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Remove ViewPartitionNode that is obviously superseeded by the

CameraGroup implementation and that is not used by flightgear.

Modified Files:
	FlightGear.dsp configure.ac projects/VC7.1/FlightGear.vcproj
 	src/FDM/Makefile.am src/Main/Makefile.am
Removed Files:
	src/Main/ViewPartitionNode.cxx src/Main/ViewPartitionNode.hxx
This commit is contained in:
frohlich 2009-06-28 09:24:00 +00:00 committed by Tim Moore
parent e9c0c01ebb
commit 05a0a1f231
5 changed files with 0 additions and 325 deletions

View file

@ -9485,36 +9485,6 @@ SOURCE=.\src\Main\FGManipulator.hxx
# End Source File
# Begin Source File
SOURCE=.\src\Main\ViewPartitionNode.cxx
!IF "$(CFG)" == "FlightGear - Win32 Release"
# PROP Intermediate_Dir "Release\Lib_Main"
!ELSEIF "$(CFG)" == "FlightGear - Win32 Debug"
# PROP Intermediate_Dir "Debug\Lib_Main"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\src\Main\ViewPartitionNode.hxx
!IF "$(CFG)" == "FlightGear - Win32 Release"
# PROP Intermediate_Dir "Release\Lib_Main"
!ELSEIF "$(CFG)" == "FlightGear - Win32 Debug"
# PROP Intermediate_Dir "Debug\Lib_Main"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\src\Main\WindowSystemAdapter.hxx
!IF "$(CFG)" == "FlightGear - Win32 Release"

View file

@ -1945,12 +1945,6 @@
<File
RelativePath="..\..\src\Main\viewmgr.hxx">
</File>
<File
RelativePath="..\..\src\Main\ViewPartitionNode.cxx">
</File>
<File
RelativePath="..\..\src\Main\ViewPartitionNode.hxx">
</File>
<File
RelativePath="..\..\src\Main\WindowBuilder.cxx">
</File>

View file

@ -53,7 +53,6 @@ libMain_a_SOURCES = \
viewmgr.cxx viewmgr.hxx \
CameraGroup.cxx CameraGroup.hxx \
FGEventHandler.cxx FGEventHandler.hxx \
ViewPartitionNode.cxx ViewPartitionNode.hxx \
WindowSystemAdapter.hxx WindowSystemAdapter.cxx \
WindowBuilder.hxx WindowBuilder.cxx \
$(GFX_CODE)

