Moved osg::Impostor to osgSim::Impostor, as Impostor isn't a core feature.

This commit is contained in:
Robert Osfield
2005-05-01 19:48:49 +00:00
parent 7de1265059
commit 03232ec667
41 changed files with 702 additions and 845 deletions

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@@ -3,19 +3,22 @@ include $(TOPDIR)/Make/makedefs
CXXFILES = \
BlinkSequence.cpp\
ColorRange.cpp\
DOFTransform.cpp\
LightPoint.cpp\
LightPointDrawable.cpp\
LightPointNode.cpp\
ScalarBar.cpp\
ScalarsToColors.cpp\
Sector.cpp\
SphereSegment.cpp\
MultiSwitch.cpp\
Version.cpp\
VisibilityGroup.cpp\
BlinkSequence.cpp\
ColorRange.cpp\
DOFTransform.cpp\
LightPoint.cpp\
LightPointDrawable.cpp\
LightPointNode.cpp\
Impostor.cpp\
ImpostorSprite.cpp\
InsertImpostorsVisitor.cpp\
ScalarBar.cpp\
ScalarsToColors.cpp\
Sector.cpp\
SphereSegment.cpp\
MultiSwitch.cpp\
Version.cpp\
VisibilityGroup.cpp\
DEF += -DOSGSIM_LIBRARY

536
src/osgSim/Impostor.cpp Normal file
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@@ -0,0 +1,536 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgSim/Impostor>
#include <algorithm>
using namespace osgSim;
Impostor::Impostor()
{
_impostorThreshold = -1.0f;
}
ImpostorSprite* Impostor::findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const
{
ImpostorSpriteList& impostorSpriteList = _impostorSpriteListBuffer[contextID];
float min_distance2 = FLT_MAX;
ImpostorSprite* impostorSprite = NULL;
for(ImpostorSpriteList::iterator itr=impostorSpriteList.begin();
itr!=impostorSpriteList.end();
++itr)
{
float distance2 = (currLocalEyePoint-(*itr)->getStoredLocalEyePoint()).length2();
if (distance2<min_distance2)
{
min_distance2 = distance2;
impostorSprite = itr->get();
}
}
return impostorSprite;
}
void Impostor::addImpostorSprite(unsigned int contextID, ImpostorSprite* is)
{
if (is && is->getParent()!=this)
{
ImpostorSpriteList& impostorSpriteList = _impostorSpriteListBuffer[contextID];
// add it to my impostor list first, so it remains referenced
// when its reference in the previous_owner is removed.
impostorSpriteList.push_back(is);
if (is->getParent())
{
Impostor* previous_owner = is->getParent();
ImpostorSpriteList& isl = previous_owner->_impostorSpriteListBuffer[contextID];
// find and erase reference to is.
for(ImpostorSpriteList::iterator itr=isl.begin();
itr!=isl.end();
++itr)
{
if ((*itr)==is)
{
isl.erase(itr);
break;
}
}
}
is->setParent(this);
}
}
bool Impostor::computeBound() const
{
return LOD::computeBound();
}
void Impostor::traverse(osg::NodeVisitor& nv)
{
LOD::traverse(nv);
}
#if 0
// From CullVisitor header
/** Create an impostor sprite by setting up a pre-rendering stage
* to generate the impostor texture. */
osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
osg::ref_ptr<osg::ImpostorSpriteManager> _impostorSpriteManager;
// From CullVisitor constructor
_impostorSpriteManager = new ImpostorSpriteManager;
// From CullVisitor reset
if (_impostorSpriteManager.valid()) _impostorSpriteManager->reset();
// Form CullVisitor.cpp
void CullVisitor::apply(Impostor& node)
{
if (isCulled(node)) return;
osg::Vec3 eyeLocal = getEyeLocal();
// push the culling mode.
pushCurrentMask();
// push the node's state.
StateSet* node_state = node.getStateSet();
if (node_state) pushStateSet(node_state);
const BoundingSphere& bs = node.getBound();
unsigned int contextID = 0;
if (_state.valid()) contextID = _state->getContextID();
float distance2 = (eyeLocal-bs.center()).length2();
if (!_impostorActive ||
distance2*_LODScale*_LODScale<osg::square(node.getImpostorThreshold()) ||
distance2<bs.radius2()*2.0f)
{
// outwith the impostor distance threshold therefore simple
// traverse the appropriate child of the LOD.
handle_cull_callbacks_and_traverse(node);
}
else if (_viewportStack.empty())
{
// need to use impostor but no valid viewport is defined to simply
// default to using the LOD child as above.
handle_cull_callbacks_and_traverse(node);
}
else
{
// within the impostor distance threshold therefore attempt
// to use impostor instead.
