Added support for pixel range to PagedLOD
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@@ -1,4 +1,18 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/PagedLOD>
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#include <osg/CullStack>
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using namespace osg;
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@@ -99,13 +113,34 @@ void PagedLOD::traverse(NodeVisitor& nv)
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break;
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case(NodeVisitor::TRAVERSE_ACTIVE_CHILDREN):
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{
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float distance = nv.getDistanceToEyePoint(getCenter(),true);
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float required_range = 0;
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if (_rangeMode==DISTANCE_FROM_EYE_POINT)
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{
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required_range = nv.getDistanceToEyePoint(getCenter(),true);
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}
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else
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{
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osg::CullStack* cullStack = dynamic_cast<osg::CullStack*>(&nv);
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if (cullStack)
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{
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required_range = cullStack->pixelSize(getBound());
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}
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else
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{
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// fallback to selecting the highest res tile by
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// finding out the max range
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for(unsigned int i=0;i<_rangeList.size();++i)
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{
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required_range = osg::minimum(required_range,_rangeList[i].first);
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}
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}
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}
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int lastChildTraversed = -1;
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bool needToLoadChild = false;
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for(unsigned int i=0;i<_rangeList.size();++i)
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{
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if (_rangeList[i].first<=distance && distance<_rangeList[i].second)
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if (_rangeList[i].first<=required_range && required_range<_rangeList[i].second)
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{
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if (i<_children.size())
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{
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@@ -136,7 +171,7 @@ void PagedLOD::traverse(NodeVisitor& nv)
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if (nv.getDatabaseRequestHandler() && numChildren<_perRangeDataList.size())
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{
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// compute priority from where abouts in the required range the distance falls.
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float priority = (_rangeList[numChildren].second-distance)/(_rangeList[numChildren].second-_rangeList[numChildren].first);
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float priority = (_rangeList[numChildren].second-required_range)/(_rangeList[numChildren].second-_rangeList[numChildren].first);
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// modify the priority according to the child's priority offset and scale.
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priority = _perRangeDataList[numChildren]._priorityOffset + priority * _perRangeDataList[numChildren]._priorityScale;
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