View file

@ -1,228 +0,0 @@
// Copyright (C) 2008 Tim Moore
//
// Much of this file was copied directly from the osgdepthpartition
// example in the OpenSceneGraph distribution, so I feel it is right
// to preserve the license in that code:
/*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/CullSettings>
#include <osg/Depth>
#include <osg/StateSet>
#include <osgUtil/CullVisitor>
// For DotOsgWrapperProxy
#include <osgDB/Registry>
#include <osgDB/Input>
#include <osgDB/Output>
#include <simgear/scene/util/RenderConstants.hxx>
#include "ViewPartitionNode.hxx"
using namespace osg;
const double ViewPartitionNode::nearCameraFar = 100.0;
ViewPartitionNode::ViewPartitionNode():
cameras(2), visibility(40000.0)
{
const GLbitfield inheritanceMask = (CullSettings::ALL_VARIABLES
& ~CullSettings::COMPUTE_NEAR_FAR_MODE
& ~CullSettings::NEAR_FAR_RATIO
& ~CullSettings::CULLING_MODE);
int i = 1;
for (CameraList::iterator iter = cameras.begin();
iter != cameras.end();
++iter, ++i) {
Camera* camera = new Camera;
camera->setReferenceFrame(Transform::RELATIVE_RF);
camera->setInheritanceMask(inheritanceMask);
camera->setComputeNearFarMode(CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setCullingMode(CullSettings::VIEW_FRUSTUM_CULLING);
camera->setRenderOrder(Camera::POST_RENDER, i);
// Slave camera "above" us clears the viewport. Perhaps the
// far camera doesn't need to clear the depth buffer; it
// probably doesn't make much difference.
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
*iter = camera;
}
}
ViewPartitionNode::ViewPartitionNode(const ViewPartitionNode& rhs,
const CopyOp& copyop) :
cameras(2), visibility(rhs.visibility)
{
for (int i = 0; i < 2; i++)
cameras[i] = static_cast<Camera*>(copyop(rhs.cameras[i].get()));
}
void ViewPartitionNode::traverse(NodeVisitor& nv)
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
if(!cv) {
Group::traverse(nv);
return;
}
RefMatrix& modelview = *(cv->getModelViewMatrix());
RefMatrix& projection = *(cv->getProjectionMatrix());
// Get the frustum of the enclosing camera. The ViewPartitionNode
// will divide up the frustum between that camera's near and far
// planes i.e., parentNear and ParentFar.
double left, right, bottom, top, parentNear, parentFar;
projection.getFrustum(left, right, bottom, top, parentNear, parentFar);
double nearPlanes[2], farPlanes[2];
nearPlanes[0] = nearCameraFar;
farPlanes[0] = parentFar;
nearPlanes[1] = parentNear;
farPlanes[1] = nearCameraFar;
for (int i = 0; i < 2; ++i) {
if (farPlanes[i] >0.0) {
ref_ptr<RefMatrix> newProj = new RefMatrix();
makeNewProjMat(projection, nearPlanes[i], farPlanes[i],
*newProj.get());
cv->pushProjectionMatrix(newProj.get());
if (i == NEAR_CAMERA) {
// The near camera shouldn't draw the background,
// which is hard to cull out.
unsigned int savedTraversalMask = cv->getTraversalMask();
cv->setTraversalMask(savedTraversalMask
& ~simgear::BACKGROUND_BIT);
cameras[i]->accept(nv);
cv->setTraversalMask(savedTraversalMask);
} else {
cameras[i]->accept(nv);
}
cv->popProjectionMatrix();
}
}
}
bool ViewPartitionNode::addChild(osg::Node *child)
{
return insertChild(_children.size(), child);
}
bool ViewPartitionNode::insertChild(unsigned int index, osg::Node *child)
{
if(!Group::insertChild(index, child))
return false;
// Insert child into each Camera
for (CameraList::iterator iter = cameras.begin();
iter != cameras.end();
++iter) {
(*iter)->insertChild(index, child);
}
return true;
}
bool ViewPartitionNode::removeChildren(unsigned int pos, unsigned int numRemove)
{
if (!Group::removeChildren(pos, numRemove))
return false;
// Remove child from each Camera
for (CameraList::iterator iter = cameras.begin();
iter != cameras.end();
++iter) {
(*iter)->removeChildren(pos, numRemove);
}
return true;
}
bool ViewPartitionNode::setChild(unsigned int i, osg::Node *node)
{
if(!Group::setChild(i, node)) return false; // Set child
// Set child for each Camera
for (CameraList::iterator iter = cameras.begin();
iter != cameras.end();
++iter) {
(*iter)->setChild(i, node);
}
return true;
}
// Given a projection matrix, return a new one with the same frustum
// sides and new near / far values.
void ViewPartitionNode::makeNewProjMat(Matrixd& oldProj, double znear,
double zfar, Matrixd& projection)
{
projection = oldProj;
// Slightly inflate the near & far planes to avoid objects at the
// extremes being clipped out.
znear *= 0.999;
zfar *= 1.001;
// Clamp the projection matrix z values to the range (near, far)
double epsilon = 1.0e-6;
if (fabs(projection(0,3)) < epsilon &&
fabs(projection(1,3)) < epsilon &&
fabs(projection(2,3)) < epsilon) {
// Projection is Orthographic
epsilon = -1.0/(zfar - znear); // Used as a temp variable
projection(2,2) = 2.0*epsilon;
projection(3,2) = (zfar + znear)*epsilon;
} else {
// Projection is Perspective
double trans_near = (-znear*projection(2,2) + projection(3,2)) /
(-znear*projection(2,3) + projection(3,3));
double trans_far = (-zfar*projection(2,2) + projection(3,2)) /
(-zfar*projection(2,3) + projection(3,3));
double ratio = fabs(2.0/(trans_near - trans_far));
double center = -0.5*(trans_near + trans_far);
projection.postMult(osg::Matrixd(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, ratio, 0.0,
0.0, 0.0, center*ratio, 1.0));
}
}
namespace
{
bool ViewPartitionNode_readLocalData(osg::Object& obj, osgDB::Input& fr)
{
ViewPartitionNode& node = static_cast<ViewPartitionNode&>(obj);
if (fr[0].matchWord("visibility")) {
++fr;
double visibility;
if (fr[0].getFloat(visibility))
++fr;
else
return false;
node.setVisibility(visibility);
}
return true;
}
bool ViewPartitionNode_writeLocalData(const Object& obj, osgDB::Output& fw)
{
const ViewPartitionNode& node = static_cast<const ViewPartitionNode&>(obj);
fw.indent() << "visibility " << node.getVisibility() << std::endl;
return true;
}
osgDB::RegisterDotOsgWrapperProxy viewPartitionNodeProxy
(
new ViewPartitionNode,
"ViewPartitionNode",
"Object Node ViewPartitionNode Group",
&ViewPartitionNode_readLocalData,
&ViewPartitionNode_writeLocalData
);
}

View file

@ -1,60 +0,0 @@
// Copyright (C) 2008 Tim Moore
//
// 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 VIEWPARTITIONNODE_HXX
#define VIEWPARTITIONNODE_HXX 1
// The ViewPartitionNode splits the viewing frustum inherited from a
// camera higher in the scene graph (usually the Viewer master or
// slave camera) into 3 parts: from the parent near plane to a
// intermediate far plane (100m), then out to the current visibility,
// and then beyond where background stuff is rendered. The depth
// buffer and depth testing are disabled for the background.
#include <osg/Camera>
#include <osg/Group>
#include <osg/Matrix>
class ViewPartitionNode : public osg::Group
{
public:
ViewPartitionNode();
ViewPartitionNode(const ViewPartitionNode& rhs,
const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Node(flightgear, ViewPartitionNode);
/** Catch child management functions so the Cameras can be informed
of added or removed children. */
virtual bool addChild(osg::Node *child);
virtual bool insertChild(unsigned int index, osg::Node *child);
virtual bool removeChildren(unsigned int pos, unsigned int numRemove = 1);
virtual bool setChild(unsigned int i, osg::Node *node);
virtual void traverse(osg::NodeVisitor &nv);
void setVisibility(double vis) { visibility = vis; }
double getVisibility() const { return visibility; }
static void makeNewProjMat(osg::Matrixd& oldProj, double znear, double zfar,
osg::Matrixd& projection);
protected:
typedef std::vector< osg::ref_ptr<osg::Camera> > CameraList;
CameraList cameras;
enum CameraNum {
FAR_CAMERA = 0,
NEAR_CAMERA = 1
};
double visibility;
static const double nearCameraFar;
};
#endif