656 lines
16 KiB
C++
656 lines
16 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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/IntersectVisitor>
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#include <osg/Transform>
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#include <osg/Geode>
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#include <osg/LOD>
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#include <osg/Billboard>
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#include <osg/Notify>
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#include <osg/TriangleFunctor>
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#include <osg/Geometry>
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#include <float.h>
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#include <algorithm>
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#include <map>
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using namespace osg;
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using namespace osgUtil;
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Hit::Hit()
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{
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}
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Hit::Hit(const Hit& hit)
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{
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// copy data across.
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_ratio = hit._ratio;
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_originalLineSegment = hit._originalLineSegment;
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_localLineSegment = hit._localLineSegment;
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_nodePath = hit._nodePath;
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_geode = hit._geode;
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_drawable = hit._drawable;
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_matrix = hit._matrix;
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_inverse = hit._inverse;
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_vecIndexList = hit._vecIndexList;
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_primitiveIndex = hit._primitiveIndex;
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_intersectPoint = hit._intersectPoint;
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_intersectNormal = hit._intersectNormal;
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}
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Hit::~Hit()
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{
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}
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Hit& Hit::operator = (const Hit& hit)
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{
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if (&hit==this) return *this;
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_matrix = hit._matrix;
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_inverse = hit._inverse;
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_originalLineSegment = hit._originalLineSegment;
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_localLineSegment = hit._localLineSegment;
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// copy data across.
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_ratio = hit._ratio;
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_nodePath = hit._nodePath;
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_geode = hit._geode;
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_drawable = hit._drawable;
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_vecIndexList = hit._vecIndexList;
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_primitiveIndex = hit._primitiveIndex;
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_intersectPoint = hit._intersectPoint;
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_intersectNormal = hit._intersectNormal;
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return *this;
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}
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const osg::Vec3 Hit::getWorldIntersectNormal() const
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{
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if (_inverse.valid())
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{
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osg::Vec3 norm = osg::Matrix::transform3x3(*_inverse,_intersectNormal);
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norm.normalize();
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return norm;
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}
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else return _intersectNormal;
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}
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IntersectVisitor::IntersectState::IntersectState()
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{
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_segmentMaskStack.push_back(0xffffffff);
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}
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IntersectVisitor::IntersectState::~IntersectState()
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{
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}
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bool IntersectVisitor::IntersectState::isCulled(const BoundingSphere& bs,LineSegmentMask& segMaskOut)
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{
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bool hit = false;
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LineSegmentMask mask = 0x00000001;
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segMaskOut = 0x00000000;
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LineSegmentMask segMaskIn = _segmentMaskStack.back();
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// notify(INFO) << << "IntersectState::isCulled() mask in "<<segMaskIn<<" ";
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for(IntersectState::LineSegmentList::iterator sitr=_segList.begin();
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sitr!=_segList.end();
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++sitr)
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{
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if ((segMaskIn & mask) && (sitr->second)->intersect(bs))
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{
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// notify(INFO) << << "Hit ";
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segMaskOut = segMaskOut| mask;
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hit = true;
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}
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mask = mask << 1;
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}
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// notify(INFO) << << "mask = "<<segMaskOut<< std::endl;
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return !hit;
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}
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bool IntersectVisitor::IntersectState::isCulled(const BoundingBox& bb,LineSegmentMask& segMaskOut)
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{
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bool hit = false;
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LineSegmentMask mask = 0x00000001;
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segMaskOut = 0x00000000;
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LineSegmentMask segMaskIn = _segmentMaskStack.back();
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for(IntersectState::LineSegmentList::iterator sitr=_segList.begin();
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sitr!=_segList.end();
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++sitr)
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{
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if ((segMaskIn & mask) && (sitr->second)->intersect(bb))
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{
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segMaskOut = segMaskOut| mask;
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hit = true;
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}
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mask = mask << 1;
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}
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return !hit;
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}
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IntersectVisitor::IntersectVisitor()
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{
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// overide the default node visitor mode.
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setTraversalMode(NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
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// Initialize eyepoint to 0,0,0
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setEyePoint(Vec3(0.0f,0.0f,0.0f));
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setLODSelectionMode(USE_HEIGHEST_LEVEL_OF_DETAIL); // orignal IntersectVisitor behavior
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//setLODSelectionMode(USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION);
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reset();
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}
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IntersectVisitor::~IntersectVisitor()
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{
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}
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void IntersectVisitor::reset()
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{
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_intersectStateStack.clear();
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// create a empty IntersectState on the the intersectStateStack.
