Added osg::CameraNode.

This commit is contained in:
Robert Osfield
2005-06-14 13:16:58 +00:00
parent 0fa26ae9c4
commit 868d381528
6 changed files with 327 additions and 1 deletions

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@@ -148,6 +148,10 @@ SOURCE=..\..\src\osg\BufferObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osg\CameraNode.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osg\ClearNode.cpp
# End Source File
# Begin Source File
@@ -580,6 +584,10 @@ SOURCE=..\..\include\osg\BufferObject
# End Source File
# Begin Source File
SOURCE=..\..\include\osg\CameraNode
# End Source File
# Begin Source File
SOURCE=..\..\include\osg\ClearNode
# End Source File
# Begin Source File

177
include/osg/CameraNode Normal file
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@@ -0,0 +1,177 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_CAMERANODE
#define OSG_CAMERANODE 1
#include <osg/Transform>
#include <osg/Viewport>
namespace osg {
/** CameraNode - is a subclass of Transform which represents encapsulates the settings of a Camera.
*/
class OSG_EXPORT CameraNode : public Transform
{
public :
CameraNode();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
CameraNode(const CameraNode&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Node(osg, CameraNode);
/** Sets the clear color. */
inline void setClearColor(const Vec4& color) { _clearColor = color; }
/** Returns the clear color. */
inline const Vec4& getClearColor() const { return _clearColor; }
/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
/** Get the clear mask.*/
inline GLbitfield getClearMask() const { return _clearMask; }
/** Set the viewport of the scene view to use specified osg::Viewport. */
void setViewport(osg::Viewport* viewport)
{
_viewport = viewport;
}
/** Set the viewport of the scene view to specified dimensions. */
void setViewport(int x,int y,int width,int height)
{
if (!_viewport) _viewport = new osg::Viewport;
_viewport->setViewport(x,y,width,height);
}
/** Get the const viewport. */
const Viewport* getViewport() const { return _viewport.get(); }
/** Get the viewport. */
Viewport* getViewport() { return _viewport.get(); }
/** Get the viewport of the scene view. */
void getViewport(int& x,int& y,int& width,int& height) const
{
if (_viewport.valid()) _viewport->getViewport(x,y,width,height);
}
/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
inline void setProjectionMatrix(const osg::Matrixf& matrix) { _projectionMatrix.set(matrix); }
/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
inline void setProjectionMatrix(const osg::Matrixd& matrix) { _projectionMatrix.set(matrix); }
/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
void setProjectionMatrixAsOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar);
/** Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.*/
void setProjectionMatrixAsOrtho2D(double left, double right,
double bottom, double top);
/** Set to a perspective projection. See OpenGL glFrustum documentation for further details.*/
void setProjectionMatrixAsFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar);
/** Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
* Aspect ratio is defined as width/height.*/
void setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
double zNear, double zFar);
/** Get the projection matrix.*/
osg::Matrixd& getProjectionMatrix() { return _projectionMatrix; }
/** Get the const projection matrix.*/
const osg::Matrixd& getProjectionMatrix() const { return _projectionMatrix; }
/** Get the othographic settings of the orthographic projection matrix.
* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
bool getProjectionMatrixAsOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar);
/** Get the frustum setting of a perspective projection matrix.
* Returns false if matrix is not a perspective matrix, where parameter values are undefined.*/
bool getProjectionMatrixAsFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar);
/** Get the frustum setting of a symmetric perspective projection matrix.
* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
* Note, if matrix is not a symmetric perspective matrix then the shear will be lost.
* Asymmetric matrices occur when stereo, power walls, caves and reality center display are used.
* In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead.*/
bool getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
double& zNear, double& zFar);
/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
inline void setViewMatrix(const osg::Matrixf& matrix) { _viewMatrix.set(matrix); dirtyBound();}
/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
inline void setViewMatrix(const osg::Matrixd& matrix) { _viewMatrix.set(matrix); dirtyBound();}
/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
/** Get the view matrix. */
osg::Matrixd& getViewMatrix() { return _viewMatrix; }
/** Get the const view matrix. */
const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
/** Get the inverse view matrix.*/
Matrixd getInverseViewMatrix() const;
/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
protected :
virtual ~CameraNode();
Vec4 _clearColor;
GLbitfield _clearMask;
ref_ptr<Viewport> _viewport;
Matrixd _projectionMatrix;
Matrixd _viewMatrix;
};
}
#endif

