#include <osg/NodeVisitor>
#include <osgUtil/UpdateVisitor>
-#include <osg/io_utils>
+#include "simgear/math/SGMath.hxx"
class SGUpdateVisitor : public osgUtil::UpdateVisitor {
public:
- SGUpdateVisitor()
+ 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