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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* 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 .
*/
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# include <osgUtil/IntersectVisitor>
# include <osg/Transform>
# include <osg/Geode>
# include <osg/LOD>
# include <osg/Billboard>
# include <osg/Notify>
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# include <osg/TriangleFunctor>
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# include <osg/Geometry>
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# include <osg/Projection>
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# include <osg/Camera>
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# include <osg/io_utils>
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# include <float.h>
# include <algorithm>
# include <map>
using namespace osg ;
using namespace osgUtil ;
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Hit : : Hit ( )
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{
}
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Hit : : Hit ( const Hit & hit )
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{
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// copy data across.
_ratio = hit . _ratio ;
_originalLineSegment = hit . _originalLineSegment ;
_localLineSegment = hit . _localLineSegment ;
_nodePath = hit . _nodePath ;
_geode = hit . _geode ;
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_drawable = hit . _drawable ;
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_matrix = hit . _matrix ;
_inverse = hit . _inverse ;
_vecIndexList = hit . _vecIndexList ;
_primitiveIndex = hit . _primitiveIndex ;
_intersectPoint = hit . _intersectPoint ;
_intersectNormal = hit . _intersectNormal ;
}
Hit : : ~ Hit ( )
{
}
Hit & Hit : : operator = ( const Hit & hit )
{
if ( & hit = = this ) return * this ;
_matrix = hit . _matrix ;
_inverse = hit . _inverse ;
_originalLineSegment = hit . _originalLineSegment ;
_localLineSegment = hit . _localLineSegment ;
// copy data across.
_ratio = hit . _ratio ;
_nodePath = hit . _nodePath ;
_geode = hit . _geode ;
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_drawable = hit . _drawable ;
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_vecIndexList = hit . _vecIndexList ;
_primitiveIndex = hit . _primitiveIndex ;
_intersectPoint = hit . _intersectPoint ;
_intersectNormal = hit . _intersectNormal ;
return * this ;
}
const osg : : Vec3 Hit : : getWorldIntersectNormal ( ) const
{
if ( _inverse . valid ( ) )
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{
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osg : : Vec3 norm = osg : : Matrix : : transform3x3 ( * _inverse , _intersectNormal ) ;
norm . normalize ( ) ;
return norm ;
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}
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else return _intersectNormal ;
}
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IntersectVisitor : : IntersectState : : IntersectState ( )
{
_segmentMaskStack . push_back ( 0xffffffff ) ;
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}
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IntersectVisitor : : IntersectState : : ~ IntersectState ( )
{
}
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bool IntersectVisitor : : IntersectState : : isCulled ( const BoundingSphere & bs , LineSegmentMask & segMaskOut )
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{
bool hit = false ;
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LineSegmentMask mask = 0x00000001 ;
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segMaskOut = 0x00000000 ;
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LineSegmentMask segMaskIn = _segmentMaskStack . back ( ) ;
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for ( IntersectState : : LineSegmentList : : iterator sitr = _segList . begin ( ) ;
sitr ! = _segList . end ( ) ;
+ + sitr )
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{
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if ( ( segMaskIn & mask ) & & ( sitr - > second ) - > intersect ( bs ) )
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{
segMaskOut = segMaskOut | mask ;
hit = true ;
}
mask = mask < < 1 ;
}
return ! hit ;
}
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bool IntersectVisitor : : IntersectState : : isCulled ( const BoundingBox & bb , LineSegmentMask & segMaskOut )
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{
bool hit = false ;
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LineSegmentMask mask = 0x00000001 ;
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segMaskOut = 0x00000000 ;
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LineSegmentMask segMaskIn = _segmentMaskStack . back ( ) ;
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for ( IntersectState : : LineSegmentList : : iterator sitr = _segList . begin ( ) ;
sitr ! = _segList . end ( ) ;
+ + sitr )
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{
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if ( ( segMaskIn & mask ) & & ( sitr - > second ) - > intersect ( bb ) )
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{
segMaskOut = segMaskOut | mask ;
hit = true ;
}
mask = mask < < 1 ;
}
return ! hit ;
}
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void IntersectVisitor : : IntersectState : : addLineSegment ( osg : : LineSegment * seg )
{
// create a new segment transformed to local coordintes.
