/usr/include/osgSim/Sector is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGSIM_SECTOR
#define OSGSIM_SECTOR 1
#include <osgSim/Export>
#include <osg/Quat>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Matrix>
#include <osg/Math>
#include <osg/Object>
namespace osgSim {
class Sector : public osg::Object
{
public:
Sector() {}
Sector(const Sector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY):
osg::Object(copy,copyop) {}
virtual const char *libraryName() const { return "osgSim"; }
virtual const char *className() const { return "Sector"; }
virtual bool isSameKindAs(const osg::Object *obj) const { return dynamic_cast<const Sector *>(obj) != 0; }
virtual float operator() (const osg::Vec3& /*eyeLocal*/) const = 0;
protected:
virtual ~Sector() {}
};
class OSGSIM_EXPORT AzimRange
{
public:
AzimRange():
_cosAzim(1.0f),
_sinAzim(0.0f),
_cosAngle(-1.0f),
_cosFadeAngle(-1.0f) {}
void setAzimuthRange(float minAzimuth,float maxAzimuth,float fadeAngle=0.0f);
void getAzimuthRange(float& minAzimuth, float& maxAzimuth, float& fadeAngle) const;
inline float azimSector(const osg::Vec3& eyeLocal) const
{
float dotproduct = eyeLocal.x()*_sinAzim+eyeLocal.y()*_cosAzim;
float length = sqrt(osg::square(eyeLocal.x())+osg::square(eyeLocal.y()));
if (dotproduct<_cosFadeAngle*length) return 0.0f; // out of sector.
if (dotproduct>=_cosAngle*length) return 1.0f; // fully in sector.
return (dotproduct-_cosFadeAngle*length)/((_cosAngle-_cosFadeAngle)*length);
}
protected:
float _cosAzim;
float _sinAzim;
float _cosAngle;
float _cosFadeAngle;
};
class OSGSIM_EXPORT ElevationRange
{
public:
ElevationRange():
_cosMinElevation(-1.0f),
_cosMinFadeElevation(-1.0f),
_cosMaxElevation(1.0),
_cosMaxFadeElevation(1.0) {}
void setElevationRange(float minElevation,float maxElevation,float fadeAngle=0.0f);
float getMinElevation() const;
float getMaxElevation() const;
float getFadeAngle() const;
inline float elevationSector(const osg::Vec3& eyeLocal) const
{
float dotproduct = eyeLocal.z(); // against z axis - eyeLocal*(0,0,1).
float length = eyeLocal.length();
if (dotproduct>_cosMaxFadeElevation*length) return 0.0f; // out of sector
if (dotproduct<_cosMinFadeElevation*length) return 0.0f; // out of sector
if (dotproduct>_cosMaxElevation*length)
{
// in uppoer fade band.
return (dotproduct-_cosMaxFadeElevation*length)/((_cosMaxElevation-_cosMaxFadeElevation)*length);
}
if (dotproduct<_cosMinElevation*length)
{
// in lower fade band.
