592 lines
14 KiB
C++
592 lines
14 KiB
C++
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#include "osgUtil/IntersectVisitor"
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#include "osg/DCS"
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#include "osg/Geode"
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#include "osg/LOD"
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#include "osg/Billboard"
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#include "osg/Notify"
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#include <float.h>
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#include <algorithm>
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#include <map>
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#ifndef OSG_USE_IO_DOT_H
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#include <iostream>
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using namespace std;
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#endif
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using namespace osg;
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using namespace osgUtil;
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IntersectState::IntersectState()
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{
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_matrix = NULL;
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_inverse = NULL;
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_segmentMaskStack.push_back(0xffffffff);
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}
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IntersectState::~IntersectState()
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{
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if (_matrix) _matrix->unref();
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if (_inverse) _inverse->unref();
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for(SegList::iterator itr=_segList.begin();
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itr!=_segList.end();
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++itr)
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{
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itr->first->unref();
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itr->second->unref();
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}
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_matrix = (osg::Matrix *)0xffffffff;
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_inverse = (osg::Matrix *)0xffffffff;
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}
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bool IntersectState::isCulled(const BoundingSphere& bs,SegmentMask& segMaskOut)
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{
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bool hit = false;
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SegmentMask mask = 0x00000001;
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segMaskOut = 0x00000000;
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SegmentMask segMaskIn = _segmentMaskStack.back();
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// notify(INFO) << << "IntersectState::isCulled() mask in "<<segMaskIn<<" ";
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for(IntersectState::SegList::iterator sitr=_segList.begin();
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sitr!=_segList.end();
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++sitr)
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{
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if ((segMaskIn & mask) && (sitr->second)->intersect(bs))
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{
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// notify(INFO) << << "Hit ";
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segMaskOut = segMaskOut| mask;
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hit = true;
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}
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mask = mask << 1;
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}
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// notify(INFO) << << "mask = "<<segMaskOut<<endl;
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return !hit;
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}
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bool IntersectState::isCulled(const BoundingBox& bb,SegmentMask& segMaskOut)
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{
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bool hit = false;
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SegmentMask mask = 0x00000001;
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segMaskOut = 0x00000000;
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SegmentMask segMaskIn = _segmentMaskStack.back();
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for(IntersectState::SegList::iterator sitr=_segList.begin();
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sitr!=_segList.end();
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++sitr)
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{
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if ((segMaskIn & mask) && (sitr->second)->intersect(bb))
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{
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segMaskOut = segMaskOut| mask;
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hit = true;
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}
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mask = mask << 1;
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}
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return !hit;
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}
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Hit::Hit()
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{
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_originalSeg=NULL;
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_localSeg=NULL;
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_geode=NULL;
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_geoset=NULL;
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_matrix=NULL;
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}
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Hit::Hit(const Hit& hit):Referenced()
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{
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// copy data across.
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_ratio = hit._ratio;
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_originalSeg = hit._originalSeg;
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_localSeg = hit._localSeg;
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_nodePath = hit._nodePath;
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_geode = hit._geode;
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_geoset = hit._geoset;
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_matrix = hit._matrix;
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_vecIndexList = hit._vecIndexList;
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_primitiveIndex = hit._primitiveIndex;
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_intersectPoint = hit._intersectPoint;
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_intersectNormal = hit._intersectNormal;
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if (_matrix) _matrix->ref();
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if (_originalSeg) _originalSeg->ref();
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if (_localSeg) _localSeg->ref();
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}
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Hit::~Hit()
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{
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if (_matrix) _matrix->unref();
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if (_originalSeg) _originalSeg->unref();
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if (_localSeg) _localSeg->unref();
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_matrix = (osg::Matrix*)0xffffffff;
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_localSeg = (osg::Seg*)0xffffffff;
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_localSeg = (osg::Seg*)0xffffffff;
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_geode = (osg::Geode*)0xffffffff;
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}
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Hit& Hit::operator = (const Hit& hit)
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{
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if (&hit==this) return *this;
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// free old memory.
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if (_matrix!=hit._matrix)
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{
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if (_matrix) _matrix->unref();
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_matrix = hit._matrix;
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if (_matrix) _matrix->ref();
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}
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if (_originalSeg!=hit._originalSeg)
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{
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if (_originalSeg) _originalSeg->unref();
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_originalSeg = hit._originalSeg;
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if (_originalSeg) _originalSeg->ref();
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}
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if (_localSeg!=hit._localSeg)
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{
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if (_localSeg) _localSeg->unref();
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_localSeg = hit._localSeg;
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if (_localSeg) _localSeg->ref();
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}
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// copy data across.
