Renamed osg::CameraNode to osg::Camera, cleaned up osg::View.
Added beginnings of new osgViewer::Scene,View,Viewer,CompositeViewer and GraphicsWindowProxy files.
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@@ -28,7 +28,7 @@ void CURRENT_CLASS::init()
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_active = true;
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_numCameras = 0;
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setCullingActive(false);
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_renderOrder = osg::CameraNode::POST_RENDER;
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_renderOrder = osg::Camera::POST_RENDER;
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_clearColorBuffer = true;
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}
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@@ -42,7 +42,7 @@ void CURRENT_CLASS::setClearColorBuffer(bool clear)
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{
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_clearColorBuffer = clear;
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// Update the render order for the first CameraNode if it exists
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// Update the render order for the first Camera if it exists
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if(!_cameraList.empty())
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{
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if(clear)
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@@ -52,11 +52,11 @@ void CURRENT_CLASS::setClearColorBuffer(bool clear)
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}
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}
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void CURRENT_CLASS::setRenderOrder(osg::CameraNode::RenderOrder order)
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void CURRENT_CLASS::setRenderOrder(osg::Camera::RenderOrder order)
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{
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_renderOrder = order;
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// Update the render order for existing CameraNodes
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// Update the render order for existing Cameras
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unsigned int numCameras = _cameraList.size();
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for(unsigned int i = 0; i < numCameras; i++)
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{
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@@ -104,18 +104,18 @@ void CURRENT_CLASS::traverse(osg::NodeVisitor &nv)
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_children[i]->accept(*(_distAccumulator.get()));
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}
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// Step 2: Compute the near and far distances for every CameraNode that
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// Step 2: Compute the near and far distances for every Camera that
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// should be used to render the scene.
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_distAccumulator->computeCameraPairs();
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// Step 3: Create the CameraNodes, and add them as children.
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// Step 3: Create the Cameras, and add them as children.
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DistanceAccumulator::PairList& camPairs = _distAccumulator->getCameraPairs();
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_numCameras = camPairs.size(); // Get the number of cameras
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// Create the CameraNodes, and add them as children.
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// Create the Cameras, and add them as children.
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if(_numCameras > 0)
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{
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osg::CameraNode *currCam;
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osg::Camera *currCam;
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DistanceAccumulator::DistancePair currPair;
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for(i = 0; i < _numCameras; i++)
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@@ -147,7 +147,7 @@ bool CURRENT_CLASS::insertChild(unsigned int index, osg::Node *child)
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{
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if(!Group::insertChild(index, child)) return false; // Insert child
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// Insert child into each CameraNode
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// Insert child into each Camera
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unsigned int totalCameras = _cameraList.size();
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for(unsigned int i = 0; i < totalCameras; i++)
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{
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@@ -161,7 +161,7 @@ bool CURRENT_CLASS::removeChildren(unsigned int pos, unsigned int numRemove)
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{
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if(!Group::removeChildren(pos, numRemove)) return false; // Remove child
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// Remove child from each CameraNode
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// Remove child from each Camera
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unsigned int totalCameras = _cameraList.size();
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for(unsigned int i = 0; i < totalCameras; i++)
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{
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@@ -174,7 +174,7 @@ bool CURRENT_CLASS::setChild(unsigned int i, osg::Node *node)
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{
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if(!Group::setChild(i, node)) return false; // Set child
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// Set child for each CameraNode
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// Set child for each Camera
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unsigned int totalCameras = _cameraList.size();
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for(unsigned int j = 0; j < totalCameras; j++)
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{
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@@ -183,16 +183,16 @@ bool CURRENT_CLASS::setChild(unsigned int i, osg::Node *node)
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return true;
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}
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osg::CameraNode* CURRENT_CLASS::createOrReuseCamera(const osg::Matrix& proj,
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osg::Camera* CURRENT_CLASS::createOrReuseCamera(const osg::Matrix& proj,
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double znear, double zfar,
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const unsigned int &camNum)
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{
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if(_cameraList.size() <= camNum) _cameraList.resize(camNum+1);
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osg::CameraNode *camera = _cameraList[camNum].get();
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osg::Camera *camera = _cameraList[camNum].get();
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if(!camera) // Create a new CameraNode
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if(!camera) // Create a new Camera
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{
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camera = new osg::CameraNode;
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camera = new osg::Camera;
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camera->setCullingActive(false);
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camera->setRenderOrder(_renderOrder);
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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@@ -206,7 +206,7 @@ osg::CameraNode* CURRENT_CLASS::createOrReuseCamera(const osg::Matrix& proj,
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else
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// Add our children to the new CameraNode's children
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// Add our children to the new Camera's children
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unsigned int numChildren = _children.size();
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for(unsigned int i = 0; i < numChildren; i++)
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{
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