LineSegment * ns = new LineSegment ;
if ( _model_inverse . valid ( ) )
{
if ( _view_inverse . valid ( ) )
{
osg : : Matrix matrix = ( * ( _view_inverse ) ) * ( * ( _model_inverse ) ) ;
ns - > mult ( * seg , matrix ) ;
}
else
{
ns - > mult ( * seg , * ( _model_inverse ) ) ;
}
}
else if ( _view_inverse . valid ( ) )
{
ns - > mult ( * seg , * ( _view_inverse ) ) ;
}
else
{
* ns = * seg ;
}
_segList . push_back ( LineSegmentPair ( seg , ns ) ) ;
}
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IntersectVisitor : : IntersectVisitor ( )
{
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// overide the default node visitor mode.
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setTraversalMode ( NodeVisitor : : TRAVERSE_ACTIVE_CHILDREN ) ;
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// Initialize eyepoint to 0,0,0
setEyePoint ( Vec3 ( 0.0f , 0.0f , 0.0f ) ) ;
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setLODSelectionMode ( USE_HIGHEST_LEVEL_OF_DETAIL ) ; // orignal IntersectVisitor behavior
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//setLODSelectionMode(USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION);
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reset ( ) ;
}
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IntersectVisitor : : ~ IntersectVisitor ( )
{
}
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void IntersectVisitor : : reset ( )
{
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_intersectStateStack . clear ( ) ;
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// create a empty IntersectState on the the intersectStateStack.
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_intersectStateStack . push_back ( new IntersectState ) ;
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_segHitList . clear ( ) ;
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}
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float IntersectVisitor : : getDistanceToEyePoint ( const Vec3 & pos , bool /*withLODScale*/ ) const
{
if ( _lodSelectionMode = = USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION )
{
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// osg::notify(osg::NOTICE)<<"IntersectVisitor::getDistanceToEyePoint)"<<(pos-getEyePoint()).length()<<std::endl;
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// LODScale is not available to IntersectVisitor, so we ignore the withLODScale argument
//if (withLODScale) return (pos-getEyePoint()).length()*getLODScale();
//else return (pos-getEyePoint()).length();
return ( pos - getEyePoint ( ) ) . length ( ) ;
}
else
{
return 0.0f ;
}
}
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bool IntersectVisitor : : hits ( )
{
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for ( LineSegmentHitListMap : : iterator itr = _segHitList . begin ( ) ;
itr ! = _segHitList . end ( ) ;
+ + itr )
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{
if ( ! ( itr - > second . empty ( ) ) ) return true ;
}
return false ;
}
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osg : : Vec3 IntersectVisitor : : getEyePoint ( ) const
{
const IntersectState * cis = _intersectStateStack . empty ( ) ? 0 : _intersectStateStack . back ( ) . get ( ) ;
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if ( cis & & ( cis - > _model_inverse . valid ( ) | | cis - > _view_inverse . valid ( ) ) )
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{
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osg : : Vec3 eyePoint = _pseudoEyePoint ;
if ( cis - > _view_inverse . valid ( ) ) eyePoint = eyePoint * ( * ( cis - > _view_inverse ) ) ;
if ( cis - > _model_inverse . valid ( ) ) eyePoint = eyePoint * ( * ( cis - > _model_inverse ) ) ;
//osg::notify(osg::NOTICE)<<"IntersectVisitor::getEyePoint()"<<eyePoint<<std::endl;
return eyePoint ;
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}
else
{
return _pseudoEyePoint ;
}
}
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void IntersectVisitor : : addLineSegment ( LineSegment * seg )
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{
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if ( ! seg ) return ;
if ( ! seg - > valid ( ) )
{
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notify ( WARN ) < < " Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..) " < < std : : endl ;
notify ( WARN ) < < " " < < seg - > start ( ) < < " " < < seg - > end ( ) < < " segment ignored.. " < < std : : endl ;
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return ;
}
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IntersectState * cis = _intersectStateStack . back ( ) . get ( ) ;
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if ( cis - > _segList . size ( ) > = 32 )
{
notify ( WARN ) < < " Warning: excessive number of line segmenets passed to IntersectVisitor::addLineSegment(..), maximum permitted is 32 line segments. " < < std : : endl ;
notify ( WARN ) < < " " < < seg - > start ( ) < < " " < < seg - > end ( ) < < " segment ignored.. " < < std : : endl ;
return ;
}
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setEyePoint ( seg - > start ( ) ) ; // set start of line segment to be pseudo EyePoint for billboarding and LOD purposes
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// first check to see if segment has already been added.
