Files
simgear/simgear/scene/util/SGUpdateVisitor.hxx
T
frohlich 8b3b0def03 Modified Files:
SGUpdateVisitor.hxx: Include light information.
2006-12-03 16:46:23 +00:00

120 lines
3.5 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()
{
// Need to traverse all children, else some LOD nodes do not get updated
// Note that the broad number of updates is not done due to
// the update callback in the global position node.
setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN);
}
void setViewData(const SGVec3d& globalEyePos,
const SGQuatd& globalViewOrientation)
{
mGlobalGeodEyePos = SGGeod::fromCart(globalEyePos);
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 setSceneryCenter(const SGVec3d& sceneryCenter)
{
mSceneryCenter = sceneryCenter;
}
void setVisibility(double visibility)
{
mVisibility = visibility;
mSqrVisibility = visibility*visibility;
}
double getVisibility() const
{ return mVisibility; }
double getSqrVisibility() const
{ return mSqrVisibility; }
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)
{
mLightDirection = direction;
mAmbientLight = ambient;
mDiffuseLight = diffuse;
}
const SGVec3f& getLightDirection() const
{ return mLightDirection; }
const SGVec4f& getAmbientLight() const
{ return mAmbientLight; }
const SGVec4f& getDiffuseLight() const
{ return mDiffuseLight; }
const SGVec4f& getSpecularLight() const
{ return mSpecularLight; }
private:
SGGeod mGlobalGeodEyePos;
SGVec3d mGlobalEyePos;
SGQuatd mGlobalViewOr;
SGQuatd mGlobalHorizLocalOr;
SGVec3d mHorizLocalNorth;
SGVec3d mHorizLocalEast;
SGVec3d mHorizLocalDown;
SGVec3d mSceneryCenter;
double mVisibility;
double mSqrVisibility;
SGVec3f mLightDirection;
SGVec4f mAmbientLight;
SGVec4f mDiffuseLight;
SGVec4f mSpecularLight;
};
#endif