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_intersectStateStack.push_back(new IntersectState);
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_segHitList.clear();
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}
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float IntersectVisitor::getDistanceToEyePoint(const Vec3& pos, bool /*withLODScale*/) const
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{
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if (_lodSelectionMode==USE_SEGMENT_START_POINT_AS_EYE_POINT_FOR_LOD_LEVEL_SELECTION)
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{
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// LODScale is not available to IntersectVisitor, so we ignore the withLODScale argument
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//if (withLODScale) return (pos-getEyePoint()).length()*getLODScale();
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//else return (pos-getEyePoint()).length();
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return (pos-getEyePoint()).length();
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}
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else
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{
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return 0.0f;
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}
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}
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bool IntersectVisitor::hits()
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{
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for(LineSegmentHitListMap::iterator itr = _segHitList.begin();
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itr != _segHitList.end();
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++itr)
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{
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if (!(itr->second.empty())) return true;
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}
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return false;
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}
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void IntersectVisitor::addLineSegment(LineSegment* seg)
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{
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if (!seg) return;
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if (!seg->valid())
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{
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notify(WARN)<<"Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)"<<std::endl;
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notify(WARN)<<" "<<seg->start()<<" "<<seg->end()<<" segment ignored.."<< std::endl;
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return;
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}
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IntersectState* cis = _intersectStateStack.back().get();
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setEyePoint(seg->start()); // set start of line segment to be pseudo EyePoint for billboarding and LOD purposes
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// first check to see if segment has already been added.
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for(IntersectState::LineSegmentList::iterator itr = cis->_segList.begin();
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itr != cis->_segList.end();
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++itr)
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{
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if (itr->first == seg) return;
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}
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// create a new segment transformed to local coordintes.
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LineSegment* ns = new LineSegment;
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if (cis->_inverse.valid()) ns->mult(*seg,*(cis->_inverse));
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else *ns = *seg;
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cis->addLineSegmentPair(seg,ns);
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}
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void IntersectVisitor::pushMatrix(const Matrix& matrix)
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{
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IntersectState* nis = new IntersectState;
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IntersectState* cis = _intersectStateStack.back().get();
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if (cis->_matrix.valid())
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{
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nis->_matrix = new RefMatrix;
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nis->_matrix->mult(matrix,*(cis->_matrix));
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}
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else
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{
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nis->_matrix = new RefMatrix(matrix);
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}
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RefMatrix* inverse_world = new RefMatrix;
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inverse_world->invert(*(nis->_matrix));
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nis->_inverse = inverse_world;
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IntersectState::LineSegmentMask segMaskIn = cis->_segmentMaskStack.back();
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IntersectState::LineSegmentMask mask = 0x00000001;
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for(IntersectState::LineSegmentList::iterator sitr=cis->_segList.begin();
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sitr!=cis->_segList.end();
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++sitr)
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{
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if ((segMaskIn & mask))
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{
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LineSegment* seg = new LineSegment;
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seg->mult(*(sitr->first),*inverse_world);
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nis->addLineSegmentPair(sitr->first.get(),seg);
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}
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mask = mask << 1;
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}
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_intersectStateStack.push_back(nis);
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}
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void IntersectVisitor::popMatrix()
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{
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if (!_intersectStateStack.empty())
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{
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_intersectStateStack.pop_back();
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}
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}
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bool IntersectVisitor::enterNode(Node& node)
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{
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const BoundingSphere& bs = node.getBound();
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if (bs.valid())
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{
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IntersectState* cis = _intersectStateStack.back().get();
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IntersectState::LineSegmentMask sm=0xffffffff;
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if (cis->isCulled(bs,sm)) return false;
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cis->_segmentMaskStack.push_back(sm);
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return true;
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}
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else
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{
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return false;
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}
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}
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void IntersectVisitor::leaveNode()
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{
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IntersectState* cis = _intersectStateStack.back().get();
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cis->_segmentMaskStack.pop_back();
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}
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void IntersectVisitor::apply(Node& node)
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{
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if (!enterNode(node)) return;
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traverse(node);
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leaveNode();
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}
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struct TriangleHit
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{
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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):
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_index(index),
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_normal(normal),
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_r1(r1),
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_v1(v1),
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_r2(r2),
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_v2(v2),
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_r3(r3),
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_v3(v3) {}
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unsigned int _index;
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const osg::Vec3 _normal;
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float _r1;
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const osg::Vec3* _v1;
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float _r2;
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const osg::Vec3* _v2;
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float _r3;
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const osg::Vec3* _v3;
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};
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struct TriangleIntersect
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{
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osg::ref_ptr<LineSegment> _seg;
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Vec3 _s;
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Vec3 _d;
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float _length;
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int _index;
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float _ratio;
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bool _hit;
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typedef std::multimap<float,TriangleHit> TriangleHitList;
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TriangleHitList _thl;
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TriangleIntersect()
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{
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}
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TriangleIntersect(const LineSegment& seg,float ratio=FLT_MAX)
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{
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set(seg,ratio);
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}
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void set(const LineSegment& seg,float ratio=FLT_MAX)
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{
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_seg=new LineSegment(seg);
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_hit=false;
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_index = 0;
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_ratio = ratio;
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_s = _seg->start();
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_d = _seg->end()-_seg->start();
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_length = _d.length();
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_d /= _length;
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}
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// bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r)
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inline void operator () (const Vec3& v1,const Vec3& v2,const Vec3& v3, bool treatVertexDataAsTemporary)
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{
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++_index;
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if (v1==v2 || v2==v3 || v1==v3) return;
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Vec3 v12 = v2-v1;
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Vec3 n12 = v12^_d;
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float ds12 = (_s-v1)*n12;
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float d312 = (v3-v1)*n12;
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if (d312>=0.0f)
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{
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if (ds12<0.0f) return;
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if (ds12>d312) return;
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}
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else // d312 < 0
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{
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if (ds12>0.0f) return;
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if (ds12<d312) return;
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}
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Vec3 v23 = v3-v2;
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Vec3 n23 = v23^_d;
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float ds23 = (_s-v2)*n23;
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float d123 = (v1-v2)*n23;
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if (d123>=0.0f)
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{
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if (ds23<0.0f) return;
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if (ds23>d123) return;
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}
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else // d123 < 0
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{
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if (ds23>0.0f) return;
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if (ds23<d123) return;
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}
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Vec3 v31 = v1-v3;
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Vec3 n31 = v31^_d;
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float ds31 = (_s-v3)*n31;
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float d231 = (v2-v3)*n31;
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if (d231>=0.0f)
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{
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if (ds31<0.0f) return;
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if (ds31>d231) return;
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}
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else // d231 < 0
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{
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if (ds31>0.0f) return;
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if (ds31<d231) return;
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}
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float r3;
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if (ds12==0.0f) r3=0.0f;
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else if (d312!=0.0f) r3 = ds12/d312;
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else return; // the triangle and the line must be parallel intersection.
