OpenSceneGraph/include/osgUtil/RayIntersector

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/* -*-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 OSGUTIL_RAYINTERSECTOR
#define OSGUTIL_RAYINTERSECTOR 1
#include <osgUtil/IntersectionVisitor>
namespace osgUtil
{
/** RayIntersector implements possibly-infinite line intersections with the scene graph.
*
* Compared with LineSegmentIntersector, RayIntersector supports infinite intersection
* lines, start and end point can be given in homogeneous coordinates and projection
* matrix is allowed to have z-far plane at infinity (often used in shadow volume
* technique).
*
* Currently, picking of objects at infinity is not supported. Please, contribute.
*
* The class is be used in conjunction with IntersectionVisitor. */
class OSGUTIL_EXPORT RayIntersector : public Intersector
{
public:
/** Construct a RayIntersector. You will need to provide start and end point,
* or start point and direction. See setStart() and setDirecton(). */
RayIntersector(CoordinateFrame cf = MODEL, RayIntersector* parent = NULL,
osgUtil::Intersector::IntersectionLimit intersectionLimit = osgUtil::Intersector::NO_LIMIT);
/** Construct a RayIntersector that runs from start point in specified direction to the infinity.
* Start and direction are provided in MODEL coordinates. */
RayIntersector(const osg::Vec3d& start, const osg::Vec3d& direction);
/** Construct a RayIntersector the runs from start point in specified direction to the infinity in the specified coordinate frame. */
RayIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& direction, RayIntersector* parent = NULL,
osgUtil::Intersector::IntersectionLimit intersectionLimit = osgUtil::Intersector::NO_LIMIT);
/** Convenience constructor for supporting picking in WINDOW and PROJECTION coordinates.
* In WINDOW coordinates, it creates a start value of (x,y,0) and end value of (x,y,1).
* In PROJECTION coordinates (clip space cube), it creates a start value of (x,y,-1) and end value of (x,y,1).
* In VIEW and MODEL coordinates, it creates a start value of (x,y,0) and end value of (x,y,1).*/
RayIntersector(CoordinateFrame cf, double x, double y);
struct OSGUTIL_EXPORT Intersection
{
Intersection() : distance(-1.0), primitiveIndex(0) {}
bool operator < (const Intersection& rhs) const { return distance < rhs.distance; }
typedef std::vector<unsigned int> IndexList;
typedef std::vector<double> RatioList;
double distance;
osg::NodePath nodePath;
osg::ref_ptr<osg::Drawable> drawable;
osg::ref_ptr<osg::RefMatrix> matrix;
osg::Vec3d localIntersectionPoint;
osg::Vec3 localIntersectionNormal;
IndexList indexList;
RatioList ratioList;
unsigned int primitiveIndex;
const osg::Vec3d& getLocalIntersectPoint() const { return localIntersectionPoint; }
osg::Vec3d getWorldIntersectPoint() const { return matrix.valid() ? localIntersectionPoint * (*matrix) : localIntersectionPoint; }
const osg::Vec3& getLocalIntersectNormal() const { return localIntersectionNormal; }
osg::Vec3 getWorldIntersectNormal() const { return matrix.valid() ? osg::Matrix::transform3x3(osg::Matrix::inverse(*matrix),localIntersectionNormal) : localIntersectionNormal; }
/** convinience function for mapping the intersection point to any textures assigned to the objects intersected.
* Returns the Texture pointer and texture coords of object hit when a texture is available on the object, returns NULL otherwise.*/
osg::Texture* getTextureLookUp(osg::Vec3& tc) const;
};
typedef std::multiset<Intersection> Intersections;
inline void insertIntersection(const Intersection& intersection) { getIntersections().insert(intersection); }
inline Intersections& getIntersections() { return _parent ? _parent->_intersections : _intersections; }
inline Intersection getFirstIntersection() { Intersections& intersections = getIntersections(); return intersections.empty() ? Intersection() : *(intersections.begin()); }
virtual void setStart(const osg::Vec3d& start) { _start = start; }
inline const osg::Vec3d& getStart() const { return _start; }
virtual void setDirection(const osg::Vec3d& dir) { _direction = dir; }
inline const osg::Vec3d& getDirection() const { return _direction; }
public:
virtual Intersector* clone(osgUtil::IntersectionVisitor& iv);
virtual bool enter(const osg::Node& node);
virtual void leave();
virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable);
virtual void reset();
virtual bool containsIntersections() { return !getIntersections().empty(); }
protected:
virtual bool intersects(const osg::BoundingSphere& bs);
bool intersectAndClip(osg::Vec3d& s, const osg::Vec3d& d, osg::Vec3d& e, const osg::BoundingBox& bb);
RayIntersector* _parent;
osg::Vec3d _start;
osg::Vec3d _direction;
Intersections _intersections;
};
}
#endif