RefMatrix& matrix = getModelViewMatrix();
// search for the best fit ImpostorSprite;
ImpostorSprite* impostorSprite = node.findBestImpostorSprite(contextID,eyeLocal);
if (impostorSprite)
{
// impostor found, now check to see if it is good enough to use
float error = impostorSprite->calcPixelError(getMVPW());
if (error>_impostorPixelErrorThreshold)
{
// chosen impostor sprite pixel error is too great to use
// from this eye point, therefore invalidate it.
impostorSprite=NULL;
}
}
// need to think about sprite reuse and support for multiple context's.
if (impostorSprite==NULL)
{
// no appropriate sprite has been found therefore need to create
// one for use.
// create the impostor sprite.
impostorSprite = createImpostorSprite(node);
//if (impostorSprite) impostorSprite->_color.set(0.0f,0.0f,1.0f,1.0f);
}
//else impostorSprite->_color.set(1.0f,1.0f,1.0f,1.0f);
if (impostorSprite)
{
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(getTraversalNumber());
if (_computeNearFar) updateCalculatedNearFar(matrix,*impostorSprite, false);
StateSet* stateset = impostorSprite->getStateSet();
if (stateset) pushStateSet(stateset);
addDrawableAndDepth(impostorSprite,&matrix,distance(node.getCenter(),matrix));
if (stateset) popStateSet();
}
else
{
// no impostor has been selected or created so default to
// traversing the usual LOD selected child.
handle_cull_callbacks_and_traverse(node);
}
}
// pop the node's state off the render graph stack.
if (node_state) popStateSet();
// pop the culling mode.
popCurrentMask();
}
ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
{
unsigned int contextID = 0;
if (_state.valid()) contextID = _state->getContextID();
// default to true right now, will dertermine if perspective from the
// projection matrix...
bool isPerspectiveProjection = true;
const Matrix& matrix = getModelViewMatrix();
const BoundingSphere& bs = node.getBound();
osg::Vec3 eye_local = getEyeLocal();
if (!bs.valid())
{
osg::notify(osg::WARN) << "bb invalid"<<&node<<std::endl;
return NULL;
}
Vec3 eye_world(0.0,0.0,0.0);
Vec3 center_world = bs.center()*matrix;
// no appropriate sprite has been found therefore need to create
// one for use.
// create the render to texture stage.
ref_ptr<RenderToTextureStage> rtts = new RenderToTextureStage;
// set up lighting.
// currently ignore lights in the scene graph itself..
// will do later.
RenderStage* previous_stage = _currentRenderBin->getStage();
// set up the background color and clear mask.
osg::Vec4 clear_color = previous_stage->getClearColor();
clear_color[3] = 0.0f; // set the alpha to zero.
rtts->setClearColor(clear_color);
rtts->setClearMask(previous_stage->getClearMask());
// set up to charge the same RenderStageLighting is the parent previous stage.
rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
// record the render bin, to be restored after creation
// of the render to text
RenderBin* previousRenderBin = _currentRenderBin;
// set the current renderbin to be the newly created stage.
_currentRenderBin = rtts.get();
// create quad coords (in local coords)
Vec3 center_local = bs.center();
Vec3 camera_up_local = getUpLocal();
Vec3 lv_local = center_local-eye_local;
float distance_local = lv_local.length();
lv_local /= distance_local;
Vec3 sv_local = lv_local^camera_up_local;
sv_local.normalize();
Vec3 up_local = sv_local^lv_local;
float width = bs.radius();
if (isPerspectiveProjection)
{
// expand the width to account for projection onto sprite.
width *= (distance_local/sqrtf(distance_local*distance_local-bs.radius2()));
}
// scale up and side vectors to sprite width.
up_local *= width;
sv_local *= width;
// create the corners of the sprite.
