Added s/getContinousUpdate(bool) method to OverlayNode.

This commit is contained in:
Robert Osfield
2005-09-06 19:54:29 +00:00
parent 5283c11f8a
commit 4e6a8cfcd5
3 changed files with 103 additions and 73 deletions

View File

@@ -309,7 +309,10 @@ int main(int argc, char **argv)
osg::ref_ptr<osgSim::OverlayNode> overlayNode;
if (insertOverlayNode)
{
overlayNode = new osgSim::OverlayNode;
// insert the OverlayNode between the coordinate system node and its children.
for(unsigned int i=0; i<csn->getNumChildren(); ++i)
{
overlayNode->addChild( csn->getChild(i) );
@@ -317,6 +320,10 @@ int main(int argc, char **argv)
csn->removeChild(0, csn->getNumChildren());
csn->addChild(overlayNode.get());
// tell the overlay node to continously update its overlay texture
// as we know we'll be tracking a moving target.
overlayNode->setContinousUpdate(true);
}

View File

@@ -44,9 +44,15 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
/** Get the const overlay subgraph which will be render to texture.*/
const osg::Node* getOverlaySubgraph() const { return _overlaySubgraph.get(); }
/** Inform the OveralNode that the overlay texture needs to be updated.*/
/** Inform the OverlayNode that the overlay texture needs to be updated.*/
void dirtyOverlayTexture();
/** Set whether the OverlayNode should update the overlay texture on every frame.*/
void setContinousUpdate(bool update) { _continousUpdate = update; }
/** Get whether the OverlayNode should update the overlay texture on every frame.*/
bool getContinousUpdate() const { return _continousUpdate; }
/** Set the texture unit that the texture should be assigned to.*/
void setOverlayTextureUnit(unsigned int unit);
@@ -85,6 +91,8 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
unsigned int _textureSizeHint;
osg::ref_ptr<osg::Texture2D> _texture;
bool _continousUpdate;
osg::BoundingSphere _overlaySubgraphBound;
};
}

View File

@@ -21,7 +21,8 @@ using namespace osgSim;
OverlayNode::OverlayNode():
_textureUnit(1),
_textureSizeHint(1024)
_textureSizeHint(1024),
_continousUpdate(false)
{
init();
}
@@ -30,7 +31,8 @@ OverlayNode::OverlayNode(const OverlayNode& copy, const osg::CopyOp& copyop):
Group(copy,copyop),
_overlaySubgraph(copy._overlaySubgraph),
_textureUnit(copy._textureUnit),
_textureSizeHint(copy._textureSizeHint)
_textureSizeHint(copy._textureSizeHint),
_continousUpdate(copy._continousUpdate)
{
init();
}
@@ -102,7 +104,7 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
unsigned int contextID = cv->getState()!=0 ? cv->getState()->getContextID() : 0;
// if we need to redraw then do cull traversal on camera.
if (!_textureObjectValidList[contextID])
if (!_textureObjectValidList[contextID] || _continousUpdate)
{
// now compute the camera's view and projection matrix to point at the shadower (the camera's children)
@@ -112,83 +114,96 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
bs.expandBy(_camera->getChild(i)->getBound());
}
if (!bs.valid())
if (bs.valid())
{
osg::notify(osg::WARN) << "OverlayNode::traverse() - bb invalid"<<_camera.get()<<std::endl;
return;
// update the bounding volume for later testing
// whether the overlay can be seen or not.
_overlaySubgraphBound = bs;
// see if we are within a coordinate system node.
osg::CoordinateSystemNode* csn = 0;
osg::NodePath& nodePath = nv.getNodePath();
for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
itr != nodePath.rend() && csn==0;
++itr)
{
csn = dynamic_cast<osg::CoordinateSystemNode*>(*itr);
}
_camera->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
if (csn)
{
osg::Vec3d eyePoint(0.0,0.0,0.0); // center of the planet
double centerDistance = (eyePoint-osg::Vec3d(bs.center())).length();
double znear = centerDistance-bs.radius();
double zfar = centerDistance+bs.radius();
double zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
double top = (bs.radius()/centerDistance)*znear;
double right = top;
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint, bs.center(), osg::Vec3(0.0f,1.0f,0.0f));
}
else
{
osg::Vec3d upDirection(0.0,1.0,0.0);
osg::Vec3d viewDirection(0.0,0.0,1.0);
double viewDistance = 2.0*bs.radius();
osg::Vec3d center = bs.center();
osg::Vec3d eyePoint = center+viewDirection*viewDistance;
double znear = viewDistance-bs.radius();
double zfar = viewDistance+bs.radius();
float top = bs.radius();
float right = top;
_camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint,center,upDirection);
}
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVPT = _camera->getViewMatrix() *
_camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5);
_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
_camera->accept(*cv);
_textureObjectValidList[contextID] = 1;
}
// see if we are within a coordinate system node.
osg::CoordinateSystemNode* csn = 0;
osg::NodePath& nodePath = nv.getNodePath();
for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
itr != nodePath.rend() && csn==0;
++itr)
{
csn = dynamic_cast<osg::CoordinateSystemNode*>(*itr);
}
_camera->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
if (csn)
{
osg::Vec3d eyePoint(0.0,0.0,0.0); // center of the planet
double centerDistance = (eyePoint-osg::Vec3d(bs.center())).length();
double znear = centerDistance-bs.radius();
double zfar = centerDistance+bs.radius();
double zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
double top = (bs.radius()/centerDistance)*znear;
double right = top;
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint, bs.center(), osg::Vec3(0.0f,1.0f,0.0f));
}
else
{
osg::Vec3d upDirection(0.0,1.0,0.0);
osg::Vec3d viewDirection(0.0,0.0,1.0);
double viewDistance = 2.0*bs.radius();
osg::Vec3d center = bs.center();
osg::Vec3d eyePoint = center+viewDirection*viewDistance;
double znear = viewDistance-bs.radius();
double zfar = viewDistance+bs.radius();
float top = bs.radius();
float right = top;
_camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint,center,upDirection);
}
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVPT = _camera->getViewMatrix() *
_camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5);
_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
_camera->accept(*cv);
_textureObjectValidList[contextID] = 1;
}
// now set up the drawing of the main scene.
#if 0
// Disable for time being as _overlaySubgraphBound isn't accurate for
// detecting whether the overaly texture will sit over affect the rendering
// of the children of the OverlayNode. Frustrum intersection may prove more
// fruitful.
// note needs to use bound when captured not current bound.
if (!_overlaySubgraphBound.valid() || cv->isCulled(_overlaySubgraphBound))
{
Group::traverse(nv);
}
else
#endif
{
_texgenNode->accept(*cv);
// push the stateset.
cv->pushStateSet(_mainSubgraphStateSet.get());