/* -*-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. */ #ifndef OSGUTIL_RAYINTERSECTOR #define OSGUTIL_RAYINTERSECTOR 1 #include namespace osgUtil { /** RayIntersector implements possibly-infinite line intersections with the scene graph. * * Compared with LineSegmentIntersector, RayIntersector supports infinite intersection * lines, start and end point can be given in homogeneous coordinates and projection * matrix is allowed to have z-far plane at infinity (often used in shadow volume * technique). * * Currently, picking of objects at infinity is not supported. Please, contribute. * * The class is be used in conjunction with IntersectionVisitor. */ class OSGUTIL_EXPORT RayIntersector : public Intersector { public: /** Construct a RayIntersector. You will need to provide start and end point, * or start point and direction. See setStart() and setDirecton(). */ RayIntersector(CoordinateFrame cf = MODEL, RayIntersector* parent = NULL, osgUtil::Intersector::IntersectionLimit intersectionLimit = osgUtil::Intersector::NO_LIMIT); /** Construct a RayIntersector that runs from start point in specified direction to the infinity. * Start and direction are provided in MODEL coordinates. */ RayIntersector(const osg::Vec3d& start, const osg::Vec3d& direction); /** Construct a RayIntersector the runs from start point in specified direction to the infinity in the specified coordinate frame. */ RayIntersector(CoordinateFrame cf, const osg::Vec3d& start, const osg::Vec3d& direction, RayIntersector* parent = NULL, osgUtil::Intersector::IntersectionLimit intersectionLimit = osgUtil::Intersector::NO_LIMIT); /** Convenience constructor for supporting picking in WINDOW and PROJECTION coordinates. * In WINDOW coordinates, it creates a start value of (x,y,0) and end value of (x,y,1). * In PROJECTION coordinates (clip space cube), it creates a start value of (x,y,-1) and end value of (x,y,1). * In VIEW and MODEL coordinates, it creates a start value of (x,y,0) and end value of (x,y,1).*/ RayIntersector(CoordinateFrame cf, double x, double y); struct OSGUTIL_EXPORT Intersection { Intersection() : distance(-1.0), primitiveIndex(0) {} bool operator < (const Intersection& rhs) const { return distance < rhs.distance; } typedef std::vector IndexList; typedef std::vector RatioList; double distance; osg::NodePath nodePath; osg::ref_ptr drawable; osg::ref_ptr matrix; osg::Vec3d localIntersectionPoint; osg::Vec3 localIntersectionNormal; IndexList indexList; RatioList ratioList; unsigned int primitiveIndex; const osg::Vec3d& getLocalIntersectPoint() const { return localIntersectionPoint; } osg::Vec3d getWorldIntersectPoint() const { return matrix.valid() ? localIntersectionPoint * (*matrix) : localIntersectionPoint; } const osg::Vec3& getLocalIntersectNormal() const { return localIntersectionNormal; } osg::Vec3 getWorldIntersectNormal() const { return matrix.valid() ? osg::Matrix::transform3x3(osg::Matrix::inverse(*matrix),localIntersectionNormal) : localIntersectionNormal; } /** Convenience function for mapping the intersection point to any textures assigned to the objects intersected. * Returns the Texture pointer and texture coords of object hit when a texture is available on the object, returns NULL otherwise.*/ osg::Texture* getTextureLookUp(osg::Vec3& tc) const; }; typedef std::multiset Intersections; inline void insertIntersection(const Intersection& intersection) { getIntersections().insert(intersection); } inline Intersections& getIntersections() { return _parent ? _parent->_intersections : _intersections; } inline Intersection getFirstIntersection() { Intersections& intersections = getIntersections(); return intersections.empty() ? Intersection() : *(intersections.begin()); } virtual void setStart(const osg::Vec3d& start) { _start = start; } inline const osg::Vec3d& getStart() const { return _start; } virtual void setDirection(const osg::Vec3d& dir) { _direction = dir; } inline const osg::Vec3d& getDirection() const { return _direction; } public: virtual Intersector* clone(osgUtil::IntersectionVisitor& iv); virtual bool enter(const osg::Node& node); virtual void leave(); virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable); virtual void reset(); virtual bool containsIntersections() { return !getIntersections().empty(); } protected: virtual bool intersects(const osg::BoundingSphere& bs); bool intersectAndClip(osg::Vec3d& s, const osg::Vec3d& d, osg::Vec3d& e, const osg::BoundingBox& bb); RayIntersector* _parent; osg::Vec3d _start; osg::Vec3d _direction; Intersections _intersections; }; } #endif