From Ravi Mathur, "New functionality is the ability to automatically determine the
maximum traversal depth necessary to obtain an accurate estimate of the minimum number of required cameras. In addition, the user can specify an absolute maximum traversal depth that will not be exceeded."
This commit is contained in:
@@ -24,11 +24,11 @@ double distance(const osg::Vec3 &coord, const osg::Matrix& matrix)
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#define CURRENT_CLASS DistanceAccumulator
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CURRENT_CLASS::CURRENT_CLASS()
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN), _nearFarRatio(0.0)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN),
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_nearFarRatio(0.0005), _maxDepth(UINT_MAX)
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{
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setMatrices(osg::Matrix::identity(), osg::Matrix::identity());
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reset();
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setNearFarRatio(0.0005);
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}
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CURRENT_CLASS::~CURRENT_CLASS() {}
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@@ -44,97 +44,155 @@ void CURRENT_CLASS::pushLocalFrustum()
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_localFrusta.push_back(localFrustum);
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// Compute new bounding box corners
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osg::Vec3d lookVector(-currMatrix(0,2), -currMatrix(1,2), -currMatrix(2,2));
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bbCornerPair corner;
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corner.second = (lookVector.x()>=0?1:0) |
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(lookVector.y()>=0?2:0) |
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(lookVector.z()>=0?4:0);
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corner.second = (currMatrix(0,2)<=0?1:0) |
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(currMatrix(1,2)<=0?2:0) |
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(currMatrix(2,2)<=0?4:0);
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corner.first = (~corner.second)&7;
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_bbCorners.push_back(corner);
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}
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void CURRENT_CLASS::apply(osg::CameraNode& /*camera*/)
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void CURRENT_CLASS::pushDistancePair(double zNear, double zFar)
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{
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// We don't support scenes with CameraNodes in them
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return;
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if(zFar > 0.0) // Make sure some of drawable is visible
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{
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// Make sure near plane is in front of viewpoint.
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if(zNear <= 0.0)
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{
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zNear = zFar*_nearFarRatio;
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if(zNear >= 1.0) zNear = 1.0; // 1.0 limit chosen arbitrarily!
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}
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// Add distance pair for current drawable
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_distancePairs.push_back(DistancePair(zNear, zFar));
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// Override the current nearest/farthest planes if necessary
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if(zNear < _limits.first) _limits.first = zNear;
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if(zFar > _limits.second) _limits.second = zFar;
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}
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}
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/** Return true if the node should be traversed, and false if the bounding sphere
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of the node is small enough to be rendered by one CameraNode. If the latter
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is true, then store the node's near & far plane distances. */
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bool CURRENT_CLASS::shouldContinueTraversal(osg::Node &node)
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{
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// Allow traversal to continue if we haven't reached maximum depth.
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bool keepTraversing = (_currentDepth < _maxDepth);
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const osg::BoundingSphere &bs = node.getBound();
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double zNear = 0.0, zFar = 0.0;
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// Make sure bounding sphere is valid and within viewing volume
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if(bs.valid())
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{
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if(!_localFrusta.back().contains(bs)) keepTraversing = false;
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else
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{
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// Compute near and far planes for this node
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zNear = distance(bs._center, _viewMatrices.back());
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zFar = zNear + bs._radius;
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zNear -= bs._radius;
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// If near/far ratio is big enough, then we don't need to keep
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// traversing children of this node.
