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C++ EngineContext::landCoverBins方法代码示例

本文整理汇总了C++中EngineContext::landCoverBins方法的典型用法代码示例。如果您正苦于以下问题:C++ EngineContext::landCoverBins方法的具体用法?C++ EngineContext::landCoverBins怎么用?C++ EngineContext::landCoverBins使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在EngineContext的用法示例。


在下文中一共展示了EngineContext::landCoverBins方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: cull

void TileNode::cull(osg::NodeVisitor& nv)
{
    if ( nv.getFrameStamp() )
    {
        _lastTraversalFrame.exchange( nv.getFrameStamp()->getFrameNumber() );
    }

    unsigned currLOD = getTileKey().getLOD();

#if OSGEARTH_REX_TILE_NODE_DEBUG_TRAVERSAL
    if (currLOD==0)
    {
        OE_INFO << LC <<"Traversing: "<<"\n";    
    }
#endif
    osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>( &nv );

    EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );
    const SelectionInfo& selectionInfo = context->getSelectionInfo();

    // determine whether we can and should subdivide to a higher resolution:
    bool subdivide = shouldSubDivide(nv, selectionInfo, cv->getLODScale());

    // If this is an inherit-viewpoint camera, we don't need it to invoke subdivision
    // because we want only the tiles loaded by the true viewpoint.
    bool canCreateChildren = subdivide;
    const osg::Camera* cam = cv->getCurrentCamera();
    if ( cam && cam->getReferenceFrame() == osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT )
    {
        canCreateChildren = false;
    }

    // If *any* of the children are visible, subdivide.
    if (subdivide)
    {
        // We are in range of the child nodes. Either draw them or load them.

        // If the children don't exist, create them and inherit the parent's data.
        if ( getNumChildren() == 0 && canCreateChildren )
        {
            Threading::ScopedMutexLock exclusive(_mutex);
            if ( getNumChildren() == 0 )
            {
                createChildren( context );
            }
        }

        // All 4 children must be ready before we can traverse any of them:
        unsigned numChildrenReady = 0;
        if ( getNumChildren() == 4 )
        {
            for(unsigned i = 0; i < 4; ++i)
            {                
                if ( getSubTile(i)->isReadyToTraverse() )
                {
                    ++numChildrenReady;
                }
            }
        }

        // If all are ready, traverse them now.
        if ( numChildrenReady == 4 )
        {
            // TODO:
            // When we do this, we need to quite sure that all 4 children will be accepted into
            // the draw set. Perhaps isReadyToTraverse() needs to check that.
            _children[0]->accept( nv );
            _children[1]->accept( nv );
            _children[2]->accept( nv );
            _children[3]->accept( nv );
        }

        // If we don't traverse the children, traverse this node's payload.
        else if ( _surface.valid() )
        {
            cullSurface( cv );
        }
    }

    // If children are outside camera range, draw the payload and expire the children.
    else if ( _surface.valid() )
    {
        cullSurface( cv );

        if ( getNumChildren() >= 4 && context->maxLiveTilesExceeded() )
        {
            if (getSubTile(0)->isDormant( nv ) &&
                getSubTile(1)->isDormant( nv ) &&
                getSubTile(2)->isDormant( nv ) &&
                getSubTile(3)->isDormant( nv ))
            {
                expireChildren( nv );
            }
        }
    }

    // Traverse land cover bins at this LOD.
    for(int i=0; i<context->landCoverBins()->size(); ++i)
    {
        bool first = true;
//.........这里部分代码省略.........
开发者ID:yaroslav-tarasov,项目名称:osgearth,代码行数:101,代码来源:TileNode.cpp


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