Updates to the camera code related to stereo, adding fusion distance.
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@@ -2,6 +2,7 @@
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#include <osg/Camera>
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#include <osg/Types>
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#include <osg/Notify>
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#include <osg/State>
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using namespace osg;
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@@ -23,7 +24,7 @@ Camera::Camera()
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_center.set(0.0f,0.0f,-1.0f);
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_up.set(0.0f,1.0f,0.0f);
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_focalLength = 1.0f;
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_fusionDistance = 1.0f;
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_useNearClippingPlane = false;
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_useFarClippingPlane = false;
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@@ -73,7 +74,7 @@ void Camera::copy(const Camera& camera)
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_center = camera._center;
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_up = camera._up;
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_focalLength = camera._focalLength;
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_fusionDistance = camera._fusionDistance;
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_attachedTransformMode = camera._attachedTransformMode;
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_eyeToModelTransform = camera._eyeToModelTransform;
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@@ -218,11 +219,11 @@ void Camera::setNearFar(const double zNear, const double zFar)
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* Typicall used after resizeing a window.*/
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void Camera::adjustAspectRatio(const double newAspectRatio, const AdjustAspectRatioMode aa)
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{
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if (newAspectRatio<0.01f || newAspectRatio>100.0f)
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{
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notify(NOTICE)<<"Warning: aspect ratio out of range (0.01..100) in Camera::adjustAspectRatio("<<newAspectRatio<<","<<aa<<")"<<std::endl;
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return;
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}
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if (newAspectRatio<0.01f || newAspectRatio>100.0f)
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{
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notify(NOTICE)<<"Warning: aspect ratio out of range (0.01..100) in Camera::adjustAspectRatio("<<newAspectRatio<<","<<aa<<")"<<std::endl;
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return;
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}
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double previousAspectRatio = (_right-_left)/(_top-_bottom);
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double deltaRatio = newAspectRatio/previousAspectRatio;
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@@ -334,7 +335,7 @@ void Camera::home()
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_up.set(0.0f,1.0f,0.0f);
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// need to set to appropriate values..
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_focalLength = 1.0f;
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_fusionDistance = 1.0f;
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_dirty = true;
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}
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@@ -357,9 +358,6 @@ void Camera::setLookAt(const Vec3& eye,
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ensureOrthogonalUpVector();
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// need to set to appropriate values..
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_focalLength = (center-eye).length();
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_dirty = true;
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}
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@@ -374,9 +372,6 @@ void Camera::setLookAt(const double eyeX, const double eyeY, const double eyeZ,
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_up.set(upX,upY,upZ);
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ensureOrthogonalUpVector();
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// need to set to appropriate values..
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_focalLength = (_center-_eye).length();
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_dirty = true;
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}
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@@ -393,8 +388,6 @@ void Camera::transformLookAt(const Matrix& matrix)
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_up -= _eye;
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_up.normalize();
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_focalLength = (_center-_eye).length();
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_dirty = true;
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}
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@@ -702,7 +695,7 @@ void Camera::calculateMatricesAndClippingVolume() const
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if (_useEyeOffset)
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{
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(*_modelViewMatrix) = (*_modelViewMatrix) * Matrix::translate(-_eyeOffset*_focalLength/_screenDistance);
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(*_modelViewMatrix) = (*_modelViewMatrix) * Matrix::translate(-_eyeOffset*_fusionDistance/_screenDistance);
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}
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@@ -818,3 +811,18 @@ void Camera::adjustEyeOffsetForStereo(const osg::Vec3& offset,float screenDistan
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_screenDistance = screenDistance;
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_dirty = true;
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}
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void Camera::apply(State& state)
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{
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const Matrix& projectionMat = getProjectionMatrix();
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glMatrixMode( GL_PROJECTION );
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glLoadMatrixf(projectionMat.ptr());
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// set up camera modelview.
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const Matrix& modelView = getModelViewMatrix();
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glMatrixMode( GL_MODELVIEW );
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glLoadMatrixf(modelView.ptr());
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state.setCamera(this);
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}
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@@ -103,8 +103,7 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
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// set up projection
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const Matrix& projectionMat = _camera->getProjectionMatrix();
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glMultMatrixf(projectionMat.ptr());
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glLoadMatrixf(projectionMat.ptr());
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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@@ -117,7 +116,7 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
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// set up camera modelview.
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const Matrix& modelView = _camera->getModelViewMatrix();
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glMultMatrixf(modelView.ptr());
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glLoadMatrixf(modelView.ptr());
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if (getLightingMode()==RenderStageLighting::SKY_LIGHT && light)
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@@ -331,15 +331,6 @@ void SceneView::draw()
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),screenDistance);
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osg::ColorMatrix* cm = new osg::ColorMatrix;
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cm->setMatrix(osg::Matrix(0.3f,0.3f,0.3f,0.0f,
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0.6f,0.6f,0.6f,0.0f,
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0.1f,0.1f,0.1f,0.0f,
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0.0f,0.0f,0.0f,1.0f));
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_globalState->setAttribute(cm);
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osg::ColorMask* red = new osg::ColorMask;
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osg::ColorMask* green = new osg::ColorMask;
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@@ -184,6 +184,7 @@ bool TrackballManipulator::calcMovement()
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// return if there is no movement.
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if (dx==0 && dy==0) return false;
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float focalLength = (_camera->getCenterPoint()-_camera->getEyePoint()).length();
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unsigned int buttonMask = _ga_t1->getButtonMask();
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if (buttonMask==GUIEventAdapter::LEFT_BUTTON)
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{
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@@ -229,8 +230,9 @@ bool TrackballManipulator::calcMovement()
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{
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// pan model.
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float scale = 0.0015f*_camera->getFocalLength();
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float scale = 0.0015f*focalLength;
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osg::Vec3 uv = _camera->getUpVector();
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osg::Vec3 sv = _camera->getSideVector();
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@@ -240,7 +242,7 @@ bool TrackballManipulator::calcMovement()
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mat.makeTranslate(dv.x(),dv.y(),dv.z());
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_camera->transformLookAt(mat);
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return true;
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}
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@@ -249,7 +251,7 @@ bool TrackballManipulator::calcMovement()
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// zoom model.
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float fd = _camera->getFocalLength();
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float fd = focalLength;
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float scale = 1.0f-dy*0.001f;
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if (fd*scale>_modelScale*_minimumZoomScale)
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{
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