192 lines
6.0 KiB
C++
192 lines
6.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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/AutoTransform>
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#include <osg/CullStack>
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using namespace osg;
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AutoTransform::AutoTransform():
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_autoUpdateEyeMovementTolerance(0.0f),
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_autoRotateMode(NO_ROTATION),
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_autoScaleToScreen(false),
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_scale(1.0f,1.0f,1.0f),
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_firstTimeToInitEyePoint(true),
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_matrixDirty(true)
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{
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// setNumChildrenRequiringUpdateTraversal(1);
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}
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AutoTransform::AutoTransform(const AutoTransform& pat,const CopyOp& copyop):
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Transform(pat,copyop),
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_position(pat._position),
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_pivotPoint(pat._pivotPoint),
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_autoUpdateEyeMovementTolerance(pat._autoUpdateEyeMovementTolerance),
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_autoRotateMode(pat._autoRotateMode),
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_autoScaleToScreen(pat._autoScaleToScreen),
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_rotation(pat._rotation),
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_scale(pat._scale),
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_firstTimeToInitEyePoint(true),
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_matrixDirty(true)
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{
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// setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
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}
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bool AutoTransform::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_matrixDirty) computeMatrix();
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if (_referenceFrame==RELATIVE_RF)
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{
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matrix.preMult(_cachedMatrix);
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}
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else // absolute
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{
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matrix = _cachedMatrix;
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}
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return true;
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}
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bool AutoTransform::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(_rotation.inverse())*
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osg::Matrix::scale(1.0f/_scale.x(),1.0f/_scale.y(),1.0f/_scale.z())*
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osg::Matrix::translate(_pivotPoint));
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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(_rotation.inverse())*
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osg::Matrix::scale(1.0f/_scale.x(),1.0f/_scale.y(),1.0f/_scale.z())*
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osg::Matrix::translate(_pivotPoint);
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}
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return true;
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}
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void AutoTransform::computeMatrix() const
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{
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if (!_matrixDirty) return;
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_cachedMatrix.set(osg::Matrix::translate(-_pivotPoint)*
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osg::Matrix::scale(_scale)*
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osg::Matrix::rotate(_rotation)*
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osg::Matrix::translate(_position));
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_matrixDirty = false;
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}
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void AutoTransform::accept(NodeVisitor& nv)
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{
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// if app traversal update the frame count.
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if (nv.getVisitorType()==NodeVisitor::UPDATE_VISITOR)
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{
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}
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else
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if (nv.getVisitorType()==NodeVisitor::CULL_VISITOR)
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{
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CullStack* cs = dynamic_cast<CullStack*>(&nv);
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if (cs)
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{
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int width = _previousWidth;
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int height = _previousHeight;
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osg::Viewport* viewport = cs->getViewport();
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if (viewport)
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{
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width = viewport->width();
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height = viewport->height();
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}
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osg::Vec3 eyePoint = cs->getEyeLocal();
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osg::Vec3 localUp = cs->getUpLocal();
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osg::Vec3 position = getPosition();
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const osg::Matrix& projection = cs->getProjectionMatrix();
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bool doUpdate = _firstTimeToInitEyePoint;
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if (!_firstTimeToInitEyePoint)
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{
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osg::Vec3 dv = _previousEyePoint-eyePoint;
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if (dv.length2()>getAutoUpdateEyeMovementTolerance()*(eyePoint-getPosition()).length2())
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{
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doUpdate = true;
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}
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osg::Vec3 dupv = _previousLocalUp-localUp;
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// rotating the camera only affects ROTATE_TO_*
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if (_autoRotateMode &&
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dupv.length2()>getAutoUpdateEyeMovementTolerance())
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{
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doUpdate = true;
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}
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else if (width!=_previousWidth || height!=_previousHeight)
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{
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doUpdate = true;
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}
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else if (projection != _previousProjection)
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{
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doUpdate = true;
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}
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else if (position != _previousPosition)
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{
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doUpdate = true;
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}
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}
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_firstTimeToInitEyePoint = false;
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if (doUpdate)
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{
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if (getAutoScaleToScreen())
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{
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float size = 1.0f/cs->pixelSize(getPosition(),1.0f);
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setScale(size);
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}
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if (_autoRotateMode==ROTATE_TO_SCREEN)
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{
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osg::Quat rotation;
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cs->getModelViewMatrix().get(rotation);
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setRotation(rotation.inverse());
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}
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else if (_autoRotateMode==ROTATE_TO_CAMERA)
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{
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osg::Vec3 PosToEye = _position - eyePoint;
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osg::Matrix lookto = osg::Matrix::lookAt(
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osg::Vec3(0,0,0), PosToEye, localUp);
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Quat q;
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q.set(osg::Matrix::inverse(lookto));
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setRotation(q);
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}
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_previousEyePoint = eyePoint;
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_previousLocalUp = localUp;
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_previousWidth = width;
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_previousHeight = height;
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_previousProjection = projection;
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_previousPosition = position;
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_matrixDirty = true;
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}
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}
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}
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// now do the proper accept
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Transform::accept(nv);
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}
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