Replaced IntersectVisitor usage with IntersectionVisitor

This commit is contained in:
Robert Osfield 2008-10-07 14:19:28 +00:00
parent 907a51b198
commit b7fa3f6f3c
4 changed files with 95 additions and 86 deletions

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@ -20,36 +20,36 @@
#include <osg/Node>
#include <osg/Matrix>
/**
\class osgGA::UFOManipulator
\brief A UFO manipulator driven with keybindings.
/**
\class osgGA::UFOManipulator
\brief A UFO manipulator driven with keybindings.
The UFOManipulator is better suited for applications that employ
architectural walk-throughs, or situations where the eyepoint motion
model must move slowly, deliberately and well controlled.
The UFOManipulator is better suited for applications that employ
architectural walk-throughs, or situations where the eyepoint motion
model must move slowly, deliberately and well controlled.
The UFO Manipulator allows the following movements with the listed
Key combinations:
\param UpArrow Acceleration forward.
\param DownArrow Acceleration backward (or deceleration forward).
\param LeftArrow Rotate view and direction of travel to the left.
\param RightArrow Rotate view and direction of travel to the right.
\param SpaceBar Brake. Gradually decelerates linear and rotational movement.
\param Shift/UpArrow Accelerate up.
\param Shift/DownArrow Accelerate down.
\param Shift/LeftArrow Accelerate (linearly) left.
\param Shift/RightArrow Accelerate (linearly) right.
\param Shift/SpaceBar Instant brake. Immediately stop all linear and rotational movement.
The UFO Manipulator allows the following movements with the listed
Key combinations:
\param UpArrow Acceleration forward.
\param DownArrow Acceleration backward (or deceleration forward).
\param LeftArrow Rotate view and direction of travel to the left.
\param RightArrow Rotate view and direction of travel to the right.
\param SpaceBar Brake. Gradually decelerates linear and rotational movement.
\param Shift/UpArrow Accelerate up.
\param Shift/DownArrow Accelerate down.
\param Shift/LeftArrow Accelerate (linearly) left.
\param Shift/RightArrow Accelerate (linearly) right.
\param Shift/SpaceBar Instant brake. Immediately stop all linear and rotational movement.
When the Shift key is released, up, down, linear left and/or linear right movement is decelerated.
When the Shift key is released, up, down, linear left and/or linear right movement is decelerated.
\param Ctrl/UpArrow Rotate view (but not direction of travel) up.
\param Ctrl/DownArrow Rotate view (but not direction of travel) down.
\param Ctrl/LeftArrow Rotate view (but not direction of travel) left.
\param Ctrl/RightArrow Rotate view (but not direction of travel) right.
\param Ctrl/Return Straightens out the view offset.
\param Ctrl/UpArrow Rotate view (but not direction of travel) up.
\param Ctrl/DownArrow Rotate view (but not direction of travel) down.
\param Ctrl/LeftArrow Rotate view (but not direction of travel) left.
\param Ctrl/RightArrow Rotate view (but not direction of travel) right.
\param Ctrl/Return Straightens out the view offset.
*/
*/
namespace osgGA {
@ -129,6 +129,11 @@ class OSGGA_EXPORT UFOManipulator : public osgGA::MatrixManipulator
protected:
virtual ~UFOManipulator();
bool intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection) const;
osg::ref_ptr<osg::Node> _node;
float _viewAngle;
osg::Matrixd _matrix;

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@ -15,7 +15,6 @@
#include <osg/Quat>
#include <osg/Notify>
#include <osg/Transform>
#include <osgUtil/IntersectVisitor>
using namespace osg;
using namespace osgGA;

View File

@ -15,7 +15,6 @@
#include <osg/Quat>
#include <osg/Notify>
#include <osg/io_utils>
#include <osgUtil/IntersectVisitor>
#include <osgUtil/LineSegmentIntersector>
using namespace osg;

