From Jan Peciva, RayIntersector implementation
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@ -50,9 +50,9 @@ class Intersector : public osg::Referenced
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LIMIT_NEAREST
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};
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Intersector(CoordinateFrame cf=MODEL):
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Intersector(CoordinateFrame cf=MODEL, IntersectionLimit il=NO_LIMIT):
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_coordinateFrame(cf),
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_intersectionLimit(NO_LIMIT),
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_intersectionLimit(il),
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_disabledCount(0) {}
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@ -25,11 +25,12 @@ class OSGUTIL_EXPORT LineSegmentIntersector : public Intersector
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{
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public:
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/** Construct a LineSegmentIntersector the runs between the specified start and end points in MODEL coordinates. */
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/** Construct a LineSegmentIntersector that runs between the specified start and end points in MODEL coordinates. */
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LineSegmentIntersector(const osg::Vec3d& start, const osg::Vec3d& end);
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/** Construct a LineSegmentIntersector the runs between the specified start and end points in the specified coordinate frame. */
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LineSegmentIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& end);
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/** Construct a LineSegmentIntersector that runs between the specified start and end points in the specified coordinate frame. */
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LineSegmentIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& end, LineSegmentIntersector* 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, or PROJECTION coordinates
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* In WINDOW coordinates creates a start value of (x,y,0) and end value of (x,y,1).
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@ -94,11 +95,19 @@ class OSGUTIL_EXPORT LineSegmentIntersector : public Intersector
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virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable);
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virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable,
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const osg::Vec3d& s, const osg::Vec3d& e);
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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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/** Compute the matrix that transforms the local coordinate system of parent Intersector (usually
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the current intersector) into the child coordinate system of the child Intersector.
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cf parameter indicates the coordinate frame of parent Intersector. */
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static osg::Matrix getTransformation(osgUtil::IntersectionVisitor& iv, CoordinateFrame cf);
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protected:
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bool intersects(const osg::BoundingSphere& bs);
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bool intersectAndClip(osg::Vec3d& s, osg::Vec3d& e,const osg::BoundingBox& bb);
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128
include/osgUtil/RayIntersector
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128
include/osgUtil/RayIntersector
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@ -0,0 +1,128 @@
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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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/** convinience function for mapping the intersection point to any textures assigned to the objects intersected.
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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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@ -32,6 +32,7 @@ SET(TARGET_H
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${HEADER_PATH}/PolytopeIntersector
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${HEADER_PATH}/PositionalStateContainer
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${HEADER_PATH}/PrintVisitor
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${HEADER_PATH}/RayIntersector
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${HEADER_PATH}/ReflectionMapGenerator
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${HEADER_PATH}/RenderBin
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${HEADER_PATH}/RenderLeaf
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@ -74,6 +75,7 @@ SET(TARGET_SRC
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PolytopeIntersector.cpp
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PositionalStateContainer.cpp
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PrintVisitor.cpp
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RayIntersector.cpp
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RenderBin.cpp
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RenderLeaf.cpp
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RenderStage.cpp
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@ -77,7 +77,7 @@ namespace LineSegmentIntersectorUtils
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_limitOneIntersection = false;
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}
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void set(const osg::Vec3d& start, osg::Vec3d& end, float ratio=FLT_MAX)
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void set(const osg::Vec3d& start, const osg::Vec3d& end, float ratio=FLT_MAX)
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{
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_hit=false;
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_index = 0;
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@ -216,8 +216,9 @@ LineSegmentIntersector::LineSegmentIntersector(const osg::Vec3d& start, const os
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{
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}
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LineSegmentIntersector::LineSegmentIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& end):
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Intersector(cf),
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LineSegmentIntersector::LineSegmentIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& end,
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LineSegmentIntersector* parent, osgUtil::Intersector::IntersectionLimit intersectionLimit):
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Intersector(cf, intersectionLimit),
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_parent(0),
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_start(start),
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_end(end)
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@ -249,8 +250,18 @@ Intersector* LineSegmentIntersector::clone(osgUtil::IntersectionVisitor& iv)
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// compute the matrix that takes this Intersector from its CoordinateFrame into the local MODEL coordinate frame
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// that geometry in the scene graph will always be in.