Vec3 c00(center_local - sv_local - up_local);
Vec3 c10(center_local + sv_local - up_local);
Vec3 c01(center_local - sv_local + up_local);
Vec3 c11(center_local + sv_local + up_local);
// adjust camera left,right,up,down to fit (in world coords)
Vec3 near_local ( center_local-lv_local*width );
Vec3 far_local ( center_local+lv_local*width );
Vec3 top_local ( center_local+up_local);
Vec3 right_local ( center_local+sv_local);
Vec3 near_world = near_local * matrix;
Vec3 far_world = far_local * matrix;
Vec3 top_world = top_local * matrix;
Vec3 right_world = right_local * matrix;
float znear = (near_world-eye_world).length();
float zfar = (far_world-eye_world).length();
float top = (top_world-center_world).length();
float right = (right_world-center_world).length();
znear *= 0.9f;
zfar *= 1.1f;
// set up projection.
osg::RefMatrix* projection = new osg::RefMatrix;
if (isPerspectiveProjection)
{
// deal with projection issue move the top and right points
// onto the near plane.
float ratio = znear/(center_world-eye_world).length();
top *= ratio;
right *= ratio;
projection->makeFrustum(-right,right,-top,top,znear,zfar);
}
else
{
projection->makeOrtho(-right,right,-top,top,znear,zfar);
}
pushProjectionMatrix(projection);
Vec3 rotate_from = bs.center()-eye_local;
Vec3 rotate_to = getLookVectorLocal();
osg::RefMatrix* rotate_matrix = new osg::RefMatrix(
osg::Matrix::translate(-eye_local)*
osg::Matrix::rotate(rotate_from,rotate_to)*
osg::Matrix::translate(eye_local)*
getModelViewMatrix());
// pushing the cull view state will update it so it takes
// into account the new camera orientation.
pushModelViewMatrix(rotate_matrix);
StateSet* localPreRenderState = _impostorSpriteManager->createOrReuseStateSet();
pushStateSet(localPreRenderState);
{
// traversing the usual LOD selected child.
handle_cull_callbacks_and_traverse(node);
}
popStateSet();
// restore the previous model view matrix.
popModelViewMatrix();
// restore the previous model view matrix.
popProjectionMatrix();
// restore the previous renderbin.
_currentRenderBin = previousRenderBin;
if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
{
// getting to this point means that all the subgraph has been
// culled by small feature culling or is beyond LOD ranges.
return NULL;
}
const osg::Viewport& viewport = *getViewport();
// calc texture size for eye, bs.
// convert the corners of the sprite (in world coords) into their
// equivilant window coordinates by using the camera's project method.
const osg::Matrix& MVPW = getMVPW();
Vec3 c00_win = c00 * MVPW;
Vec3 c11_win = c11 * MVPW;
// adjust texture size to be nearest power of 2.
float s = c11_win.x()-c00_win.x();
float t = c11_win.y()-c00_win.y();
// may need to reverse sign of width or height if a matrix has
// been applied which flips the orientation of this subgraph.
if (s<0.0f) s = -s;
if (t<0.0f) t = -t;
// bias value used to assist the rounding up or down of
// the texture dimensions to the nearest power of two.
// bias near 0.0 will almost always round down.
// bias near 1.0 will almost always round up.
float bias = 0.7f;
float sp2 = logf((float)s)/logf(2.0f);
float rounded_sp2 = floorf(sp2+bias);
int new_s = (int)(powf(2.0f,rounded_sp2));
float tp2 = logf((float)t)/logf(2.0f);
float rounded_tp2 = floorf(tp2+bias);
int new_t = (int)(powf(2.0f,rounded_tp2));
// if dimension is bigger than window divide it down.
while (new_s>viewport.width()) new_s /= 2;
// if dimension is bigger than window divide it down.
while (new_t>viewport.height()) new_t /= 2;
// offset the impostor viewport from the center of the main window
// viewport as often the edges of the viewport might be obscured by
// other windows, which can cause image/reading writing problems.
int center_x = viewport.x()+viewport.width()/2;
int center_y = viewport.y()+viewport.height()/2;
Viewport* new_viewport = new Viewport;
new_viewport->setViewport(center_x-new_s/2,center_y-new_t/2,new_s,new_t);
rtts->setViewport(new_viewport);
localPreRenderState->setAttribute(new_viewport);
// create the impostor sprite.
ImpostorSprite* impostorSprite =
_impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,getTraversalNumber()-_numFramesToKeepImpostorSprites);
if (impostorSprite==NULL)
{
osg::notify(osg::WARN)<<"Warning: unable to create required impostor sprite."<<std::endl;
return NULL;
}
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(getTraversalNumber());
// have successfully created an impostor sprite so now need to
// add it into the impostor.
node.addImpostorSprite(contextID,impostorSprite);
if (_depthSortImpostorSprites)
{
// the depth sort bin should probably be user definable,
// will look into this later. RO July 2001.
