Converted TerrainManipulator to use osgUtil::InterectionVisitor rather than the
old IntersectVisitor
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@ -84,6 +84,8 @@ class OSGGA_EXPORT TerrainManipulator : public MatrixManipulator
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protected:
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virtual ~TerrainManipulator();
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bool intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection);
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/** Reset the internal GUIEvent stack.*/
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void flushMouseEventStack();
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@ -13,6 +13,7 @@
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#include <osg/KdTree>
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#include <osg/Geode>
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#include <osg/io_utils>
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using namespace osg;
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@ -29,6 +30,7 @@ bool KdTree::build(osg::Geometry* geometry)
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bool KdTree::intersect(const osg::Vec3& start, const osg::Vec3& end, LineSegmentIntersections& intersections)
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{
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osg::notify(osg::NOTICE)<<"KdTree::intersect("<<start<<","<<end<<")"<<std::endl;
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return false;
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}
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@ -16,6 +16,7 @@
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#include <osg/Notify>
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#include <osg/io_utils>
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#include <osgUtil/IntersectVisitor>
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#include <osgUtil/LineSegmentIntersector>
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using namespace osg;
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using namespace osgGA;
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@ -219,11 +220,52 @@ void TerrainManipulator::addMouseEvent(const GUIEventAdapter& ea)
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_ga_t0 = &ea;
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}
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bool TerrainManipulator::intersect(const osg::Vec3d& start, const osg::Vec3d& end, osg::Vec3d& intersection)
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{
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#if 0
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// need to reintersect with the terrain
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osgUtil::IntersectVisitor iv;
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iv.setTraversalMask(_intersectTraversalMask);
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osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
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segLookVector->set(start,end);
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iv.addLineSegment(segLookVector.get());
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_node->accept(iv);
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if (iv.hits())
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
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if (!hitList.empty())
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{
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intersection = hitList.front().getWorldIntersectPoint();
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return true;
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}
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}
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return false;
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#else
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osg::ref_ptr<osgUtil::LineSegmentIntersector> lsi = new osgUtil::LineSegmentIntersector(start,end);
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osgUtil::IntersectionVisitor iv(lsi.get());
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iv.setTraversalMask(_intersectTraversalMask);
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_node->accept(iv);
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if (lsi->containsIntersections())
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{
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intersection = lsi->getIntersections().begin()->getWorldIntersectPoint();
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return true;
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}
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return false;
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#endif
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}
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void TerrainManipulator::setByMatrix(const osg::Matrixd& matrix)
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{
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osg::Vec3 lookVector(- matrix(2,0),-matrix(2,1),-matrix(2,2));
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osg::Vec3 eye(matrix(3,0),matrix(3,1),matrix(3,2));
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osg::Vec3d lookVector(- matrix(2,0),-matrix(2,1),-matrix(2,2));
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osg::Vec3d eye(matrix(3,0),matrix(3,1),matrix(3,2));
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osg::notify(INFO)<<"eye point "<<eye<<std::endl;
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osg::notify(INFO)<<"lookVector "<<lookVector<<std::endl;
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@ -238,80 +280,48 @@ void TerrainManipulator::setByMatrix(const osg::Matrixd& matrix)
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// need to reintersect with the terrain
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osgUtil::IntersectVisitor iv;
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iv.setTraversalMask(_intersectTraversalMask);
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const osg::BoundingSphere& bs = _node->getBound();
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float distance = (eye-bs.center()).length() + _node->getBound().radius();
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osg::Vec3d start_segment = eye;
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osg::Vec3d end_segment = eye + lookVector*distance;
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//CoordinateFrame coordinateFrame = getCoordinateFrame(_center.x(), _center.y(), _center.z());
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//osg::notify(INFO)<<"start="<<start_segment<<"\tend="<<end_segment<<"\tupVector="<<getUpVector(coordinateFrame)<<std::endl;
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osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
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segLookVector->set(start_segment,end_segment);
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iv.addLineSegment(segLookVector.get());
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_node->accept(iv);
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osg::Vec3d ip;
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bool hitFound = false;
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if (iv.hits())
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if (intersect(start_segment, end_segment, ip))
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
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if (!hitList.empty())
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{
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notify(INFO) << "Hit terrain ok A"<< std::endl;
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osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
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notify(INFO) << "Hit terrain ok A"<< std::endl;
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_center = ip;
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_center = ip;
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_distance = (eye-ip).length();
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_distance = (eye-ip).length();
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osg::Matrix rotation_matrix = osg::Matrixd::translate(0.0,0.0,-_distance)*
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matrix*
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osg::Matrixd::translate(-_center);