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osg::Matrix matrix(getTransformation(iv, _coordinateFrame));
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osg::ref_ptr<LineSegmentIntersector> lsi = new LineSegmentIntersector(_start * matrix, _end * matrix);
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lsi->_parent = this;
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lsi->_intersectionLimit = this->_intersectionLimit;
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return lsi.release();
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}
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osg::Matrix LineSegmentIntersector::getTransformation(IntersectionVisitor& iv, CoordinateFrame cf)
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{
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osg::Matrix matrix;
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switch (_coordinateFrame)
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switch (cf)
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{
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case(WINDOW):
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if (iv.getWindowMatrix()) matrix.preMult( *iv.getWindowMatrix() );
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@ -274,11 +285,7 @@ Intersector* LineSegmentIntersector::clone(osgUtil::IntersectionVisitor& iv)
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osg::Matrix inverse;
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inverse.invert(matrix);
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osg::ref_ptr<LineSegmentIntersector> lsi = new LineSegmentIntersector(_start * inverse, _end * inverse);
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lsi->_parent = this;
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lsi->_intersectionLimit = this->_intersectionLimit;
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return lsi.release();
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return inverse;
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}
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bool LineSegmentIntersector::enter(const osg::Node& node)
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@ -301,6 +308,12 @@ void LineSegmentIntersector::intersect(osgUtil::IntersectionVisitor& iv, osg::Dr
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if (iv.getDoDummyTraversal()) return;
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intersect(iv, drawable, s, e);
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}
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void LineSegmentIntersector::intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable,
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const osg::Vec3d& s, const osg::Vec3d& e)
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{
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osg::KdTree* kdTree = iv.getUseKdTreeWhenAvailable() ? dynamic_cast<osg::KdTree*>(drawable->getShape()) : 0;
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if (kdTree)
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{
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358
src/osgUtil/RayIntersector.cpp
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358
src/osgUtil/RayIntersector.cpp
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@ -0,0 +1,358 @@
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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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#include <osgUtil/RayIntersector>
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#include <osgUtil/LineSegmentIntersector>
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#include <osg/KdTree>
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#include <osg/Notify>
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#include <osg/TexMat>
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#include <limits>
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#include <cmath>
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using namespace osg;
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using namespace osgUtil;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// RayIntersector
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//
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RayIntersector::RayIntersector(CoordinateFrame cf, RayIntersector* parent,
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Intersector::IntersectionLimit intersectionLimit) :
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Intersector(cf, intersectionLimit),
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_parent(parent)
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{
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}
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RayIntersector::RayIntersector(const Vec3d& start, const Vec3d& direction) :
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Intersector(),
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_start(start),
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_direction(direction)
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{
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}
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RayIntersector::RayIntersector(CoordinateFrame cf, const Vec3d& start, const Vec3d& direction,
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RayIntersector* parent, Intersector::IntersectionLimit intersectionLimit) :
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Intersector(cf, intersectionLimit),
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_parent(parent),
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_start(start),
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_direction(direction)
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{
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}
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RayIntersector::RayIntersector(CoordinateFrame cf, double x, double y) :
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Intersector(cf),
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_parent(0)
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{
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switch(cf)
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{
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case WINDOW: setStart(Vec3d(x,y,0.)); setDirection(Vec3d(0.,0.,1.)); break;
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case PROJECTION: setStart(Vec3d(x,y,-1.)); setDirection(Vec3d(0.,0.,1.)); break;
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case VIEW: setStart(Vec3d(x,y,0.)); setDirection(Vec3d(0.,0.,1.)); break;
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case MODEL: setStart(Vec3d(x,y,0.)); setDirection(Vec3d(0.,0.,1.)); break;
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}
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}
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Intersector* RayIntersector::clone(IntersectionVisitor& iv)
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{
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if (_coordinateFrame==MODEL && iv.getModelMatrix()==0)
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{
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return new RayIntersector(MODEL, _start, _direction, this, _intersectionLimit);