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_ratio = hit._ratio;
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_originalSeg = hit._originalSeg;
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_localSeg = hit._localSeg;
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_nodePath = hit._nodePath;
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_geode = hit._geode;
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_geoset = hit._geoset;
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_vecIndexList = hit._vecIndexList;
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_primitiveIndex = hit._primitiveIndex;
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_intersectPoint = hit._intersectPoint;
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_intersectNormal = hit._intersectNormal;
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return *this;
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}
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IntersectVisitor::IntersectVisitor()
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{
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// overide the default node visitor mode.
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setTraverseMode(NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
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reset();
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}
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IntersectVisitor::~IntersectVisitor()
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{
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std::for_each(_intersectStateStack.begin(),_intersectStateStack.end(),UnrefOp<IntersectState>());
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_intersectStateStack.erase(_intersectStateStack.begin(),_intersectStateStack.end());
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}
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void IntersectVisitor::reset()
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{
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//
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// first unref all referenced objects and then empty the containers.
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//
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std::for_each(_intersectStateStack.begin(),_intersectStateStack.end(),UnrefOp<IntersectState>());
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_intersectStateStack.erase(_intersectStateStack.begin(),_intersectStateStack.end());
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// create a empty IntersectState on the the intersectStateStack.
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IntersectState* nis = new IntersectState;
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nis->_matrix = NULL;
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nis->_inverse = NULL;
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_intersectStateStack.push_back(nis);
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}
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bool IntersectVisitor::hits()
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{
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for(SegHitListMap::iterator itr = _segHitList.begin();
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itr != _segHitList.end();
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++itr)
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{
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if (!(itr->second.empty())) return true;
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}
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return false;
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}
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void IntersectVisitor::addSeg(Seg* seg)
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{
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// first check to see if segment has already been added.
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for(SegHitListMap::iterator itr = _segHitList.begin();
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itr != _segHitList.end();
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++itr)
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{
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if (itr->first == seg) return;
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}
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// create a new segment transformed to local coordintes.
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IntersectState* cis = _intersectStateStack.back();
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Seg* ns = new Seg;
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if (cis->_inverse) ns->mult(*seg,*(cis->_inverse));
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else *ns = *seg;
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cis->_segList.push_back(std::pair<Seg*,Seg*>(seg,ns));
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seg->ref();
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ns->ref();
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}
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void IntersectVisitor::pushMatrix(const Matrix& matrix)
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{
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IntersectState* nis = new IntersectState;
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nis->ref();
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IntersectState* cis = _intersectStateStack.back();
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if (cis->_matrix)
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{
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nis->_matrix = new Matrix;
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nis->_matrix->mult(matrix,*(cis->_matrix));
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}
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else
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{
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nis->_matrix = new Matrix(matrix);
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}
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nis->_matrix->ref();
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Matrix* inverse_world = new Matrix;
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inverse_world->ref();
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inverse_world->invert(*(nis->_matrix));
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nis->_inverse = inverse_world;
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IntersectState::SegmentMask segMaskIn = cis->_segmentMaskStack.back();
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IntersectState::SegmentMask mask = 0x00000001;
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for(IntersectState::SegList::iterator sitr=cis->_segList.begin();
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sitr!=cis->_segList.end();
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++sitr)
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{
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if ((segMaskIn & mask))
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{
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Seg* seg = new Seg;
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seg->mult(*(sitr->first),*inverse_world);