StateSet* stateset = impostorSprite->getStateSet();
stateset->setRenderBinDetails(10,"DepthSortedBin");
}
Texture2D* texture = impostorSprite->getTexture();
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(getTraversalNumber());
Vec3* coords = impostorSprite->getCoords();
Vec2* texcoords = impostorSprite->getTexCoords();
coords[0] = c01;
texcoords[0].set(0.0f,1.0f);
coords[1] = c00;
texcoords[1].set(0.0f,0.0f);
coords[2] = c10;
texcoords[2].set(1.0f,0.0f);
coords[3] = c11;
texcoords[3].set(1.0f,1.0f);
impostorSprite->dirtyBound();
Vec3* controlcoords = impostorSprite->getControlCoords();
if (isPerspectiveProjection)
{
// deal with projection issue by moving the coorners of the quad
// towards the eye point.
float ratio = width/(center_local-eye_local).length();
float one_minus_ratio = 1.0f-ratio;
Vec3 eye_local_ratio = eye_local*ratio;
controlcoords[0] = coords[0]*one_minus_ratio + eye_local_ratio;
controlcoords[1] = coords[1]*one_minus_ratio + eye_local_ratio;
controlcoords[2] = coords[2]*one_minus_ratio + eye_local_ratio;
controlcoords[3] = coords[3]*one_minus_ratio + eye_local_ratio;
}
else
{
// project the control points forward towards the eyepoint,
// but since this an othographics projection this projection is
// parallel.
Vec3 dv = lv_local*width;
controlcoords[0] = coords[0]-dv;
controlcoords[1] = coords[1]-dv;
controlcoords[2] = coords[2]-dv;
controlcoords[3] = coords[3]-dv;
}
impostorSprite->setStoredLocalEyePoint(eye_local);
// and the render to texture stage to the current stages
// dependancy list.
_currentRenderBin->getStage()->addToDependencyList(rtts.get());
// attach texture to the RenderToTextureStage.
rtts->setTexture(texture);
// must sort the RenderToTextureStage so that all leaves are
// accounted correctly in all renderbins i.e depth sorted bins.
rtts->sort();
return impostorSprite;
}
#endif

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@@ -0,0 +1,320 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#if defined(_MSC_VER)
#pragma warning( disable : 4786 )
#endif
#include <stdio.h>
#include <math.h>
#include <float.h>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/AlphaFunc>
#include <osg/Notify>
#include <osgSim/ImpostorSprite>
using namespace osgSim;
ImpostorSprite::ImpostorSprite()
{
// don't use display list since we will be updating the geometry.
_useDisplayList = false;
_parent = NULL;
_ism = NULL;
_previous = NULL;
_next = NULL;
_texture = NULL;
_s = 0;
_t = 0;
_color.set(1.0f, 1.0f, 1.0f, 1.0f );
}
ImpostorSprite::~ImpostorSprite()
{
if (_ism)
{
_ism->remove(this);
}
}
float ImpostorSprite::calcPixelError(const osg::Matrix& MVPW) const
{
// find the maximum screen space pixel error between the control coords and the quad coners.
float max_error_sqrd = 0.0f;
for(int i=0;i<4;++i)
{
osg::Vec3 projected_coord = _coords[i]*MVPW;
osg::Vec3 projected_control = _controlcoords[i]*MVPW;
float dx = (projected_coord.x()-projected_control.x());
float dy = (projected_coord.y()-projected_control.y());
float error_sqrd = dx*dx+dy*dy;
if (error_sqrd > max_error_sqrd) max_error_sqrd = error_sqrd;
}
return sqrtf(max_error_sqrd);
}
void ImpostorSprite::drawImplementation(osg::State&) const
{
// when the tex env is set to REPLACE, and the
// texture is set up correctly the color has no effect.
