2013-10-03 16:45:57 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_RAYINTERSECTOR
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#define OSGUTIL_RAYINTERSECTOR 1
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#include <osgUtil/IntersectionVisitor>
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namespace osgUtil
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{
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/** RayIntersector implements possibly-infinite line intersections with the scene graph.
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*
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* Compared with LineSegmentIntersector, RayIntersector supports infinite intersection
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* lines, start and end point can be given in homogeneous coordinates and projection
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* matrix is allowed to have z-far plane at infinity (often used in shadow volume
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* technique).
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*
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* Currently, picking of objects at infinity is not supported. Please, contribute.
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*
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* The class is be used in conjunction with IntersectionVisitor. */
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class OSGUTIL_EXPORT RayIntersector : public Intersector
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{
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public:
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/** Construct a RayIntersector. You will need to provide start and end point,
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* or start point and direction. See setStart() and setDirecton(). */
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RayIntersector(CoordinateFrame cf = MODEL, RayIntersector* parent = NULL,
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osgUtil::Intersector::IntersectionLimit intersectionLimit = osgUtil::Intersector::NO_LIMIT);
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/** Construct a RayIntersector that runs from start point in specified direction to the infinity.
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* Start and direction are provided in MODEL coordinates. */
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RayIntersector(const osg::Vec3d& start, const osg::Vec3d& direction);
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/** Construct a RayIntersector the runs from start point in specified direction to the infinity in the specified coordinate frame. */
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RayIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& direction, RayIntersector* parent = NULL,
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osgUtil::Intersector::IntersectionLimit intersectionLimit = osgUtil::Intersector::NO_LIMIT);
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/** Convenience constructor for supporting picking in WINDOW and PROJECTION coordinates.
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* In WINDOW coordinates, it creates a start value of (x,y,0) and end value of (x,y,1).
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* In PROJECTION coordinates (clip space cube), it creates a start value of (x,y,-1) and end value of (x,y,1).
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* In VIEW and MODEL coordinates, it creates a start value of (x,y,0) and end value of (x,y,1).*/
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RayIntersector(CoordinateFrame cf, double x, double y);
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struct OSGUTIL_EXPORT Intersection
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{
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Intersection() : distance(-1.0), primitiveIndex(0) {}
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bool operator < (const Intersection& rhs) const { return distance < rhs.distance; }
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typedef std::vector<unsigned int> IndexList;
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typedef std::vector<double> RatioList;
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double distance;
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osg::NodePath nodePath;
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osg::ref_ptr<osg::Drawable> drawable;
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osg::ref_ptr<osg::RefMatrix> matrix;
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osg::Vec3d localIntersectionPoint;
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osg::Vec3 localIntersectionNormal;
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IndexList indexList;
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RatioList ratioList;
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unsigned int primitiveIndex;
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const osg::Vec3d& getLocalIntersectPoint() const { return localIntersectionPoint; }
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osg::Vec3d getWorldIntersectPoint() const { return matrix.valid() ? localIntersectionPoint * (*matrix) : localIntersectionPoint; }
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const osg::Vec3& getLocalIntersectNormal() const { return localIntersectionNormal; }
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osg::Vec3 getWorldIntersectNormal() const { return matrix.valid() ? osg::Matrix::transform3x3(osg::Matrix::inverse(*matrix),localIntersectionNormal) : localIntersectionNormal; }
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2015-04-08 02:01:12 +08:00
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/** Convenience function for mapping the intersection point to any textures assigned to the objects intersected.
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2013-10-03 16:45:57 +08:00
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* Returns the Texture pointer and texture coords of object hit when a texture is available on the object, returns NULL otherwise.*/
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osg::Texture* getTextureLookUp(osg::Vec3& tc) const;
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};
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typedef std::multiset<Intersection> Intersections;
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inline void insertIntersection(const Intersection& intersection) { getIntersections().insert(intersection); }
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inline Intersections& getIntersections() { return _parent ? _parent->_intersections : _intersections; }
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inline Intersection getFirstIntersection() { Intersections& intersections = getIntersections(); return intersections.empty() ? Intersection() : *(intersections.begin()); }
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virtual void setStart(const osg::Vec3d& start) { _start = start; }
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inline const osg::Vec3d& getStart() const { return _start; }
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virtual void setDirection(const osg::Vec3d& dir) { _direction = dir; }
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inline const osg::Vec3d& getDirection() const { return _direction; }
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public:
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virtual Intersector* clone(osgUtil::IntersectionVisitor& iv);
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virtual bool enter(const osg::Node& node);
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virtual void leave();
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virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable);
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virtual void reset();
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virtual bool containsIntersections() { return !getIntersections().empty(); }
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protected:
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virtual bool intersects(const osg::BoundingSphere& bs);
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bool intersectAndClip(osg::Vec3d& s, const osg::Vec3d& d, osg::Vec3d& e, const osg::BoundingBox& bb);
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RayIntersector* _parent;
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osg::Vec3d _start;
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osg::Vec3d _direction;
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Intersections _intersections;
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};
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}
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#endif
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