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nis->_segList.push_back(std::pair<Seg*,Seg*>(sitr->first,seg));
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seg->ref();
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sitr->first->ref();
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}
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mask = mask << 1;
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}
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_intersectStateStack.push_back(nis);
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// notify(INFO) << << "IntersectVisitor::pushMatrix()"<<endl;
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}
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void IntersectVisitor::popMatrix()
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{
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if (!_intersectStateStack.empty())
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{
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IntersectState* pvs = _intersectStateStack.back();
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pvs->unref();
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_intersectStateStack.pop_back();
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}
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// notify(INFO) << << "IntersectVisitor::popMatrix()"<<endl;
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}
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bool IntersectVisitor::enterNode(Node& node)
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{
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const BoundingSphere& bs = node.getBound();
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if (bs.isValid())
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{
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IntersectState* cis = _intersectStateStack.back();
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IntersectState::SegmentMask sm=0xffffffff;
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if (cis->isCulled(bs,sm)) return false;
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cis->_segmentMaskStack.push_back(sm);
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_nodePath.push_back(&node);
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return true;
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}
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else
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{
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return false;
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}
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}
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void IntersectVisitor::leaveNode()
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{
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IntersectState* cis = _intersectStateStack.back();
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cis->_segmentMaskStack.pop_back();
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}
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void IntersectVisitor::apply(Node& node)
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{
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if (!enterNode(node)) return;
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traverse(node);
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leaveNode();
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}
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struct TriangleIntersect
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{
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Seg _seg;
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Vec3 _s;
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Vec3 _d;
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float _length;
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int _index;
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float _ratio;
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bool _hit;
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typedef std::multimap<float,std::pair<int,osg::Vec3> > TriangleHitList;
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TriangleHitList _thl;
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TriangleIntersect(const Seg& seg,float ratio=FLT_MAX)
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{
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_seg=seg;
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_hit=false;
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_index = 0;
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_ratio = ratio;
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_s = _seg.start();
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_d = _seg.end()-_seg.start();
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_length = _d.length();
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_d /= _length;
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}
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// void operator () (const Vec3& v1,const Vec3& v2,const Vec3& v3)
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// {
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// float r;
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// if (_seg.intersect(v1,v2,v3,r))
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// {
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// _thl.insert(std::pair<float,int>(r,_index));
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// _hit = true;
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// }
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// ++_index;
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// }
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// bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r)
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void operator () (const Vec3& v1,const Vec3& v2,const Vec3& v3)
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{
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++_index;
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if (v1==v2 || v2==v3 || v1==v3) return;
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Vec3 v12 = v2-v1;
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Vec3 n12 = v12^_d;
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float ds12 = (_s-v1)*n12;
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float d312 = (v3-v1)*n12;
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if (d312>=0.0f)
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{
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if (ds12<0.0f) return;
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if (ds12>d312) return;
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}
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else // d312 < 0
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{
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if (ds12>0.0f) return;
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if (ds12<d312) return;
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}
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Vec3 v23 = v3-v2;
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Vec3 n23 = v23^_d;
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float ds23 = (_s-v2)*n23;
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float d123 = (v1-v2)*n23;
