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Use higher level transformations in UVController
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1 changed files with 11 additions and 15 deletions
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@ -277,22 +277,18 @@ void UVController::apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
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if (hasInput())
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{
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float value = getInputValue(nv);
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float uTrans = mUTrans.interpKey(value);
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float vTrans = mVTrans.interpKey(value);
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float uScale = mUScale.interpKey(value);
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float vScale = mVScale.interpKey(value);
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// First scale the UV relative to (0,0),
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// then offset the UV to change the scaling origin to its center.
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osg::Matrixf mat = osg::Matrixf::scale(uScale, vScale, 1);
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float uOffset = 0.5f * (1.f - uScale);
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float vOffset = 0.5f * (1.f - vScale);
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// Apply the original offsets:
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// U offset is supposed to be subtracted regardless of the graphics library,
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// while V offset is made negative to account for OpenGL's Y axis convention.
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uOffset -= uTrans;
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vOffset -= vTrans;
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mat.setTrans(uOffset, vOffset, 0);
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// First scale the UV relative to its center, then apply the offset.
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// U offset is flipped regardless of the graphics library,
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// while V offset is flipped to account for OpenGL Y axis convention.
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osg::Vec3f uvOrigin(0.5f, 0.5f, 0.f);
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osg::Vec3f uvScale(mUScale.interpKey(value), mVScale.interpKey(value), 1.f);
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osg::Vec3f uvTrans(-mUTrans.interpKey(value), -mVTrans.interpKey(value), 0.f);
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osg::Matrixf mat = osg::Matrixf::translate(uvOrigin);
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mat.preMultScale(uvScale);
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mat.preMultTranslate(-uvOrigin);
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mat.setTrans(mat.getTrans() + uvTrans);
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// setting once is enough because all other texture units share the same TexMat (see setDefaults).
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if (!mTextureUnits.empty())
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