update visitor.
Modified Files:
simgear/scene/util/SGUpdateVisitor.hxx
simgear/scene/tgdb/TileEntry.cxx
simgear/scene/model/placementtrans.cxx
#include "placementtrans.hxx"
-#include <simgear/scene/util/SGUpdateVisitor.hxx>
-
-class SGPlacementTransform::UpdateCallback : public osg::NodeCallback {
-public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- // short circuit updates if the model we place with that branch
- // out of sight.
- // Note that the transform is still correct.
- SGUpdateVisitor* updateVisitor = dynamic_cast<SGUpdateVisitor*>(nv);
- if (updateVisitor) {
- SGPlacementTransform* placementTransform;
- placementTransform = static_cast<SGPlacementTransform*>(node);
- double dist2 = distSqr(updateVisitor->getGlobalEyePos(),
- placementTransform->getGlobalPos());
- if (updateVisitor->getSqrVisibility() < dist2)
- return;
- }
- // note, callback is responsible for scenegraph traversal so
- // should always include call traverse(node,nv) to ensure
- // that the rest of cullbacks and the scene graph are traversed.
- traverse(node, nv);
- }
-};
-
-
SGPlacementTransform::SGPlacementTransform(void) :
_placement_offset(0, 0, 0),
_rotation(SGQuatd::unit())
{
- setUpdateCallback(new UpdateCallback);
}
SGPlacementTransform::SGPlacementTransform(const SGPlacementTransform& trans,
#include <simgear/scene/tgdb/obj.hxx>
#include <simgear/scene/tgdb/SGReaderWriterBTGOptions.hxx>
#include <simgear/scene/model/placementtrans.hxx>
-#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include "ReaderWriterSTG.hxx"
#include "TileEntry.hxx"
ModelRegistryCallbackProxy<LoadOnlyCallback> g_stgCallbackProxy("stg");
}
-// FIXME: investigate what huge update flood is clamped away here ...
-class FGTileUpdateCallback : public osg::NodeCallback {
-public:
- virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
- {
- assert(dynamic_cast<SGUpdateVisitor*>(nv));
- SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
-
- osg::Vec3 center = node->getBound().center();
- double distance = dist(updateVisitor->getGlobalEyePos(),
- SGVec3d(center[0], center[1], center[2]));
- if (updateVisitor->getVisibility() + node->getBound().radius() < distance)
- return;
-
- traverse(node, nv);
- }
-};
-
namespace
{
// Update the timestamp on a tile whenever it is in view.
is_inner_ring(false),
tileFileName(b.gen_index_str())
{
- _node->setUpdateCallback(new FGTileUpdateCallback);
_node->setCullCallback(new TileCullCallback);
tileFileName += ".stg";
_node->setName(tileFileName);
SGUpdateVisitor() :
mVisibility(-1)
{
- // 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);
+ 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);
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;