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for ( IntersectState : : LineSegmentList : : iterator itr = cis - > _segList . begin ( ) ;
itr ! = cis - > _segList . end ( ) ;
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+ + itr )
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{
if ( itr - > first = = seg ) return ;
}
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cis - > addLineSegment ( seg ) ;
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}
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void IntersectVisitor : : pushMatrix ( RefMatrix * matrix , osg : : Transform : : ReferenceFrame rf )
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{
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IntersectState * nis = new IntersectState ;
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IntersectState * cis = _intersectStateStack . back ( ) . get ( ) ;
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if ( rf = = osg : : Transform : : RELATIVE_RF )
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{
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// share the original view matrix
nis - > _view_matrix = cis - > _view_matrix ;
nis - > _view_inverse = cis - > _view_inverse ;
// set up new model matrix
nis - > _model_matrix = matrix ;
if ( cis - > _model_matrix . valid ( ) )
{
nis - > _model_matrix - > postMult ( * ( cis - > _model_matrix ) ) ;
}
RefMatrix * inverse_world = new RefMatrix ;
inverse_world - > invert ( * ( nis - > _model_matrix ) ) ;
nis - > _model_inverse = inverse_world ;
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}
else
{
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// set a new view matrix
nis - > _view_matrix = matrix ;
RefMatrix * inverse_world = new RefMatrix ;
inverse_world - > invert ( * ( nis - > _view_matrix ) ) ;
nis - > _view_inverse = inverse_world ;
// model matrix now blank.
nis - > _model_matrix = 0 ;
nis - > _model_inverse = 0 ;
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}
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IntersectState : : LineSegmentMask segMaskIn = cis - > _segmentMaskStack . back ( ) ;
IntersectState : : LineSegmentMask mask = 0x00000001 ;
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for ( IntersectState : : LineSegmentList : : iterator sitr = cis - > _segList . begin ( ) ;
sitr ! = cis - > _segList . end ( ) ;
+ + sitr )
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{
if ( ( segMaskIn & mask ) )
{
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nis - > addLineSegment ( sitr - > first . get ( ) ) ;
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}
mask = mask < < 1 ;
}
_intersectStateStack . push_back ( nis ) ;
}
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void IntersectVisitor : : popMatrix ( )
{
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if ( ! _intersectStateStack . empty ( ) )
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{
_intersectStateStack . pop_back ( ) ;
}
}
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bool IntersectVisitor : : enterNode ( Node & node )
{
const BoundingSphere & bs = node . getBound ( ) ;
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if ( bs . valid ( ) & & node . isCullingActive ( ) )
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{
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IntersectState * cis = _intersectStateStack . back ( ) . get ( ) ;
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IntersectState : : LineSegmentMask sm = 0xffffffff ;
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if ( cis - > isCulled ( bs , sm ) ) return false ;
cis - > _segmentMaskStack . push_back ( sm ) ;
return true ;
}
else
{
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IntersectState * cis = _intersectStateStack . back ( ) . get ( ) ;
if ( ! cis - > _segmentMaskStack . empty ( ) )
cis - > _segmentMaskStack . push_back ( cis - > _segmentMaskStack . back ( ) ) ;
else
cis - > _segmentMaskStack . push_back ( 0xffffffff ) ;
return true ;
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}
}
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void IntersectVisitor : : leaveNode ( )