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if(zNear >= zFar*_nearFarRatio) keepTraversing = false;
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}
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}
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// If traversal should stop, then store this node's (near,far) pair
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if(!keepTraversing) pushDistancePair(zNear, zFar);
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return keepTraversing;
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}
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void CURRENT_CLASS::apply(osg::Node &node)
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{
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if(shouldContinueTraversal(node))
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{
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// Traverse this node
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_currentDepth++;
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traverse(node);
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_currentDepth--;
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}
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}
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void CURRENT_CLASS::apply(osg::Projection &proj)
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{
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// Push the new projection matrix view frustum
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_projectionMatrices.push_back(proj.getMatrix());
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pushLocalFrustum();
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if(shouldContinueTraversal(proj))
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{
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// Push the new projection matrix view frustum
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_projectionMatrices.push_back(proj.getMatrix());
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pushLocalFrustum();
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traverse(proj); // Traverse the rest of the scene graph
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// Traverse the group
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_currentDepth++;
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traverse(proj);
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_currentDepth--;
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// Reload original matrix and frustum
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_localFrusta.pop_back();
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_bbCorners.pop_back();
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_projectionMatrices.pop_back();
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// Reload original matrix and frustum
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_localFrusta.pop_back();
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_bbCorners.pop_back();
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_projectionMatrices.pop_back();
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}
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}
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void CURRENT_CLASS::apply(osg::Transform &transform)
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{
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// Compute transform for current node
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osg::Matrix currMatrix = _viewMatrices.back();
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bool pushMatrix = transform.computeLocalToWorldMatrix(currMatrix, this);
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if(pushMatrix)
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if(shouldContinueTraversal(transform))
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{
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// Store the new modelview matrix and view frustum
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_viewMatrices.push_back(currMatrix);
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pushLocalFrustum();
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}
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// Compute transform for current node
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osg::Matrix currMatrix = _viewMatrices.back();
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bool pushMatrix = transform.computeLocalToWorldMatrix(currMatrix, this);
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traverse(transform); // Traverse the rest of the scene graph
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if(pushMatrix)
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{
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// Store the new modelview matrix and view frustum
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_viewMatrices.push_back(currMatrix);
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pushLocalFrustum();
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}
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if(pushMatrix)
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{
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// Restore the old modelview matrix and view frustum
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_localFrusta.pop_back();
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_bbCorners.pop_back();
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_viewMatrices.pop_back();
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_currentDepth++;
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traverse(transform);
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_currentDepth--;
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if(pushMatrix)
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{
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// Restore the old modelview matrix and view frustum
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_localFrusta.pop_back();
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_bbCorners.pop_back();
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_viewMatrices.pop_back();
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}
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}
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}
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void CURRENT_CLASS::apply(osg::Geode &geode)
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{
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osg::Drawable *drawable;
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double zNear, zFar;
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// Handle each drawable in this geode
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for(unsigned int i = 0; i < geode.getNumDrawables(); i++)
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// Contained drawables will only be individually considered if we are
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// allowed to continue traversing.
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if(shouldContinueTraversal(geode))
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{
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drawable = geode.getDrawable(i);
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osg::Drawable *drawable;
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double zNear, zFar;
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const osg::BoundingBox &bb = drawable->getBound();
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if(bb.valid())
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// Handle each drawable in this geode
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for(unsigned int i = 0; i < geode.getNumDrawables(); i++)
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{
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// Make sure drawable will be visible in the scene
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if(!_localFrusta.back().contains(bb)) continue;
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drawable = geode.getDrawable(i);
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// Compute near/far distances for current drawable
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zNear = distance(bb.corner(_bbCorners.back().first),
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_viewMatrices.back());
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zFar = distance(bb.corner(_bbCorners.back().second),
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_viewMatrices.back());
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if(zNear > zFar) std::swap(zNear, zFar);
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if(zFar > 0.0) // Make sure some of drawable is visible
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const osg::BoundingBox &bb = drawable->getBound();
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if(bb.valid())
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{
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// Make sure near plane is in front of viewpoint.
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if(zNear <= 0.0)
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{
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zNear = zFar*_nearFarRatio;
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if(zNear >= 1.0) zNear = 1.0; // 1.0 limit chosen arbitrarily!
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}
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// Make sure drawable will be visible in the scene
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if(!_localFrusta.back().contains(bb)) continue;
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// Add distance pair for current drawable and current rendering mode
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_distancePairs.push_back(DistancePair(zNear, zFar));
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// Override the current nearest/farthest planes if necessary
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if(zNear < _limits.first) _limits.first = zNear;
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if(zFar > _limits.second) _limits.second = zFar;
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// Compute near/far distances for current drawable
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zNear = distance(bb.corner(_bbCorners.back().first),
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_viewMatrices.back());
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zFar = distance(bb.corner(_bbCorners.back().second),
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_viewMatrices.back());
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if(zNear > zFar) std::swap(zNear, zFar);
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pushDistancePair(zNear, zFar);
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}
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}
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}
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@@ -154,6 +212,7 @@ void CURRENT_CLASS::reset()
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_cameraPairs.clear();
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_limits.first = DBL_MAX;
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_limits.second = 0.0;
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_currentDepth = 0;
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// Initial transform matrix is the modelview matrix
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_viewMatrices.clear();
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@@ -276,7 +335,7 @@ void CURRENT_CLASS::computeCameraPairs()
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void CURRENT_CLASS::setNearFarRatio(double ratio)
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{
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if(_nearFarRatio == ratio || ratio <= 0.0 || ratio >= 1.0) return;
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if(ratio <= 0.0 || ratio >= 1.0) return;
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_nearFarRatio = ratio;
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}
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#undef CURRENT_CLASS
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