Added support for using pixel size control of LOD levels.
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@@ -5,9 +5,12 @@
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/PositionAttitudeTransform>
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#include <osg/MatrixTransform>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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#include <osgSim/SphereSegment>
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#include <osgParticle/ExplosionEffect>
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@@ -18,6 +21,108 @@
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* glider = osgDB::readNodeFile("glider.osg");
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if (glider)
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{
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const osg::BoundingSphere& bs = glider->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
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positioned->addChild(glider);
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
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xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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osgText::Text* text = new osgText::Text;
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float size = radius/bs.radius()*0.3f;
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text->setPosition(bs.center());
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text->setText("Cessna");
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text->setAlignment(osgText::Text::CENTER_CENTER);
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text->setAxisAlignment(osgText::Text::SCREEN);
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text->setCharacterSize(40.0f);
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text->setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(text);
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osg::LOD* lod = new osg::LOD;
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lod->setRangeMode(osg::LOD::PIXEL_SIZE_ON_SCREEN);
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lod->addChild(geode,0.0f,100.0f);
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lod->addChild(cessna,100.0f,10000.0f);
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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//positioned->addChild(cessna);
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positioned->addChild(lod);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y)
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{
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osgUtil::IntersectVisitor iv;
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@@ -132,6 +237,12 @@ void build_world(osg::Group *root)
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// add the updater node to the scene graph
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root->addChild(psu);
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}
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// create the moving models.
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{
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root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f));
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}
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}
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