glColor4fv( _color.ptr() );
glBegin( GL_QUADS );
glTexCoord2fv( (GLfloat *)&_texcoords[0] );
glVertex3fv( (GLfloat *)&_coords[0] );
glTexCoord2fv( (GLfloat *)&_texcoords[1] );
glVertex3fv( (GLfloat *)&_coords[1] );
glTexCoord2fv( (GLfloat *)&_texcoords[2] );
glVertex3fv( (GLfloat *)&_coords[2] );
glTexCoord2fv( (GLfloat *)&_texcoords[3] );
glVertex3fv( (GLfloat *)&_coords[3] );
glEnd();
}
bool ImpostorSprite::computeBound() const
{
_bbox.init();
_bbox.expandBy(_coords[0]);
_bbox.expandBy(_coords[1]);
_bbox.expandBy(_coords[2]);
_bbox.expandBy(_coords[3]);
_bbox_computed=true;
if (!_bbox.valid())
{
osg::notify(osg::WARN) << "******* ImpostorSprite::computeBound() problem"<<std::endl;
}
return true;
}
void ImpostorSprite::setTexture(osg::Texture2D* tex,int s,int t)
{
_texture = tex;
_s = s;
_t = t;
}
void ImpostorSprite::accept(AttributeFunctor& af)
{
af.apply(VERTICES,4,_coords);
af.apply(TEXTURE_COORDS_0,4,_texcoords);
}
void ImpostorSprite::accept(ConstAttributeFunctor& af) const
{
af.apply(VERTICES,4,_coords);
af.apply(TEXTURE_COORDS_0,4,_texcoords);
}
void ImpostorSprite::accept(osg::PrimitiveFunctor& functor) const
{
functor.setVertexArray(4,_coords);
functor.drawArrays( GL_QUADS, 0, 4);
}
///////////////////////////////////////////////////////////////////////////
// Helper class for managing the reuse of ImpostorSprite resources.
///////////////////////////////////////////////////////////////////////////
ImpostorSpriteManager::ImpostorSpriteManager():
_first(NULL),
_last(NULL)
{
_texenv = new osg::TexEnv;
_texenv->setMode(osg::TexEnv::REPLACE);
_alphafunc = new osg::AlphaFunc;
_alphafunc->setFunction( osg::AlphaFunc::GREATER, 0.000f );
_reuseStateSetIndex = 0;
}
ImpostorSpriteManager::~ImpostorSpriteManager()
{
while (_first)
{
ImpostorSprite* next = _first->_next;
_first->_ism = NULL;
_first->_previous = NULL;
_first->_next = NULL;
_first = next;
}
}
void ImpostorSpriteManager::push_back(ImpostorSprite* is)
{
if (is==NULL || is==_last) return;
// remove entry for exisiting position in linked list
// if it is already inserted.
if (is->_previous)
{
(is->_previous)->_next = is->_next;
}
if (is->_next)
{
(is->_next)->_previous = is->_previous;
}
if (_first==is) _first = is->_next;
if (empty())
{
_first = is;
_last = is;
is->_ism = this;
is->_previous = NULL;
is->_next = NULL;
}
else
{
// now add the element into the list.
ImpostorSprite* previous_last = _last;
previous_last->_next = is;
_last = is;
_last->_ism = this;
_last->_previous = previous_last;
_last->_next = NULL;
}
}
void ImpostorSpriteManager::remove(ImpostorSprite* is)
{
if (is==NULL) return;
// remove entry for exisiting position in linked list
// if it is already inserted.
if (is->_previous)
{
(is->_previous)->_next = is->_next;
}
if (is->_next)
{
(is->_next)->_previous = is->_previous;
}
if (_first==is) _first = is->_next;
if (_last==is) _last = is->_previous;
}
ImpostorSprite* ImpostorSpriteManager::createOrReuseImpostorSprite(int s,int t,int frameNumber)
{
if (!empty())
{
// search for a valid impostor to reuse.
ImpostorSprite* curr = _first;
while (curr)
{
if (curr->getLastFrameUsed()<=frameNumber &&
curr->s()==s &&
curr->t()==t)
{
push_back(curr);
return curr;
}
else
{
curr = curr->_next;
}
}
}
// creating new impostor sprite.
