From Ravi Mathur, "OK I have been away for a looong time, but still occasionally watching from a distance, and saw the bug people have reported about the DepthPartitionNode not handling scaled models properly.
I believe this is now fixed ... I have attached the new DistanceAccumulator.cpp, along with a modified example file that uses a PositionAttitudeTransform to draw the Earth's orbit around the Sun."
This commit is contained in:
@@ -38,34 +38,88 @@ osg::Node* createScene()
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// Create the Earth, in blue
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osg::ShapeDrawable *earth_sd = new osg::ShapeDrawable;
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osg::Sphere* earth_sphere = new osg::Sphere;
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earth_sphere->setName("EarthSphere");
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earth_sphere->setRadius(r_earth);
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earth_sd->setShape(earth_sphere);
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earth_sd->setColor(osg::Vec4(0, 0, 1.0, 1.0));
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osg::Geode* earth = new osg::Geode;
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earth->setName("earth");
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earth->addDrawable(earth_sd);
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osg::Geode* earth_geode = new osg::Geode;
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earth_geode->setName("EarthGeode");
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earth_geode->addDrawable(earth_sd);
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// Create the Sun, in yellow
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osg::ShapeDrawable *sun_sd = new osg::ShapeDrawable;
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osg::Sphere* sun_sphere = new osg::Sphere;
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sun_sphere->setName("SunSphere");
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sun_sphere->setRadius(r_sun);
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sun_sd->setShape(sun_sphere);
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sun_sd->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));
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osg::Geode* sun_geode = new osg::Geode;
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sun_geode->setName("sun");
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sun_geode->setName("SunGeode");
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sun_geode->addDrawable(sun_sd);
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// Move the sun behind the earth
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osg::PositionAttitudeTransform *pat = new osg::PositionAttitudeTransform;
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pat->setPosition(osg::Vec3d(0.0, AU, 0.0));
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osg::Group* scene = new osg::Group;
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scene->addChild(earth);
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scene->addChild(pat);
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pat->addChild(sun_geode);
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osg::Geometry * unitCircle = new osg::Geometry();
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{
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osg::Vec4Array * colours = new osg::Vec4Array(1);
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(*colours)[0] = osg::Vec4d(1.0,1.0,1.0,1.0);
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unitCircle->setColorArray(colours);
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unitCircle->setColorBinding(osg::Geometry::BIND_OVERALL);
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const unsigned int n_points = 1024;
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osg::Vec3Array * coords = new osg::Vec3Array(n_points);
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const double dx = 2.0*M_PI/n_points;
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double s,c;
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for (unsigned int j=0; j<n_points; ++j) {
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s = sin(dx*j);
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c = cos(dx*j);
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(*coords)[j].set(osg::Vec3d(c,s,0.0));
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}
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unitCircle->setVertexArray(coords);
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unitCircle->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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unitCircle->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,n_points));
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}
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osg::Geometry *axes = new osg::Geometry;
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{
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osg::Vec4Array *colours = new osg::Vec4Array(1);
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(*colours)[0] = osg::Vec4d(1.0,0.0,0.0,1.0);
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axes->setColorArray(colours);
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axes->setColorBinding(osg::Geometry::BIND_OVERALL);
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osg::Vec3Array *coords = new osg::Vec3Array(6);
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(*coords)[0].set(osg::Vec3d(0.0, 0.0, 0.0));
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(*coords)[1].set(osg::Vec3d(0.5, 0.0, 0.0));
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(*coords)[2].set(osg::Vec3d(0.0, 0.0, 0.0));
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(*coords)[3].set(osg::Vec3d(0.0, 0.5, 0.0));
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(*coords)[4].set(osg::Vec3d(0.0, 0.0, 0.0));
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(*coords)[5].set(osg::Vec3d(0.0, 0.0, 0.5));
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axes->setVertexArray(coords);
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axes->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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axes->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
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}
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// Earth orbit
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osg::Geode * earthOrbitGeode = new osg::Geode;
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earthOrbitGeode->addDrawable(unitCircle);
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earthOrbitGeode->addDrawable(axes);
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earthOrbitGeode->setName("EarthOrbitGeode");
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osg::PositionAttitudeTransform * earthOrbitPAT = new osg::PositionAttitudeTransform;
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earthOrbitPAT->setScale(osg::Vec3d(AU,AU,AU));
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earthOrbitPAT->setPosition(osg::Vec3d(0.0, AU, 0.0));
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earthOrbitPAT->addChild(earthOrbitGeode);
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earthOrbitPAT->setName("EarthOrbitPAT");
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osg::Group* scene = new osg::Group;
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scene->setName("SceneGroup");
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scene->addChild(earth_geode);
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scene->addChild(pat);
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scene->addChild(earthOrbitPAT);
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return scene;
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}
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@@ -102,7 +156,7 @@ int main( int argc, char **argv )
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if (needToSetHomePosition)
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{
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viewer.getCameraManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0*r_earth,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0));
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viewer.getCameraManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0*r_earth,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0));
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}
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// depth partion node is only supports single window/single threaded at present.
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