return (dotproduct-_cosMinFadeElevation*length)/((_cosMinElevation-_cosMinFadeElevation)*length);
}
return 1.0f; // fully in sector
}
protected:
float _cosMinElevation;
float _cosMinFadeElevation;
float _cosMaxElevation;
float _cosMaxFadeElevation;
};
class OSGSIM_EXPORT AzimSector : public Sector, public AzimRange
{
public:
AzimSector():
Sector(),
AzimRange() {}
AzimSector(const AzimSector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY):
Sector(copy,copyop),
AzimRange(copy) {}
AzimSector(float minAzimuth,float maxAzimuth,float fadeAngle=0.0f);
META_Object(osgSim,AzimSector);
virtual float operator() (const osg::Vec3& eyeLocal) const;
protected:
virtual ~AzimSector() {}
};
class OSGSIM_EXPORT ElevationSector : public Sector, public ElevationRange
{
public:
ElevationSector():
Sector(),
ElevationRange() {}
ElevationSector(const ElevationSector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY):
Sector(copy,copyop),
ElevationRange(copy) {}
ElevationSector(float minElevation,float maxElevation,float fadeAngle=0.0f);
META_Object(osgSim,ElevationSector);
virtual float operator() (const osg::Vec3& eyeLocal) const;
protected:
virtual ~ElevationSector() {}
};
class OSGSIM_EXPORT AzimElevationSector : public Sector, public AzimRange, public ElevationRange
{
public:
AzimElevationSector():
Sector(),
AzimRange(),
ElevationRange() {}
AzimElevationSector(const AzimElevationSector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY):
Sector(copy,copyop),
AzimRange(copy),
ElevationRange(copy) {}
AzimElevationSector(float minAzimuth,float maxAzimuth,float minElevation,float maxElevation,float fadeAngle=0.0f);
META_Object(osgSim,AzimElevationSector);
virtual float operator() (const osg::Vec3& eyeLocal) const;
protected:
virtual ~AzimElevationSector() {}
};
class OSGSIM_EXPORT ConeSector : public Sector
{
public:
ConeSector():
Sector(),
_axis(0.0f,0.0f,1.0f),
_cosAngle(-1.0f),
_cosAngleFade(-1.0f) {}
ConeSector(const ConeSector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY):
Sector(copy,copyop),
_axis(copy._axis),
_cosAngle(copy._cosAngle),
_cosAngleFade(copy._cosAngleFade) {}
ConeSector(const osg::Vec3& axis,float angle,float fadeangle=0.0f);
META_Object(osgSim,ConeSector);
void setAxis(const osg::Vec3& axis);
const osg::Vec3& getAxis() const;
void setAngle(float angle,float fadeangle=0.0f);
float getAngle() const;
float getFadeAngle() const;
virtual float operator() (const osg::Vec3& eyeLocal) const;
protected:
virtual ~ConeSector() {}
osg::Vec3 _axis;
float _cosAngle;
float _cosAngleFade;
};
/* The DirectionalSector class was created to better handle OpenFlight directional
lightpoints. The Elevation and Azimuth Sectors above impose invalid limits on
the elevation range which cause lightpoints whose direction vectors are not
on the XY plane to be displayed incorrectly. Corbin Holtz 4/04 */
class OSGSIM_EXPORT DirectionalSector : public Sector
{
public:
DirectionalSector():
Sector(),
_direction(0.0f, 0.0f, 1.0f),
_rollAngle(0.0f),
_cosHorizAngle(-1.0f),
_cosVertAngle(-1.0f),
_cosHorizFadeAngle(-1.0f),
_cosVertFadeAngle(-1.0f) {computeMatrix();}
DirectionalSector(const DirectionalSector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY):
Sector(copy,copyop),
_direction(copy._direction),
_rollAngle(copy._rollAngle),
_local_to_LP(copy._local_to_LP),
_cosHorizAngle(copy._cosHorizAngle),
_cosVertAngle(copy._cosVertAngle),
_cosHorizFadeAngle(copy._cosHorizFadeAngle),
_cosVertFadeAngle(copy._cosVertFadeAngle) {}
DirectionalSector(const osg::Vec3& direction,float horizLobeAngle, float vertLobeAngle, float lobeRollAngle, float fadeAngle=0.0f);
META_Object(osgSim,DirectionalSector);
void setDirection(const osg::Vec3& direction);
const osg::Vec3& getDirection() const;
void setHorizLobeAngle(float angle);
float getHorizLobeAngle() const;
void setLobeRollAngle(float angle);
float getLobeRollAngle() const;
void setVertLobeAngle(float angle);
float getVertLobeAngle() const;
void setFadeAngle(float angle);
float getFadeAngle() const;
virtual float operator() (const osg::Vec3& eyeLocal) const;
void computeMatrix() ;
protected:
virtual ~DirectionalSector() {}
osg::Vec3 _direction ;
float _rollAngle ;
osg::Matrix _local_to_LP ;
float _cosHorizAngle;
float _cosVertAngle;
float _cosHorizFadeAngle;
float _cosVertFadeAngle;
};
}
#endif
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