/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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. */ #include #include #include #include #include #include #include #include #include #include #include using namespace osg; using namespace osgUtil; Hit::Hit() { } Hit::Hit(const Hit& hit) { // copy data across. _ratio = hit._ratio; _originalLineSegment = hit._originalLineSegment; _localLineSegment = hit._localLineSegment; _nodePath = hit._nodePath; _geode = hit._geode; _drawable = hit._drawable; _matrix = hit._matrix; _inverse = hit._inverse; _vecIndexList = hit._vecIndexList; _primitiveIndex = hit._primitiveIndex; _intersectPoint = hit._intersectPoint; _intersectNormal = hit._intersectNormal; } Hit::~Hit() { } Hit& Hit::operator = (const Hit& hit) { if (&hit==this) return *this; _matrix = hit._matrix; _inverse = hit._inverse; _originalLineSegment = hit._originalLineSegment; _localLineSegment = hit._localLineSegment; // copy data across. _ratio = hit._ratio; _nodePath = hit._nodePath; _geode = hit._geode; _drawable = hit._drawable; _vecIndexList = hit._vecIndexList; _primitiveIndex = hit._primitiveIndex; _intersectPoint = hit._intersectPoint; _intersectNormal = hit._intersectNormal; return *this; } const osg::Vec3 Hit::getWorldIntersectNormal() const { if (_inverse.valid()) { osg::Vec3 norm = osg::Matrix::transform3x3(*_inverse,_intersectNormal); norm.normalize(); return norm; } else return _intersectNormal; } IntersectVisitor::IntersectState::IntersectState() { _segmentMaskStack.push_back(0xffffffff); } IntersectVisitor::IntersectState::~IntersectState() { } bool IntersectVisitor::IntersectState::isCulled(const BoundingSphere& bs,LineSegmentMask& segMaskOut) { bool hit = false; LineSegmentMask mask = 0x00000001; segMaskOut = 0x00000000; LineSegmentMask segMaskIn = _segmentMaskStack.back(); // notify(INFO) << << "IntersectState::isCulled() mask in "<second)->intersect(bs)) { // notify(INFO) << << "Hit "; segMaskOut = segMaskOut| mask; hit = true; } mask = mask << 1; } // notify(INFO) << << "mask = "<second)->intersect(bb)) { segMaskOut = segMaskOut| mask; hit = true; } mask = mask << 1; } return !hit; } IntersectVisitor::IntersectVisitor() { // overide the default node visitor mode. setTraversalMode(NodeVisitor::TRAVERSE_ACTIVE_CHILDREN); // Initialize eyepoint to 0,0,0 setEyePoint(Vec3(0.0f,0.0f,0.0f)); setLODSelectionMode(USE_HEIGHEST_LEVEL_OF_DETAIL); // orignal IntersectVisitor behavior //setLODSelectionMode(USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION); reset(); } IntersectVisitor::~IntersectVisitor() { } void IntersectVisitor::reset() { _intersectStateStack.clear(); // create a empty IntersectState on the the intersectStateStack. _intersectStateStack.push_back(new IntersectState); _segHitList.clear(); } float IntersectVisitor::getDistanceToEyePoint(const Vec3& pos, bool /*withLODScale*/) const { if (_lodSelectionMode==USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION) { // LODScale is not available to IntersectVisitor, so we ignore the withLODScale argument //if (withLODScale) return (pos-getEyePoint()).length()*getLODScale(); //else return (pos-getEyePoint()).length(); return (pos-getEyePoint()).length(); } else { return 0.0f; } } bool IntersectVisitor::hits() { for(LineSegmentHitListMap::iterator itr = _segHitList.begin(); itr != _segHitList.end(); ++itr) { if (!