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if (d123>=0.0f)
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{
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if (ds23<0.0f) return;
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if (ds23>d123) return;
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}
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else // d123 < 0
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{
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if (ds23>0.0f) return;
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if (ds23<d123) return;
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}
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Vec3 v31 = v1-v3;
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Vec3 n31 = v31^_d;
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float ds31 = (_s-v3)*n31;
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float d231 = (v2-v3)*n31;
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if (d231>=0.0f)
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{
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if (ds31<0.0f) return;
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if (ds31>d231) return;
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}
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else // d231 < 0
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{
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if (ds31>0.0f) return;
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if (ds31<d231) return;
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}
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float r3 = ds12/d312;
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float r1 = ds23/d123;
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float r2 = ds31/d231;
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//float rt = r1+r2+r3;
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Vec3 in = v1*r1+v2*r2+v3*r3;
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float d = (in-_s)*_d;
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if (d<0.0f) return;
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if (d>_length) return;
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osg::Vec3 normal = v12^v23;
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normal.normalize();
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float r = d/_length;
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_thl.insert(std::pair<float,std::pair<int,osg::Vec3> >
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(r,std::pair<int,osg::Vec3>(_index-1,normal)));
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_hit = true;
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}
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};
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bool IntersectVisitor::intersect(GeoSet& gset)
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{
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bool hitFlag = false;
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IntersectState* cis = _intersectStateStack.back();
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const BoundingBox& bb = gset.getBound();
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for(IntersectState::SegList::iterator sitr=cis->_segList.begin();
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sitr!=cis->_segList.end();
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++sitr)
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{
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if (sitr->second->intersect(bb))
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{
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TriangleIntersect ti(*sitr->second);
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for_each_triangle(gset,ti);
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if (ti._hit)
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{
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for(TriangleIntersect::TriangleHitList::iterator thitr=ti._thl.begin();
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thitr!=ti._thl.end();
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++thitr)
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{
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Hit hit;
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hit._nodePath = _nodePath;
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hit._matrix = cis->_matrix;
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if (hit._matrix) hit._matrix->ref();
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hit._geoset = &gset;
|
||
|
if (_nodePath.empty()) hit._geode = NULL;
|
||
|
else hit._geode = dynamic_cast<Geode*>(_nodePath.back());
|
||
|
|
||
|
hit._ratio = thitr->first;
|
||
|
hit._primitiveIndex = thitr->second.first;
|
||
|
hit._originalSeg = sitr->first;
|
||
|
if (hit._originalSeg) hit._originalSeg->ref();
|
||
|
hit._localSeg = sitr->second;
|
||
|
if (hit._localSeg) hit._localSeg->ref();
|
||
|
|
||
|
hit._intersectPoint = sitr->second->start()*(1.0f-hit._ratio)+
|
||
|
sitr->second->end()*hit._ratio;
|
||
|
|
||
|
hit._intersectNormal = thitr->second.second;
|
||
|
|
||
|
// _segHitList[sitr->first].insert(hit);
|
||
|
_segHitList[sitr->first].push_back(hit);
|
||
|
std::sort(_segHitList[sitr->first].begin(),_segHitList[sitr->first].end());
|
||
|
|
||
|
hitFlag = true;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// else notify(INFO) << << "no BB hit"<<endl;
|
||
|
}
|
||
|
|
||
|
return hitFlag;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void IntersectVisitor::apply(Geode& node)
|
||
|
{
|
||
|
if (!enterNode(node)) return;
|
||
|
|
||
|
|
||
|
for(int i=0;i<node.getNumGeosets();++i)
|
||
|
{
|
||
|
|
||
|
intersect(*node.getGeoSet(i));
|
||
|
|
||
|
}
|
||
|
|
||
|
leaveNode();
|
||
|
}
|
||
|
|
||
|
void IntersectVisitor::apply(Billboard& node)
|
||
|
{
|
||
|
if (!enterNode(node)) return;
|
||
|
// Vec3 eye_local = getEyeLocal();
|
||
|
// for(int i=0;i<node.getNumGeosets();++i)
|
||
|
// {
|
||
|
// Vec3 pos;
|
||
|
// node.getPos(i,pos);
|
||
|
//
|
||
|
// GeoSet* gset = node.getGeoSet(i);
|
||
|
//
|
||
|
// Matrix local_mat;
|
||
|
// node.calcTransform(eye_local,pos,local_mat);
|
||
|
//
|
||
|
// Matrix* matrix = NULL;
|
||
|
// Matrix* currMatrix = getCurrentMatrix();
|
||
|
// if (currMatrix)
|
||
|
// {
|
||
|
// matrix = new Matrix();
|
||
|
// matrix->mult(local_mat,*(currMatrix));
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// matrix = new Matrix(local_mat);
|
||
|
// }
|
||
|
//
|
||
|
// matrix->ref();
|
||
|
// matrix->unref();
|
||
|
//
|
||
|
// }
|
||
|
leaveNode();
|
||
|
}
|
||
|
|
||
|
void IntersectVisitor::apply(Group& node)
|
||
|
{
|
||
|
if (!enterNode(node)) return;
|
||
|
|
||
|
traverse(node);
|
||
|
|
||
|
leaveNode();
|
||
|
}
|
||
|
|
||
|
void IntersectVisitor::apply(DCS& node)
|
||
|
{
|
||
|
if (!enterNode(node)) return;
|
||
|
|
||
|
pushMatrix(*node.getMatrix());
|
||
|
|
||
|
traverse(node);
|
||
|
|
||
|
popMatrix();
|
||
|
|
||
|
leaveNode();
|
||
|
}
|
||
|
|
||
|
|
||
|
void IntersectVisitor::apply(Switch& node)
|
||
|
{
|
||
|
apply((Group&)node);
|
||
|
}
|
||
|
|
||
|
|
||
|
void IntersectVisitor::apply(LOD& node)
|
||
|
{
|
||
|
apply((Group&)node);
|
||
|
}
|
||
|
|
||
|
|
||
|
void IntersectVisitor::apply(Scene& node)
|
||
|
{
|
||
|
apply((Group&)node);
|
||
|
}
|