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}
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Matrix matrix(LineSegmentIntersector::getTransformation(iv, _coordinateFrame));
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Vec3d newStart = _start * matrix;
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Vec4d tmp = Vec4d(_start + _direction, 1.) * matrix;
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Vec3d newEnd = Vec3d(tmp.x(), tmp.y(), tmp.z()) - (newStart * tmp.w());
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return new RayIntersector(MODEL, newStart, newEnd, this, _intersectionLimit);
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}
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bool RayIntersector::enter(const Node& node)
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{
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if (reachedLimit()) return false;
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return !node.isCullingActive() || intersects( node.getBound() );
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}
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void RayIntersector::leave()
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{
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// do nothing
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}
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void RayIntersector::reset()
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{
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Intersector::reset();
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_intersections.clear();
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}
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void RayIntersector::intersect(IntersectionVisitor& iv, Drawable* drawable)
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{
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// did we reached what we wanted as specified by setIntersectionLimit()?
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if (reachedLimit()) return;
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// clip ray to finite line segment
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Vec3d s(_start), e;
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if (!intersectAndClip(s, _direction, e, drawable->getBound())) return;
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// dummy traversal
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if (iv.getDoDummyTraversal()) return;
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// get intersections using LineSegmentIntersector
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LineSegmentIntersector lsi(MODEL, s, e, NULL, _intersectionLimit);
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lsi.intersect(iv, drawable, s, e);
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// copy intersections from LineSegmentIntersector
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LineSegmentIntersector::Intersections intersections = lsi.getIntersections();
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if (!intersections.empty())
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{
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double preLength = (s - _start).length();
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double esLength = (e - s).length();
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for(LineSegmentIntersector::Intersections::iterator it = intersections.begin();
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it != intersections.end(); it++)
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{
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Intersection hit;
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hit.distance = preLength + it->ratio * esLength;
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hit.matrix = it->matrix;
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hit.nodePath = it->nodePath;
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hit.drawable = it->drawable;
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hit.primitiveIndex = it->primitiveIndex;
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hit.localIntersectionPoint = it->localIntersectionPoint;
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hit.localIntersectionNormal = it->localIntersectionNormal;
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hit.indexList = it->indexList;
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hit.ratioList = it->ratioList;
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insertIntersection(hit);
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}
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}
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}
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bool RayIntersector::intersects(const BoundingSphere& bs)
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{
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// if bs not valid then return true based on the assumption that an invalid sphere is yet to be defined.
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if (!bs.valid()) return true;
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// test for _start inside the bounding sphere
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Vec3d sm = _start - bs._center;
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double c = sm.length2() - bs._radius * bs._radius;
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if (c<0.0) return true;
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// solve quadratic equation
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double a = _direction.length2();
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double b = (sm * _direction) * 2.0;
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double d = b * b - 4.0 * a * c;
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// no intersections if d<0
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if (d<0.0) return false;
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// compute two solutions of quadratic equation
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d = sqrt(d);
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double div = 1.0/(2.0*a);
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double r1 = (-b-d)*div;
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double r2 = (-b+d)*div;
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// return false if both intersections are before the ray start
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if (r1<=0.0 && r2<=0.0) return false;
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// if LIMIT_NEAREST and closest point of bounding sphere is further than already found intersection, return false
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if (_intersectionLimit == LIMIT_NEAREST && !getIntersections().empty())
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{
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double minDistance = sm.length() - bs._radius;
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if (minDistance >= getIntersections().begin()->distance) return false;
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}
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// passed all the rejection tests so line must intersect bounding sphere, return true.