(itr->second.empty())) return true; } return false; } void IntersectVisitor::addLineSegment(LineSegment* seg) { if (!seg) return; if (!seg->valid()) { notify(WARN)<<"Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)"<start()<<" "<end()<<" segment ignored.."<< std::endl; return; } IntersectState* cis = _intersectStateStack.back().get(); setEyePoint(seg->start()); // set start of line segment to be pseudo EyePoint for billboarding and LOD purposes // first check to see if segment has already been added. for(IntersectState::LineSegmentList::iterator itr = cis->_segList.begin(); itr != cis->_segList.end(); ++itr) { if (itr->first == seg) return; } // create a new segment transformed to local coordintes. LineSegment* ns = new LineSegment; if (cis->_inverse.valid()) ns->mult(*seg,*(cis->_inverse)); else *ns = *seg; cis->addLineSegmentPair(seg,ns); } void IntersectVisitor::pushMatrix(const Matrix& matrix) { IntersectState* nis = new IntersectState; IntersectState* cis = _intersectStateStack.back().get(); if (cis->_matrix.valid()) { nis->_matrix = new RefMatrix; nis->_matrix->mult(matrix,*(cis->_matrix)); } else { nis->_matrix = new RefMatrix(matrix); } RefMatrix* inverse_world = new RefMatrix; inverse_world->invert(*(nis->_matrix)); nis->_inverse = inverse_world; IntersectState::LineSegmentMask segMaskIn = cis->_segmentMaskStack.back(); IntersectState::LineSegmentMask mask = 0x00000001; for(IntersectState::LineSegmentList::iterator sitr=cis->_segList.begin(); sitr!=cis->_segList.end(); ++sitr) { if ((segMaskIn & mask)) { LineSegment* seg = new LineSegment; seg->mult(*(sitr->first),*inverse_world); nis->addLineSegmentPair(sitr->first.get(),seg); } mask = mask << 1; } _intersectStateStack.push_back(nis); } void IntersectVisitor::popMatrix() { if (!_intersectStateStack.empty()) { _intersectStateStack.pop_back(); } } bool IntersectVisitor::enterNode(Node& node) { const BoundingSphere& bs = node.getBound(); if (bs.valid()) { IntersectState* cis = _intersectStateStack.back().get(); IntersectState::LineSegmentMask sm=0xffffffff; if (cis->isCulled(bs,sm)) return false; cis->_segmentMaskStack.push_back(sm); return true; } else { return false; } } void IntersectVisitor::leaveNode() { IntersectState* cis = _intersectStateStack.back().get(); cis->_segmentMaskStack.pop_back(); } void IntersectVisitor::apply(Node& node) { if (!enterNode(node)) return; traverse(node); leaveNode(); } struct TriangleHit { TriangleHit(unsigned int index, const osg::Vec3& normal, float r1, const osg::Vec3* v1, float r2, const osg::Vec3* v2, float r3, const osg::Vec3* v3): _index(index), _normal(normal), _r1(r1), _v1(v1), _r2(r2), _v2(v2), _r3(r3), _v3(v3) {} unsigned int _index; const osg::Vec3 _normal; float _r1; const osg::Vec3* _v1; float _r2; const osg::Vec3* _v2; float _r3; const osg::Vec3* _v3; }; struct TriangleIntersect { osg::ref_ptr _seg; Vec3 _s; Vec3 _d; float _length; int _index; float _ratio; bool _hit; typedef std::multimap TriangleHitList; TriangleHitList _thl; TriangleIntersect() { } TriangleIntersect(const LineSegment& seg,float ratio=FLT_MAX) { set(seg,ratio); } void set(const LineSegment& seg,float ratio=FLT_MAX) { _seg=new LineSegment(seg); _hit=false; _index = 0; _ratio = ratio; _s = _seg->start(); _d = _seg->end()-_seg->start(); _length = _d.length(); _d /= _length; } // bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r) inline void operator () (const Vec3& v1,const Vec3& v2,const Vec3& v3, bool treatVertexDataAsTemporary) { ++_index; if (v1==v2 || v2==v3 || v1==v3) return; Vec3 v12 = v2-v1; Vec3 n12 = v12^_d; float ds12 = (_s-v1)*n12; float d312 = (v3-v1)*n12; if (d312>=0.0f) { if (ds12<0.0f) return; if (ds12>d312) return; } else // d312 < 0 { if (ds12>0.0f) return; if (ds12=0.0f) { if (ds23<0.0f) return; if (ds23>d123) return; } else // d123 < 0 { if (ds23>0.0f) return; if (ds23=0.0f) { if (ds31<0.0f) return; if (ds31>d231) return; } else // d231 < 0 { if (ds31>0.0f) return; if (ds31_length) return; osg::Vec3 normal = v12^v23; normal.normalize(); float r = d/_length; if (treatVertexDataAsTemporary) { _thl.insert(std::pair(r,TriangleHit(_index-1,normal,r1,0,r2,0,r3,0))); } else { _thl.insert(std::pair(r,TriangleHit(_index-1,normal,r1,&v1,r2,&v2,r3,&v3))); } _hit = true; } }; bool IntersectVisitor::intersect(Drawable& drawable) { bool hitFlag = false; IntersectState* cis = _intersectStateStack.back().get(); const BoundingBox& bb = drawable.getBound(); for(IntersectState::LineSegmentList::iterator sitr=cis->_segList.begin(); sitr!=cis->_segList.end(); ++sitr) { if (sitr->second->intersect(bb)) { TriangleFunctor ti; ti.set(*sitr->second); drawable.accept(ti); if (ti._hit) { osg::Geometry* geometry = drawable.asGeometry(); for(TriangleIntersect::TriangleHitList::iterator thitr=ti._thl.begin(); thitr!=ti._thl.end(); ++thitr) { Hit hit; hit._nodePath = _nodePath; hit._matrix = cis->_matrix; hit._inverse = cis->_inverse; hit._drawable = &drawable; if (_nodePath.empty()) hit._geode = NULL; else hit._geode = dynamic_cast(_nodePath.back()); TriangleHit& triHit = thitr->second; hit._ratio = thitr->first; hit._primitiveIndex = triHit._index; hit._originalLineSegment = sitr->first; hit._localLineSegment = sitr->second; hit._intersectPoint = sitr->second->start()*(1.0f-hit._ratio)+ sitr->second->end()*hit._ratio; hit._intersectNormal = triHit._normal; if (geometry) { osg::Vec3Array* vertices = dynamic_cast(geometry->getVertexArray()); if (vertices) { osg::Vec3* first = &(vertices->front()); if (triHit._v1) hit._vecIndexList.push_back(triHit._v1-first); if (triHit._v2) hit._vecIndexList.push_back(triHit._v2-first); if (triHit._v3) hit._vecIndexList.push_back(triHit._v3-first); } } _segHitList[sitr->first.get()].push_back(hit); std::sort(_segHitList[sitr->first.get()].begin(),_segHitList[sitr->first.get()].end()); hitFlag = true; } } } } return hitFlag; } void IntersectVisitor::apply(Geode& geode) { if (!enterNode(geode)) return; for(unsigned int i = 0; i < geode.getNumDrawables(); i++ ) { intersect(*geode.getDrawable(i)); } leaveNode(); } void IntersectVisitor::apply(Billboard& node) { if (!enterNode(node)) return; // IntersectVisitor doesn't have getEyeLocal(), can we use NodeVisitor::getEyePoint()? const Vec3& eye_local = getEyePoint(); for(unsigned int i = 0; i < node.getNumDrawables(); i++ ) { const Vec3& pos = node.getPosition(i); osg::ref_ptr billboard_matrix = new RefMatrix; node.computeMatrix(*billboard_matrix,eye_local,pos); pushMatrix(*billboard_matrix); intersect(*node.getDrawable(i)); popMatrix(); } leaveNode(); } void IntersectVisitor::apply(Group& node) { if (!enterNode(node)) return; traverse(node); leaveNode(); } void IntersectVisitor::apply(Transform& node) { if (!enterNode(node)) return; osg::ref_ptr matrix = new RefMatrix; node.computeLocalToWorldMatrix(*matrix,this); pushMatrix(*matrix); traverse(node); popMatrix(); leaveNode(); } void IntersectVisitor::apply(Switch& node) { apply((Group&)node); } void IntersectVisitor::apply(LOD& node) { apply((Group&)node); }