
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return matrix;
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}
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Matrix osg::computeLocalToEye(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameras)
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{
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Matrix matrix(modelview);
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TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameras);
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tv.accumulate(nodePath);
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return matrix;
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}
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Matrix osg::computeEyeToLocal(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameras)
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{
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Matrix matrix;
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matrix.invert(modelview);
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TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameras);
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tv.accumulate(nodePath);
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return matrix;
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}
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Transform::Transform()
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{
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_referenceFrame = RELATIVE_RF;
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}
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Transform::Transform(const Transform& transform,const CopyOp& copyop):
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Group(transform,copyop),
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_referenceFrame(transform._referenceFrame)
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{
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}
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Transform::~Transform()
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{
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}
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void Transform::setReferenceFrame(ReferenceFrame rf)
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{
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if (_referenceFrame == rf) return;
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_referenceFrame = rf;
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// switch off culling if transform is absolute.
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setCullingActive(_referenceFrame==RELATIVE_RF);
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}
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BoundingSphere Transform::computeBound() const
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{
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BoundingSphere bsphere = Group::computeBound();
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if (!bsphere.valid()) return bsphere;
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// note, NULL pointer for NodeVisitor, so compute's need
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// to handle this case gracefully, normally this should not be a problem.
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Matrix l2w;
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computeLocalToWorldMatrix(l2w,NULL);
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Vec3 xdash = bsphere._center;
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xdash.x() += bsphere._radius;
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xdash = xdash*l2w;
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Vec3 ydash = bsphere._center;
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ydash.y() += bsphere._radius;
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ydash = ydash*l2w;
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Vec3 zdash = bsphere._center;
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zdash.z() += bsphere._radius;
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zdash = zdash*l2w;
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bsphere._center = bsphere._center*l2w;
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xdash -= bsphere._center;
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float len_xdash = xdash.length();
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ydash -= bsphere._center;
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float len_ydash = ydash.length();
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zdash -= bsphere._center;
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float len_zdash = zdash.length();
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bsphere._radius = len_xdash;
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if (bsphere._radius<len_ydash) bsphere._radius = len_ydash;
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if (bsphere._radius<len_zdash) bsphere._radius = len_zdash;
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return bsphere;
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}
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