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return true;
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}
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||||
|
||||
bool RayIntersector::intersectAndClip(Vec3d& s, const Vec3d& d, Vec3d& e, const BoundingBox& bbInput)
|
||||
{
|
||||
// bounding box min and max
|
||||
Vec3d bb_min(bbInput._min);
|
||||
Vec3d bb_max(bbInput._max);
|
||||
|
||||
// Expand the extents of the bounding box by the epsilon to prevent numerical errors resulting in misses.
|
||||
const double epsilon = 1e-6;
|
||||
|
||||
// clip s against all three components of the Min to Max range of bb
|
||||
for (int i=0; i<3; i++)
|
||||
{
|
||||
// test direction
|
||||
if (d[i] >= 0.)
|
||||
{
|
||||
// trivial reject of segment wholly outside
|
||||
if (s[i] > bb_max[i]) return false;
|
||||
|
||||
if (s[i] < bb_min[i])
|
||||
{
|
||||
// clip s to xMin
|
||||
double t = (bb_min[i]-s[i])/d[i] - epsilon;
|
||||
if (t>0.0) s = s + d*t;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// trivial reject of segment wholly outside
|
||||
if (s[i] < bb_min[i]) return false;
|
||||
|
||||
if (s[i] > bb_max[i])
|
||||
{
|
||||
// clip s to xMax
|
||||
double t = (bb_max[i]-s[i])/d[i] - epsilon;
|
||||
if (t>0.0) s = s + d*t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// t for ending point of clipped ray
|
||||
double end_t = std::numeric_limits<double>::infinity();
|
||||
|
||||
// get end point by clipping the ray by bb
|
||||
// note: this can not be done in previous loop as start point s is moving
|
||||
for (int i=0; i<3; i++)
|
||||
{
|
||||
// test direction
|
||||
if (d[i] >= 0.)
|
||||
{
|
||||
// compute end_t based on xMax
|
||||
double t = (bb_max[i]-s[i])/d[i] + epsilon;
|
||||
if (t < end_t)
|
||||
end_t = t;
|
||||
}
|
||||
else
|
||||
{
|
||||
// compute end_t based on xMin
|
||||
double t = (bb_min[i]-s[i])/d[i] + epsilon;
|
||||
if (t < end_t)
|
||||
end_t = t;
|
||||
}
|
||||
}
|
||||
|
||||
// compute e
|
||||
e = s + d*end_t;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Texture* RayIntersector::Intersection::getTextureLookUp(Vec3& tc) const
|
||||
{
|
||||
Geometry* geometry = drawable.valid() ? drawable->asGeometry() : 0;
|
||||
Vec3Array* vertices = geometry ? dynamic_cast<Vec3Array*>(geometry->getVertexArray()) : 0;
|
||||
|
||||
if (vertices)
|
||||
{
|
||||
if (indexList.size()==3 && ratioList.size()==3)
|
||||
{
|
||||
unsigned int i1 = indexList[0];
|
||||
unsigned int i2 = indexList[1];
|
||||
unsigned int i3 = indexList[2];
|
||||
|
||||
float r1 = ratioList[0];
|
||||
float r2 = ratioList[1];
|
||||
float r3 = ratioList[2];
|
||||
|
||||
Array* texcoords = (geometry->getNumTexCoordArrays()>0) ? geometry->getTexCoordArray(0) : 0;
|
||||
FloatArray* texcoords_FloatArray = dynamic_cast<FloatArray*>(texcoords);
|
||||
Vec2Array* texcoords_Vec2Array = dynamic_cast<Vec2Array*>(texcoords);
|
||||
Vec3Array* texcoords_Vec3Array = dynamic_cast<Vec3Array*>(texcoords);
|
||||
if (texcoords_FloatArray)
|
||||
{
|
||||
// we have tex coord array so now we can compute the final tex coord at the point of intersection.