{
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IntersectState * cis = _intersectStateStack . back ( ) . get ( ) ;
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cis - > _segmentMaskStack . pop_back ( ) ;
}
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void IntersectVisitor : : apply ( Node & node )
{
if ( ! enterNode ( node ) ) return ;
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traverse ( node ) ;
leaveNode ( ) ;
}
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struct TriangleHit
{
TriangleHit ( unsigned int index , const osg : : Vec3 & normal , float r1 , const osg : : Vec3 * v1 , float r2 , const osg : : Vec3 * v2 , float r3 , const osg : : Vec3 * v3 ) :
_index ( index ) ,
_normal ( normal ) ,
_r1 ( r1 ) ,
_v1 ( v1 ) ,
_r2 ( r2 ) ,
_v2 ( v2 ) ,
_r3 ( r3 ) ,
_v3 ( v3 ) { }
unsigned int _index ;
const osg : : Vec3 _normal ;
float _r1 ;
const osg : : Vec3 * _v1 ;
float _r2 ;
const osg : : Vec3 * _v2 ;
float _r3 ;
const osg : : Vec3 * _v3 ;
} ;
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struct TriangleIntersect
{
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osg : : ref_ptr < LineSegment > _seg ;
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Vec3 _s ;
Vec3 _d ;
float _length ;
int _index ;
float _ratio ;
bool _hit ;
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typedef std : : multimap < float , TriangleHit > TriangleHitList ;
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TriangleHitList _thl ;
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TriangleIntersect ( )
{
}
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TriangleIntersect ( const LineSegment & seg , float ratio = FLT_MAX )
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{
set ( seg , ratio ) ;
}
void set ( const LineSegment & seg , float ratio = FLT_MAX )
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{
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_seg = new LineSegment ( seg ) ;
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_hit = false ;
_index = 0 ;
_ratio = ratio ;
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_s = _seg - > start ( ) ;
_d = _seg - > end ( ) - _seg - > start ( ) ;
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_length = _d . length ( ) ;
_d / = _length ;
}
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// bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r)
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inline void operator ( ) ( const Vec3 & v1 , const Vec3 & v2 , const Vec3 & v3 , bool treatVertexDataAsTemporary )
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{
+ + _index ;
if ( v1 = = v2 | | v2 = = v3 | | v1 = = v3 ) return ;
Vec3 v12 = v2 - v1 ;
Vec3 n12 = v12 ^ _d ;
float ds12 = ( _s - v1 ) * n12 ;
float d312 = ( v3 - v1 ) * n12 ;
if ( d312 > = 0.0f )
{
if ( ds12 < 0.0f ) return ;
if ( ds12 > d312 ) return ;
}
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else // d312 < 0
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{
if ( ds12 > 0.0f ) return ;
if ( ds12 < d312 ) return ;
}
Vec3 v23 = v3 - v2 ;
Vec3 n23 = v23 ^ _d ;
float ds23 = ( _s - v2 ) * n23 ;
float d123 = ( v1 - v2 ) * n23 ;
if ( d123 > = 0.0f )
{
if ( ds23 < 0.0f ) return ;
if ( ds23 > d123 ) return ;
}
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else // d123 < 0
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{
if ( ds23 > 0.0f ) return ;
if ( ds23 < d123 ) return ;
}
Vec3 v31 = v1 - v3 ;
Vec3 n31 = v31 ^ _d ;
float ds31 = ( _s - v3 ) * n31 ;
float d231 = ( v2 - v3 ) * n31 ;
if ( d231 > = 0.0f )
{
if ( ds31 < 0.0f ) return ;
if ( ds31 > d231 ) return ;
}
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else // d231 < 0
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{
if ( ds31 > 0.0f ) return ;
if ( ds31 < d231 ) return ;
}
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float r3 ;
if ( ds12 = = 0.0f ) r3 = 0.0f ;
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else if ( d312 ! = 0.0f ) r3 = ds12 / d312 ;
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else return ; // the triangle and the line must be parallel intersection.