osg::StateSet* stateset = new osg::StateSet;
stateset->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
stateset->setAttributeAndModes( _alphafunc.get(), osg::StateAttribute::ON );
osg::Texture2D* texture = new osg::Texture2D;
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
stateset->setTextureAttribute(0,_texenv.get());
/*
TexEnv* texenv = new TexEnv;
texenv->setMode(TexEnv::REPLACE);
stateset->setAttribute(texenv);
AlphaFunc* alphafunc = new osg::AlphaFunc;
alphafunc->setFunction( osg::AlphaFunc::GREATER, 0.000f );
stateset->setAttributeAndModes( alphafunc, osg::StateAttribute::ON );
*/
// stateset->setMode( GL_ALPHA_TEST, osg::StateAttribute::OFF );
ImpostorSprite* is = new ImpostorSprite;
is->setStateSet(stateset);
is->setTexture(texture,s,t);
push_back(is);
return is;
}
osg::StateSet* ImpostorSpriteManager::createOrReuseStateSet()
{
if (_reuseStateSetIndex<_stateSetList.size())
{
return _stateSetList[_reuseStateSetIndex++].get();
}
_stateSetList.push_back(new osg::StateSet);
_reuseStateSetIndex=_stateSetList.size();
return _stateSetList.back().get();
}
void ImpostorSpriteManager::reset()
{
_reuseStateSetIndex = 0;
}

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@@ -0,0 +1,177 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#if defined(_MSC_VER)
#pragma warning( disable : 4786 )
#endif
#include <osgSim/InsertImpostorsVisitor>
#include <osgSim/Impostor>
#include <algorithm>
using namespace osg;
using namespace osgSim;
InsertImpostorsVisitor::InsertImpostorsVisitor()
{
setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN);
_impostorThresholdRatio = 30.0f;
_maximumNumNestedImpostors = 3;
_numNestedImpostors = 0;
}
void InsertImpostorsVisitor::reset()
{
_groupList.clear();
_lodList.clear();
_numNestedImpostors = 0;
}
void InsertImpostorsVisitor::apply(Node& node)
{
traverse(node);
}
void InsertImpostorsVisitor::apply(Group& node)
{
_groupList.push_back(&node);
++_numNestedImpostors;
if (_numNestedImpostors<_maximumNumNestedImpostors)
{
traverse(node);
}
--_numNestedImpostors;
}
void InsertImpostorsVisitor::apply(LOD& node)
{
if (dynamic_cast<osgSim::Impostor*>(&node)==0)
{
_lodList.push_back(&node);
}
++_numNestedImpostors;
if (_numNestedImpostors<_maximumNumNestedImpostors)
{
traverse(node);
}
--_numNestedImpostors;
}
/* insert the required impostors into the scene graph.*/
void InsertImpostorsVisitor::insertImpostors()
{
bool _insertImpostorsAboveGroups = true;
bool _replaceLODsByImpostors = true;
// handle group's
if (_insertImpostorsAboveGroups)
{
std::sort(_groupList.begin(),_groupList.end());
Group* previousGroup = NULL;
for(GroupList::iterator itr=_groupList.begin();
itr!=_groupList.end();
++itr)
{
Group* group = (*itr);
if (group!=previousGroup)
{
const BoundingSphere& bs = group->getBound();
if (bs.valid())
{
// take a copy of the original parent list
// before we change it around by adding the group
// to an impostor.
Node::ParentList parentList = group->getParents();
Impostor* impostor = new Impostor;
// standard LOD settings
impostor->addChild(group);
impostor->setRange(0,0.0f,1e7f);
// impostor specfic settings.
impostor->setImpostorThresholdToBound(_impostorThresholdRatio);
// now replace the group by the new impostor in all of the
// group's original parent list.
for(Node::ParentList::iterator pitr=parentList.begin();
pitr!=parentList.end();
++pitr)
{
(*pitr)->replaceChild(group,impostor);
}
}
}
}
}
// handle LOD's
if (_replaceLODsByImpostors)
{
std::sort(_lodList.begin(),_lodList.end());
LOD* previousLOD = NULL;
for(LODList::iterator itr=_lodList.begin();
itr!=_lodList.end();
++itr)
{
osg::LOD* lod = (*itr);
if (lod!=previousLOD)
{
const osg::BoundingSphere& bs = lod->getBound();
if (bs.valid())
{
// take a copy of the original parent list
// before we change it around by adding the lod
// to an impostor.
osg::Node::ParentList parentList = lod->getParents();
Impostor* impostor = new Impostor;
// standard LOD settings
for(unsigned int ci=0;ci<lod->getNumChildren();++ci)
{
impostor->addChild(lod->getChild(ci));
impostor->setRange(ci,lod->getMinRange(ci),lod->getMaxRange(ci));
}
impostor->setCenter(lod->getCenter());
impostor->setCenterMode(lod->getCenterMode());
// impostor specfic settings.
impostor->setImpostorThresholdToBound(_impostorThresholdRatio);
// now replace the lod by the new impostor in all of the
// lod's original parent list.
for(Node::ParentList::iterator pitr=parentList.begin();
pitr!=parentList.end();
++pitr)
{
(*pitr)->replaceChild(lod,impostor);
}
}
}
}
}
}