/* -*-c++-*-
*
- * Copyright (C) 2006 Mathias Froehlich
+ * Copyright (C) 2006-2009 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
#define SG_SCENE_UPDATEVISITOR_HXX
#include <osg/NodeVisitor>
+#include <osg/PagedLOD>
#include <osgUtil/UpdateVisitor>
#include "simgear/math/SGMath.hxx"
const SGQuatd& globalViewOrientation)
{
mGlobalGeodEyePos = SGGeod::fromCart(globalEyePos);
- _currentEyePos = globalEyePos.osg();
+ _currentEyePos = toOsg(globalEyePos);
mGlobalEyePos = globalEyePos;
mGlobalViewOr = globalViewOrientation;
mGlobalHorizLocalOr = SGQuatd::fromLonLat(mGlobalGeodEyePos);
double getSunAngleDeg() const
{ return mSunAngleDeg; }
-
+
+ virtual void apply(osg::Node& node)
+ {
+ if (!needToEnterNode(node))
+ return;
+ osgUtil::UpdateVisitor::apply(node);
+ }
+ // To avoid expiry of LOD nodes that are in range and that are updated,
+ // mark them with the last traversal number, even if they are culled away
+ // by the cull frustum.
+ virtual void apply(osg::PagedLOD& pagedLOD)
+ {
+ if (!needToEnterNode(pagedLOD))
+ return;
+ if (getFrameStamp())
+ pagedLOD.setFrameNumberOfLastTraversal(getFrameStamp()->getFrameNumber());
+ osgUtil::UpdateVisitor::apply(pagedLOD);
+ }
// 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)
{
+ if (!needToEnterNode(transform))
+ return;
osg::Matrix matrix = _matrix;
transform.computeLocalToWorldMatrix(_matrix, this);
osgUtil::UpdateVisitor::apply(transform);
}
virtual void apply(osg::Camera& camera)
{
+ if (!needToEnterNode(camera))
+ return;
if (camera.getReferenceFrame() == osg::Camera::ABSOLUTE_RF) {
osg::Vec3d currentEyePos = _currentEyePos;
_currentEyePos = osg::Vec3d(0, 0, 0);
apply(static_cast<osg::Transform&>(camera));
}
}
+ // Function to make the LOD traversal only enter that children that
+ // are visible on the screen.
virtual float getDistanceToViewPoint(const osg::Vec3& pos, bool) const
{ return (_currentEyePos - _matrix.preMult(osg::Vec3d(pos))).length(); }
+protected:
+ bool needToEnterNode(const osg::Node& node) const
+ {
+ if (!node.isCullingActive())
+ return true;
+ return isSphereInRange(node.getBound());
+ }
+ bool isSphereInRange(const osg::BoundingSphere& sphere) const
+ {
+ if (!sphere.valid())
+ return false;
+ float maxDist = mVisibility + sphere._radius;
+ osg::Vec3d center = _matrix.preMult(osg::Vec3d(sphere._center));
+ return (_currentEyePos - center).length2() <= maxDist*maxDist;
+ }
+
private:
osg::Matrix _matrix;
osg::Vec3d _currentEyePos;