float r1 ;
if ( ds23 = = 0.0f ) r1 = 0.0f ;
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else if ( d123 ! = 0.0f ) r1 = ds23 / d123 ;
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else return ; // the triangle and the line must be parallel intersection.
float r2 ;
if ( ds31 = = 0.0f ) r2 = 0.0f ;
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else if ( d231 ! = 0.0f ) r2 = ds31 / d231 ;
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else return ; // the triangle and the line must be parallel intersection.
float total_r = ( r1 + r2 + r3 ) ;
if ( total_r ! = 1.0f )
{
if ( total_r = = 0.0f ) return ; // the triangle and the line must be parallel intersection.
float inv_total_r = 1.0f / total_r ;
r1 * = inv_total_r ;
r2 * = inv_total_r ;
r3 * = inv_total_r ;
}
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Vec3 in = v1 * r1 + v2 * r2 + v3 * r3 ;
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if ( ! in . valid ( ) )
{
osg : : notify ( WARN ) < < " Warning:: Picked up error in TriangleIntersect " < < std : : endl ;
osg : : notify ( WARN ) < < " ( " < < v1 < < " , \t " < < v2 < < " , \t " < < v3 < < " ) " < < std : : endl ;
osg : : notify ( WARN ) < < " ( " < < r1 < < " , \t " < < r2 < < " , \t " < < r3 < < " ) " < < std : : endl ;
return ;
}
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float d = ( in - _s ) * _d ;
if ( d < 0.0f ) return ;
if ( d > _length ) return ;
osg : : Vec3 normal = v12 ^ v23 ;
normal . normalize ( ) ;
float r = d / _length ;
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if ( treatVertexDataAsTemporary )
{
_thl . insert ( std : : pair < const float , TriangleHit > ( r , TriangleHit ( _index - 1 , normal , r1 , 0 , r2 , 0 , r3 , 0 ) ) ) ;
}
else
{
_thl . insert ( std : : pair < const float , TriangleHit > ( r , TriangleHit ( _index - 1 , normal , r1 , & v1 , r2 , & v2 , r3 , & v3 ) ) ) ;
}
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_hit = true ;
}
} ;
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bool IntersectVisitor : : intersect ( Drawable & drawable )
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{
bool hitFlag = false ;
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IntersectState * cis = _intersectStateStack . back ( ) . get ( ) ;
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const BoundingBox & bb = drawable . getBound ( ) ;
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for ( IntersectState : : LineSegmentList : : iterator sitr = cis - > _segList . begin ( ) ;
sitr ! = cis - > _segList . end ( ) ;
+ + sitr )
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{
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if ( sitr - > second - > intersect ( bb ) )
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{
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TriangleFunctor < TriangleIntersect > ti ;
ti . set ( * sitr - > second ) ;
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drawable . accept ( ti ) ;
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if ( ti . _hit )
{
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osg : : Geometry * geometry = drawable . asGeometry ( ) ;
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for ( TriangleIntersect : : TriangleHitList : : iterator thitr = ti . _thl . begin ( ) ;
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thitr ! = ti . _thl . end ( ) ;
+ + thitr )
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{
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Hit hit ;
hit . _nodePath = _nodePath ;
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hit . _matrix = cis - > _model_matrix ;
hit . _inverse = cis - > _model_inverse ;
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hit . _drawable = & drawable ;
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if ( _nodePath . empty ( ) ) hit . _geode = NULL ;
else hit . _geode = dynamic_cast < Geode * > ( _nodePath . back ( ) ) ;
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TriangleHit & triHit = thitr - > second ;
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hit . _ratio = thitr - > first ;
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hit . _primitiveIndex = triHit . _index ;
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hit . _originalLineSegment = sitr - > first ;
hit . _localLineSegment = sitr - > second ;