|
||||
float tc1 = (*texcoords_FloatArray)[i1];
|
||||
float tc2 = (*texcoords_FloatArray)[i2];
|
||||
float tc3 = (*texcoords_FloatArray)[i3];
|
||||
tc.x() = tc1*r1 + tc2*r2 + tc3*r3;
|
||||
}
|
||||
else if (texcoords_Vec2Array)
|
||||
{
|
||||
// we have tex coord array so now we can compute the final tex coord at the point of intersection.
|
||||
const Vec2& tc1 = (*texcoords_Vec2Array)[i1];
|
||||
const Vec2& tc2 = (*texcoords_Vec2Array)[i2];
|
||||
const Vec2& tc3 = (*texcoords_Vec2Array)[i3];
|
||||
tc.x() = tc1.x()*r1 + tc2.x()*r2 + tc3.x()*r3;
|
||||
tc.y() = tc1.y()*r1 + tc2.y()*r2 + tc3.y()*r3;
|
||||
}
|
||||
else if (texcoords_Vec3Array)
|
||||
{
|
||||
// we have tex coord array so now we can compute the final tex coord at the point of intersection.
|
||||
const Vec3& tc1 = (*texcoords_Vec3Array)[i1];
|
||||
const Vec3& tc2 = (*texcoords_Vec3Array)[i2];
|
||||
const Vec3& tc3 = (*texcoords_Vec3Array)[i3];
|
||||
tc.x() = tc1.x()*r1 + tc2.x()*r2 + tc3.x()*r3;
|
||||
tc.y() = tc1.y()*r1 + tc2.y()*r2 + tc3.y()*r3;
|
||||
tc.z() = tc1.z()*r1 + tc2.z()*r2 + tc3.z()*r3;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
const TexMat* activeTexMat = 0;
|
||||
const Texture* activeTexture = 0;
|
||||
|
||||
if (drawable->getStateSet())
|
||||
{
|
||||
const TexMat* texMat = dynamic_cast<TexMat*>(drawable->getStateSet()->getTextureAttribute(0,StateAttribute::TEXMAT));
|
||||
if (texMat) activeTexMat = texMat;
|
||||
|
||||
const Texture* texture = dynamic_cast<Texture*>(drawable->getStateSet()->getTextureAttribute(0,StateAttribute::TEXTURE));
|
||||
if (texture) activeTexture = texture;
|
||||
}
|
||||
|
||||
for(NodePath::const_reverse_iterator itr = nodePath.rbegin();
|
||||
itr != nodePath.rend() && (!activeTexMat || !activeTexture);
|
||||
++itr)
|
||||
{
|
||||
const Node* node = *itr;
|
||||
if (node->getStateSet())
|
||||
{
|
||||
if (!activeTexMat)
|
||||
{
|
||||
const TexMat* texMat = dynamic_cast<const TexMat*>(node->getStateSet()->getTextureAttribute(0,StateAttribute::TEXMAT));
|
||||
if (texMat) activeTexMat = texMat;
|
||||
}
|
||||
|
||||
if (!activeTexture)
|
||||
{
|
||||
const Texture* texture = dynamic_cast<const Texture*>(node->getStateSet()->getTextureAttribute(0,StateAttribute::TEXTURE));
|
||||
if (texture) activeTexture = texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (activeTexMat)
|
||||
{
|
||||
Vec4 tc_transformed = Vec4(tc.x(), tc.y(), tc.z() ,0.0f) * activeTexMat->getMatrix();
|
||||
tc.x() = tc_transformed.x();
|
||||
tc.y() = tc_transformed.y();
|
||||
tc.z() = tc_transformed.z();
|
||||
|
||||
if (activeTexture && activeTexMat->getScaleByTextureRectangleSize())
|
||||
{
|
||||
tc.x() *= static_cast<float>(activeTexture->getTextureWidth());
|
||||
tc.y() *= static_cast<float>(activeTexture->getTextureHeight());
|
||||
tc.z() *= static_cast<float>(activeTexture->getTextureDepth());
|
||||
}
|
||||
}
|
||||
|
||||
return const_cast<Texture*>(activeTexture);
|
||||
|
||||
}
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user