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@@ -15,7 +15,6 @@
#define OSG_MATRIXTRANSFORM 1
#include <osg/Transform>
#include <osg/AnimationPath>
namespace osg {

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@@ -38,6 +38,7 @@ class Sequence;
class Switch;
class TexGenNode;
class Transform;
class CameraNode;
/** Visitor for type safe operations on osg::Nodes.
Based on GOF's Visitor pattern. The NodeVisitor
@@ -233,6 +234,7 @@ class OSG_EXPORT NodeVisitor : public virtual Referenced
virtual void apply(LightSource& node) { apply((Group&)node); }
virtual void apply(Transform& node) { apply((Group&)node); }
virtual void apply(CameraNode& node) { apply((Group&)node); }
virtual void apply(MatrixTransform& node) { apply((Transform&)node); }
virtual void apply(PositionAttitudeTransform& node) { apply((Transform&)node); }

139
src/osg/CameraNode.cpp Normal file
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@@ -0,0 +1,139 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/CameraNode>
using namespace osg;
CameraNode::CameraNode():
_clearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)),
_clearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
{
}
CameraNode::CameraNode(const CameraNode& camera,const CopyOp& copyop):
Transform(camera,copyop),
_clearColor(camera._clearColor),
_clearMask(camera._clearMask),
_viewport(camera._viewport),
_projectionMatrix(camera._projectionMatrix),
_viewMatrix(camera._viewMatrix)
{
}
CameraNode::~CameraNode()
{
}
Matrixd CameraNode::getInverseViewMatrix() const
{
Matrixd inverse;
inverse.invert(_viewMatrix);
return inverse;
}
void CameraNode::setProjectionMatrixAsOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::ortho(left, right,
bottom, top,
zNear, zFar));
}
void CameraNode::setProjectionMatrixAsOrtho2D(double left, double right,
double bottom, double top)
{
setProjectionMatrix(osg::Matrixd::ortho2D(left, right,
bottom, top));
}
void CameraNode::setProjectionMatrixAsFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::frustum(left, right,
bottom, top,
zNear, zFar));
}
void CameraNode::setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::perspective(fovy,aspectRatio,
zNear, zFar));
}
bool CameraNode::getProjectionMatrixAsOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
return _projectionMatrix.getOrtho(left, right,
bottom, top,
zNear, zFar);
}
bool CameraNode::getProjectionMatrixAsFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
return _projectionMatrix.getFrustum(left, right,
bottom, top,
zNear, zFar);
}
bool CameraNode::getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
double& zNear, double& zFar)
{
return _projectionMatrix.getPerspective(fovy, aspectRatio, zNear, zFar);
}
void CameraNode::setViewMatrixAsLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
{
setViewMatrix(osg::Matrixd::lookAt(eye,center,up));
}
void CameraNode::getViewMatrixAsLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
{
_viewMatrix.getLookAt(eye,center,up,lookDistance);
}
bool CameraNode::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_RF)
{
matrix.preMult(_viewMatrix);
}
else // absolute
{
matrix = _viewMatrix;
}
return true;
}
bool CameraNode::computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
{
const Matrixd& inverse = getInverseViewMatrix();
if (_referenceFrame==RELATIVE_RF)
{
matrix.postMult(inverse);
}
else // absolute
{
matrix = inverse;
}
return true;
}

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@@ -15,6 +15,7 @@ CXXFILES =\
BoundingBox.cpp\
BoundingSphere.cpp\
BufferObject.cpp\
CameraNode.cpp\
ClearNode.cpp\
ClipNode.cpp\
ClipPlane.cpp\