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hit . _intersectPoint = sitr - > second - > start ( ) * ( 1.0f - hit . _ratio ) +
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sitr - > second - > end ( ) * hit . _ratio ;
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hit . _intersectNormal = triHit . _normal ;
if ( geometry )
{
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osg : : Vec3Array * vertices = dynamic_cast < osg : : Vec3Array * > ( geometry - > getVertexArray ( ) ) ;
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if ( vertices )
{
osg : : Vec3 * first = & ( vertices - > front ( ) ) ;
if ( triHit . _v1 ) hit . _vecIndexList . push_back ( triHit . _v1 - first ) ;
if ( triHit . _v2 ) hit . _vecIndexList . push_back ( triHit . _v2 - first ) ;
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if ( triHit . _v3 ) hit . _vecIndexList . push_back ( triHit . _v3 - first ) ;
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}
}
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_segHitList [ sitr - > first . get ( ) ] . push_back ( hit ) ;
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std : : sort ( _segHitList [ sitr - > first . get ( ) ] . begin ( ) , _segHitList [ sitr - > first . get ( ) ] . end ( ) ) ;
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hitFlag = true ;
}
}
}
}
return hitFlag ;
}
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void IntersectVisitor : : apply ( Geode & geode )
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{
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if ( ! enterNode ( geode ) ) return ;
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for ( unsigned int i = 0 ; i < geode . getNumDrawables ( ) ; i + + )
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{
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intersect ( * geode . getDrawable ( i ) ) ;
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}
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leaveNode ( ) ;
}
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void IntersectVisitor : : apply ( Billboard & node )
{
if ( ! enterNode ( node ) ) return ;
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// IntersectVisitor doesn't have getEyeLocal(), can we use NodeVisitor::getEyePoint()?
const Vec3 & eye_local = getEyePoint ( ) ;
for ( unsigned int i = 0 ; i < node . getNumDrawables ( ) ; i + + )
{
const Vec3 & pos = node . getPosition ( i ) ;
osg : : ref_ptr < RefMatrix > billboard_matrix = new RefMatrix ;
node . computeMatrix ( * billboard_matrix , eye_local , pos ) ;
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pushMatrix ( billboard_matrix . get ( ) , osg : : Transform : : RELATIVE_RF ) ;
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intersect ( * node . getDrawable ( i ) ) ;
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popMatrix ( ) ;
}
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leaveNode ( ) ;
}
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void IntersectVisitor : : apply ( Group & node )
{
if ( ! enterNode ( node ) ) return ;
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traverse ( node ) ;
leaveNode ( ) ;
}
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void IntersectVisitor : : apply ( Transform & node )
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{
if ( ! enterNode ( node ) ) return ;
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osg : : ref_ptr < RefMatrix > matrix = new RefMatrix ;
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node . computeLocalToWorldMatrix ( * matrix , this ) ;
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pushMatrix ( matrix . get ( ) , node . getReferenceFrame ( ) ) ;
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traverse ( node ) ;
popMatrix ( ) ;
leaveNode ( ) ;
}
void IntersectVisitor : : apply ( Switch & node )
{
apply ( ( Group & ) node ) ;
}
void IntersectVisitor : : apply ( LOD & node )
{
apply ( ( Group & ) node ) ;
}
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PickVisitor : : PickVisitor ( const osg : : Viewport * viewport , const osg : : Matrixd & proj , const osg : : Matrixd & view , float mx , float my ) :
_mx ( mx ) ,
_my ( my ) ,
_lastViewport ( viewport ) ,
_lastProjectionMatrix ( proj ) ,
_lastViewMatrix ( view )
{
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setLODSelectionMode ( USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION ) ;