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osg::Matrix rotation_matrix = osg::Matrixd::translate(0.0,0.0,-_distance)*
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matrix*
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osg::Matrixd::translate(-_center);
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_rotation = rotation_matrix.getRotate();
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_rotation = rotation_matrix.getRotate();
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hitFound = true;
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}
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hitFound = true;
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}
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if (!hitFound)
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{
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CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye );
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// clear the intersect visitor ready for a new test
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iv.reset();
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osg::ref_ptr<osg::LineSegment> segDowVector = new osg::LineSegment;
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segLookVector->set(eye+getUpVector(eyePointCoordFrame)*distance,
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eye-getUpVector(eyePointCoordFrame)*distance);
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iv.addLineSegment(segLookVector.get());
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_node->accept(iv);
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hitFound = false;
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if (iv.hits())
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if (intersect(eye+getUpVector(eyePointCoordFrame)*distance,
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eye-getUpVector(eyePointCoordFrame)*distance,
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ip))
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
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if (!hitList.empty())
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{
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notify(INFO) << "Hit terrain ok B"<< std::endl;
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osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
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_center = ip;
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_center = ip;
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_distance = (eye-ip).length();
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_distance = (eye-ip).length();
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_rotation.set(0,0,0,1);
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_rotation.set(0,0,0,1);
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hitFound = true;
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}
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hitFound = true;
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}
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}
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CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
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_previousUp = getUpVector(coordinateFrame);
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@ -352,28 +362,14 @@ void TerrainManipulator::computePosition(const osg::Vec3d& eye,const osg::Vec3d&
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++i, endPoint = farPosition)
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{
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// compute the intersection with the scene.
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osgUtil::IntersectVisitor iv;
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iv.setTraversalMask(_intersectTraversalMask);
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osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
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segLookVector->set(eye,endPoint );
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iv.addLineSegment(segLookVector.get());
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_node->accept(iv);
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if (iv.hits())
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osg::Vec3d ip;
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if (intersect(eye, endPoint, ip))
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
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if (!hitList.empty())
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{
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osg::notify(osg::INFO) << "Hit terrain ok C"<< std::endl;
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osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
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_center = ip;
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_distance = (ip-eye).length();
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_center = ip;
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_distance = (ip-eye).length();
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hitFound = true;
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}
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hitFound = true;
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}
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}
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}
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@ -493,6 +489,8 @@ bool TerrainManipulator::calcMovement()
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// need to recompute the intersection point along the look vector.
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bool hitFound = false;
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if (_node.valid())
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{
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@ -500,33 +498,20 @@ bool TerrainManipulator::calcMovement()
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CoordinateFrame coordinateFrame = getCoordinateFrame(_center);
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// need to reintersect with the terrain
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osgUtil::IntersectVisitor iv;
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iv.setTraversalMask(_intersectTraversalMask);
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double distance = _node->getBound().radius()*0.1f;
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osg::Vec3d start_segment = _center + getUpVector(coordinateFrame) * distance;
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osg::Vec3d end_segment = start_segment - getUpVector(coordinateFrame) * (2.0f*distance);
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osg::notify(INFO)<<"start="<<start_segment<<"\tend="<<end_segment<<"\tupVector="<<getUpVector(coordinateFrame)<<std::endl;
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osg::ref_ptr<osg::LineSegment> segLookVector = new osg::LineSegment;
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segLookVector->set(start_segment,end_segment);
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iv.addLineSegment(segLookVector.get());
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_node->accept(iv);
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bool hitFound = false;
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if (iv.hits())
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osg::Vec3d ip;
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if (intersect(start_segment,end_segment, ip))
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segLookVector.get());
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if (!hitList.empty())
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{
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notify(INFO) << "Hit terrain ok"<< std::endl;
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osg::Vec3d ip = hitList.front().getWorldIntersectPoint();
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_center = ip;
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notify(INFO) << "Hit terrain ok"<< std::endl;
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hitFound = true;
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}
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_center = ip;
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hitFound = true;
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}
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if (!hitFound)
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