From Corbin Holtz, "I have completed my mods to the OpenFlight loader (modified files are
attached): * Light point strings using the REPLICATE opcode should now be supported (>=15.6?) * Directional lights should now work as in Performer using a viewing frustrum defined by a direction vector, horizontal angular width, vertical angular width, and roll angle about the direction vector. The current directional light implementation had some bad assumptions which caused problems with direction vectors not on the XY plane. * IVE and OSG reader/writers were updated as appropriate"
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@@ -221,3 +221,69 @@ bool ConeSector_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
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return true;
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}
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/******************************************************************/
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bool DirectionalSector_readLocalData(osg::Object &obj, osgDB::Input &fr);
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bool DirectionalSector_writeLocalData(const osg::Object &obj, osgDB::Output &fw);
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osgDB::RegisterDotOsgWrapperProxy DirectionalSector_Proxy
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(
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new osgSim::DirectionalSector,
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"DirectionalSector",
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"Object DirectionalSector",
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&DirectionalSector_readLocalData,
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&DirectionalSector_writeLocalData,
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osgDB::DotOsgWrapper::READ_AND_WRITE
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);
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bool DirectionalSector_readLocalData(osg::Object &obj, osgDB::Input &fr)
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{
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bool iteratorAdvanced = false;
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osgSim::DirectionalSector §or = static_cast<osgSim::DirectionalSector &>(obj);
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if (fr.matchSequence("direction %f %f %f"))
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{
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float x, y, z;
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fr[1].getFloat(x);
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fr[2].getFloat(y);
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fr[3].getFloat(z);
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fr += 4;
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sector.setDirection(osg::Vec3(x, y, z));
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iteratorAdvanced = true;
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}
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if (fr.matchSequence("angles %f %f %f %f"))
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{
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float horizangle;
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float vertangle;
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float rollangle;
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float fadeangle;
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fr[1].getFloat(horizangle);
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fr[2].getFloat(vertangle);
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fr[3].getFloat(rollangle);
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fr[4].getFloat(fadeangle);
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fr += 5;
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sector.setHorizLobeAngle(horizangle);
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sector.setVertLobeAngle(vertangle);
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sector.setLobeRollAngle(rollangle);
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sector.setFadeAngle(fadeangle);
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iteratorAdvanced = true;
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}
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return iteratorAdvanced;
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}
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bool DirectionalSector_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
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{
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const osgSim::DirectionalSector §or = static_cast<const osgSim::DirectionalSector &>(obj);
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const osg::Vec3& axis = sector.getDirection();
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fw.indent()<<"direction "<<axis<<std::endl;
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float horizangle = sector.getHorizLobeAngle();
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float vertangle = sector.getVertLobeAngle();
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float rollangle = sector.getLobeRollAngle();
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float fadeangle = sector.getFadeAngle();
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fw.indent()<<"angles "<<horizangle<<" "<<vertangle<<" "<<rollangle<<" "<<fadeangle<<std::endl;
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return true;
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}
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