Files
simgear/simgear/scene/util/SGUpdateVisitor.hxx
T
frohlich 81a657edec Use osg's builtin mechanisms to traverse only in range nodes with the
update visitor.

Modified Files:
	simgear/scene/util/SGUpdateVisitor.hxx
 	simgear/scene/tgdb/TileEntry.cxx
 	simgear/scene/model/placementtrans.cxx
2009-06-11 15:55:10 +02:00

189 lines
5.9 KiB
C++

/* -*-c++-*-
*
* Copyright (C) 2006 Mathias Froehlich
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*/
#ifndef SG_SCENE_UPDATEVISITOR_HXX
#define SG_SCENE_UPDATEVISITOR_HXX
#include <osg/NodeVisitor>
#include <osgUtil/UpdateVisitor>
#include "simgear/math/SGMath.hxx"
class SGUpdateVisitor : public osgUtil::UpdateVisitor {
public:
SGUpdateVisitor() :
mVisibility(-1)
{
setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
setVisibility(10000);
}
void setViewData(const SGVec3d& globalEyePos,
const SGQuatd& globalViewOrientation)
{
mGlobalGeodEyePos = SGGeod::fromCart(globalEyePos);
_currentEyePos = globalEyePos.osg();
mGlobalEyePos = globalEyePos;
mGlobalViewOr = globalViewOrientation;
mGlobalHorizLocalOr = SGQuatd::fromLonLat(mGlobalGeodEyePos);
mHorizLocalNorth = mGlobalHorizLocalOr.backTransform(SGVec3d(1, 0, 0));
mHorizLocalEast = mGlobalHorizLocalOr.backTransform(SGVec3d(0, 1, 0));
mHorizLocalDown = mGlobalHorizLocalOr.backTransform(SGVec3d(0, 0, 1));
}
void setVisibility(double visibility)
{
if (mVisibility == visibility)
return;
mVisibility = visibility;
mSqrVisibility = visibility*visibility;
double m_log01 = -log( 0.01 );
double sqrt_m_log01 = sqrt( m_log01 );
double fog_exp_density = m_log01 / visibility;
double fog_exp2_density = sqrt_m_log01 / visibility;
double ground_exp2_punch_through = sqrt_m_log01 / (visibility * 1.5);
double rwy_exp2_punch_through, taxi_exp2_punch_through;
if ( visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (visibility * 1.5);
} else {
rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
}
mFogExpDensity = fog_exp_density;
mFogExp2Density = fog_exp2_density;
mRunwayFogExp2Density = rwy_exp2_punch_through;
mTaxiFogExp2Density = taxi_exp2_punch_through;
mGroundLightsFogExp2Density = ground_exp2_punch_through;
}
double getVisibility() const
{ return mVisibility; }
double getSqrVisibility() const
{ return mSqrVisibility; }
double getFogExpDensity() const
{ return mFogExpDensity; }
double getFogExp2Density() const
{ return mFogExp2Density; }
double getRunwayFogExp2Density() const
{ return mRunwayFogExp2Density; }
double getTaxiFogExp2Density() const
{ return mTaxiFogExp2Density; }
double getGroundLightsFogExp2Density() const
{ return mGroundLightsFogExp2Density; }
const SGVec3d& getGlobalEyePos() const
{ return mGlobalEyePos; }
const SGGeod& getGeodEyePos() const
{ return mGlobalGeodEyePos; }
const SGQuatd& getGlobalViewOr() const
{ return mGlobalViewOr; }
const SGQuatd& getGlobalHorizLocalOr() const
{ return mGlobalViewOr; }
const SGVec3d& getHorizLocalNorth() const
{ return mHorizLocalNorth; }
const SGVec3d& getHorizLocalEast() const
{ return mHorizLocalEast; }
const SGVec3d& getHorizLocalDown() const
{ return mHorizLocalDown; }
void setLight(const SGVec3f& direction, const SGVec4f& ambient,
const SGVec4f& diffuse, const SGVec4f& specular,
const SGVec4f& fogColor, double sunAngleDeg)
{
mLightDirection = direction;
mAmbientLight = ambient;
mDiffuseLight = diffuse;
mSpecularLight = specular;
mFogColor = fogColor;
mSunAngleDeg = sunAngleDeg;
}
const SGVec3f& getLightDirection() const
{ return mLightDirection; }
const SGVec4f& getAmbientLight() const
{ return mAmbientLight; }
const SGVec4f& getDiffuseLight() const
{ return mDiffuseLight; }
const SGVec4f& getSpecularLight() const
{ return mSpecularLight; }
const SGVec4f& getFogColor() const
{ return mFogColor; }
double getSunAngleDeg() const
{ return mSunAngleDeg; }
// To be able to traverse correctly only the active children, we need to
// track the model view matrices during update.
virtual void apply(osg::Transform& transform)
{
osg::Matrix matrix = _matrix;
transform.computeLocalToWorldMatrix(_matrix, this);
osgUtil::UpdateVisitor::apply(transform);
_matrix = matrix;
}
virtual void apply(osg::Camera& camera)
{
if (camera.getReferenceFrame() == osg::Camera::ABSOLUTE_RF) {
osg::Vec3d currentEyePos = _currentEyePos;
_currentEyePos = osg::Vec3d(0, 0, 0);
apply(static_cast<osg::Transform&>(camera));
_currentEyePos = currentEyePos;
} else {
apply(static_cast<osg::Transform&>(camera));
}
}
virtual float getDistanceToViewPoint(const osg::Vec3& pos, bool) const
{ return (_currentEyePos - _matrix.preMult(osg::Vec3d(pos))).length(); }
private:
osg::Matrix _matrix;
osg::Vec3d _currentEyePos;
SGGeod mGlobalGeodEyePos;
SGVec3d mGlobalEyePos;
SGQuatd mGlobalViewOr;
SGQuatd mGlobalHorizLocalOr;
SGVec3d mHorizLocalNorth;
SGVec3d mHorizLocalEast;
SGVec3d mHorizLocalDown;
double mVisibility;
double mSqrVisibility;
double mFogExpDensity;
double mFogExp2Density;
double mRunwayFogExp2Density;
double mTaxiFogExp2Density;
double mGroundLightsFogExp2Density;
SGVec3f mLightDirection;
SGVec4f mAmbientLight;
SGVec4f mDiffuseLight;
SGVec4f mSpecularLight;
SGVec4f mFogColor;
double mSunAngleDeg;
};
#endif