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