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if ( viewport & &
mx > = static_cast < float > ( viewport - > x ( ) ) & &
my > = static_cast < float > ( viewport - > y ( ) ) & &
mx < static_cast < float > ( viewport - > x ( ) + viewport - > width ( ) ) & &
my < static_cast < float > ( viewport - > y ( ) + viewport - > height ( ) ) )
{
// mouse pointer intersect viewport so we can proceed to set up a line segment
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osg : : Matrix MVPW = proj * viewport - > computeWindowMatrix ( ) ;
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osg : : Matrixd inverseMVPW ;
inverseMVPW . invert ( MVPW ) ;
osg : : Vec3 nearPoint = osg : : Vec3 ( mx , my , 0.0f ) * inverseMVPW ;
osg : : Vec3 farPoint = osg : : Vec3 ( mx , my , 1.0f ) * inverseMVPW ;
osg : : LineSegment * lineSegment = new osg : : LineSegment ;
lineSegment - > set ( nearPoint , farPoint ) ;
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IntersectState * cis = ! _intersectStateStack . empty ( ) ? _intersectStateStack . back ( ) . get ( ) : 0 ;
if ( cis )
{
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cis - > _view_matrix = new RefMatrix ( view ) ;
cis - > _view_inverse = new RefMatrix ;
cis - > _view_inverse - > invert ( * ( cis - > _view_matrix ) ) ;
cis - > _model_matrix = 0 ;
cis - > _model_inverse = 0 ;
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}
else
{
osg : : notify ( osg : : NOTICE ) < < " Warning: PickVisitor not set up correctly, picking errors likely " < < std : : endl ;
}
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addLineSegment ( lineSegment ) ;
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}
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}
void PickVisitor : : runNestedPickVisitor ( osg : : Node & node , const osg : : Viewport * viewport , const osg : : Matrix & proj , const osg : : Matrix & view , float mx , float my )
{
PickVisitor newPickVisitor ( viewport , proj , view , mx , my ) ;
newPickVisitor . setTraversalMask ( getTraversalMask ( ) ) ;
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newPickVisitor . getNodePath ( ) = getNodePath ( ) ;
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// the new pickvisitor over the nodes children.
node . traverse ( newPickVisitor ) ;
for ( LineSegmentHitListMap : : iterator itr = newPickVisitor . _segHitList . begin ( ) ;
itr ! = newPickVisitor . _segHitList . end ( ) ;
+ + itr )
{
_segHitList . insert ( * itr ) ;
}
}
void PickVisitor : : apply ( osg : : Projection & projection )
{
runNestedPickVisitor ( projection ,
_lastViewport . get ( ) ,
projection . getMatrix ( ) ,
_lastViewMatrix ,
_mx , _my ) ;
}
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void PickVisitor : : apply ( osg : : Camera & camera )
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{
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if ( ! camera . isRenderToTextureCamera ( ) )
{
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if ( camera . getReferenceFrame ( ) = = osg : : Camera : : RELATIVE_RF )
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{
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if ( camera . getTransformOrder ( ) = = osg : : Camera : : POST_MULTIPLY )
{
runNestedPickVisitor ( camera ,
camera . getViewport ( ) ? camera . getViewport ( ) : _lastViewport . get ( ) ,
_lastProjectionMatrix * camera . getProjectionMatrix ( ) ,
_lastViewMatrix * camera . getViewMatrix ( ) ,
_mx , _my ) ;
}
else // PRE_MULTIPLY
{
runNestedPickVisitor ( camera ,
camera . getViewport ( ) ? camera . getViewport ( ) : _lastViewport . get ( ) ,
camera . getProjectionMatrix ( ) * _lastProjectionMatrix ,
camera . getViewMatrix ( ) * _lastViewMatrix ,
_mx , _my ) ;
}
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}
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else
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{
runNestedPickVisitor ( camera ,
camera . getViewport ( ) ? camera . getViewport ( ) : _lastViewport . get ( ) ,
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camera . getProjectionMatrix ( ) ,
camera . getViewMatrix ( ) ,
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_mx , _my ) ;
}
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}
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}