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@ -1,5 +1,20 @@
/* -*-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.
*/
/* Written by Don Burns */
#include <osgGA/UFOManipulator>
#include <osgUtil/IntersectVisitor>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
@ -42,6 +57,27 @@ UFOManipulator::UFOManipulator():
_stop();
}
UFOManipulator::~UFOManipulator()
{
}
bool UFOManipulator::intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection) const
{
osg::ref_ptr<osgUtil::LineSegmentIntersector> lsi = new osgUtil::LineSegmentIntersector(start,end);
osgUtil::IntersectionVisitor iv(lsi.get());
iv.setTraversalMask(_intersectTraversalMask);
_node->accept(iv);
if (lsi->containsIntersections())
{
intersection = lsi->getIntersections().begin()->getWorldIntersectPoint();
return true;
}
return false;
}
void UFOManipulator::setNode( osg::Node *node )
{
_node = node;
@ -115,12 +151,10 @@ void UFOManipulator::computeHomePosition()
* Find the ground - Assumption: The ground is the hit of an intersection
* from a line segment extending from above to below the database at its
* horizontal center, that intersects the database closest to zero. */
osgUtil::IntersectVisitor iv;
iv.setTraversalMask(_intersectTraversalMask);
osg::CoordinateFrame cf( getCoordinateFrame(bs.center()) ); // not sure what position to use here
osg::Vec3d upVec( getUpVector(cf) );
osg::ref_ptr<osg::LineSegment> seg = new osg::LineSegment;
osg::Vec3 A = bs.center() + (upVec*(bs.radius()*2));
osg::Vec3 B = bs.center() + (-upVec*(bs.radius()*2));
@ -129,22 +163,12 @@ void UFOManipulator::computeHomePosition()
return;
}
/*
seg->set( bs.center() + (upVec*(bs.radius()*2)),
bs.center() + (-upVec*(bs.radius()*2)) );
*/
seg->set( A, B );
iv.addLineSegment( seg.get() );
_node->accept(iv);
// start with it high
double ground = bs.radius() * 3;
if (iv.hits())
osg::Vec3d ip;
if (intersect(A, B, ip))
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(seg.get());
osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
double d = ip.length();
if( d < ground )
ground = d;
@ -510,57 +534,39 @@ void UFOManipulator::_adjustPosition()
if( !_node.valid() )
return;
osgUtil::IntersectVisitor iv;
iv.setTraversalMask(_intersectTraversalMask);
// Forward line segment at 3 times our intersect distance
osg::ref_ptr<osg::LineSegment> segForward = new osg::LineSegment;
segForward->set(_position, _position + (_direction * (_minDistanceInFront * 3.0)) );
iv.addLineSegment( segForward.get() );
// Down line segment at 3 times our intersect distance
typedef std::vector<osg::Vec3d> Intersections;
Intersections intersections;
// Check intersects infront.
osg::Vec3d ip;
if (intersect(_position,
_position + (_direction * (_minDistanceInFront * 3.0)),
ip ))
{
double d = (ip - _position).length();
if( d < _minDistanceInFront )
{
_position = ip + (_direction * -_minDistanceInFront);
_stop();
}
}
// Check intersects below.
osg::CoordinateFrame cf( getCoordinateFrame(_position) );
osg::Vec3d upVec( getUpVector(cf) );
osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
segDown->set( _position,
_position - upVec*_minHeightAboveGround*3);
iv.addLineSegment( segDown.get() );
_node->accept(iv);
if (iv.hits())
if (intersect(_position,
_position - upVec*_minHeightAboveGround*3,
ip ))
{
// Check intersects infront.
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segForward.get());
if (!hitList.empty())
{
osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
double d = (ip - _position).length();
if( d < _minDistanceInFront )
{
_position = ip + (_direction * -_minDistanceInFront);
_stop();
}
}
}
// Check intersects below.
{
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
if (!hitList.empty())
{
osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
double d = (ip - _position).length();
if( d < _minHeightAboveGround )
_position = ip + (upVec * _minHeightAboveGround);
}
}
double d = (ip - _position).length();
if( d < _minHeightAboveGround )
_position = ip + (upVec * _minHeightAboveGround);
}
}