From Neil Salter, added osgSim::SphereSegment and osgSim::ScalarBar, and
osgspheresegment and osgscalarbar, and osgsimulation examples.
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38
src/osgSim/ColorRange.cpp
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38
src/osgSim/ColorRange.cpp
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#include <osgSim/ColorRange>
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using namespace osgSim;
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ColorRange::ColorRange(float min, float max, const std::vector<osg::Vec4>& colors): ScalarsToColors(min,max)
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{
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setColors(colors);
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};
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void ColorRange::setColors(const std::vector<osg::Vec4>& colors)
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{
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if(colors.size()>1)
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{
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_colors=colors;
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}
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else
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{
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// Default to something sensible
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_colors.push_back(osg::Vec4(1.0,0.0,0.0,1.0)); // R
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_colors.push_back(osg::Vec4(1.0,1.0,0.0,1.0)); // Y
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_colors.push_back(osg::Vec4(0.0,1.0,0.0,1.0)); // G
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_colors.push_back(osg::Vec4(0.0,1.0,1.0,1.0)); // C
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_colors.push_back(osg::Vec4(0.0,0.0,1.0,1.0)); // B
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}
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}
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osg::Vec4 ColorRange::getColor(float scalar) const
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{
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if(scalar<getMin()) return _colors.front();
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if(scalar>getMax()) return _colors.back();
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float r = ((scalar - getMin())/(getMax() - getMin())) * (_colors.size()-1);
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int lower = static_cast<int>(floor(r));
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int upper = static_cast<int>(ceil(r));
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osg::Vec4 color = _colors[lower] + ((_colors[upper] - _colors[lower]) * (r-lower));
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return color;
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}
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