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float r1;
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if (ds23==0.0f) r1=0.0f;
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else if (d123!=0.0f) r1 = ds23/d123;
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else return; // the triangle and the line must be parallel intersection.
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float r2;
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if (ds31==0.0f) r2=0.0f;
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else if (d231!=0.0f) r2 = ds31/d231;
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else return; // the triangle and the line must be parallel intersection.
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float total_r = (r1+r2+r3);
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if (total_r!=1.0f)
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{
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if (total_r==0.0f) return; // the triangle and the line must be parallel intersection.
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float inv_total_r = 1.0f/total_r;
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r1 *= inv_total_r;
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r2 *= inv_total_r;
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r3 *= inv_total_r;
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}
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Vec3 in = v1*r1+v2*r2+v3*r3;
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if (!in.valid())
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{
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osg::notify(WARN)<<"Warning:: Picked up error in TriangleIntersect"<<std::endl;
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osg::notify(WARN)<<" ("<<v1<<",\t"<<v2<<",\t"<<v3<<")"<<std::endl;
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osg::notify(WARN)<<" ("<<r1<<",\t"<<r2<<",\t"<<r3<<")"<<std::endl;
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return;
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}
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float d = (in-_s)*_d;
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if (d<0.0f) return;
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if (d>_length) return;
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osg::Vec3 normal = v12^v23;
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normal.normalize();
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float r = d/_length;
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if (treatVertexDataAsTemporary)
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{
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_thl.insert(std::pair<const float,TriangleHit>(r,TriangleHit(_index-1,normal,r1,0,r2,0,r3,0)));
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}
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else
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{
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_thl.insert(std::pair<const float,TriangleHit>(r,TriangleHit(_index-1,normal,r1,&v1,r2,&v2,r3,&v3)));
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}
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_hit = true;
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}
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};
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bool IntersectVisitor::intersect(Drawable& drawable)
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{
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bool hitFlag = false;
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IntersectState* cis = _intersectStateStack.back().get();
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const BoundingBox& bb = drawable.getBound();
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for(IntersectState::LineSegmentList::iterator sitr=cis->_segList.begin();
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sitr!=cis->_segList.end();
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++sitr)
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{
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if (sitr->second->intersect(bb))
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{
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TriangleFunctor<TriangleIntersect> ti;
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ti.set(*sitr->second);
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drawable.accept(ti);
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if (ti._hit)
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{
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osg::Geometry* geometry = drawable.asGeometry();
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for(TriangleIntersect::TriangleHitList::iterator thitr=ti._thl.begin();
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thitr!=ti._thl.end();
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++thitr)
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{
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Hit hit;
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hit._nodePath = _nodePath;
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hit._matrix = cis->_matrix;
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hit._inverse = cis->_inverse;
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hit._drawable = &drawable;
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if (_nodePath.empty()) hit._geode = NULL;
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else hit._geode = dynamic_cast<Geode*>(_nodePath.back());
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TriangleHit& triHit = thitr->second;
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hit._ratio = thitr->first;
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hit._primitiveIndex = triHit._index;
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hit._originalLineSegment = sitr->first;
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hit._localLineSegment = sitr->second;
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hit._intersectPoint = sitr->second->start()*(1.0f-hit._ratio)+
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sitr->second->end()*hit._ratio;
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hit._intersectNormal = triHit._normal;
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if (geometry)
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{
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osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
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if (vertices)
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{
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osg::Vec3* first = &(vertices->front());
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if (triHit._v1) hit._vecIndexList.push_back(triHit._v1-first);
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if (triHit._v2) hit._vecIndexList.push_back(triHit._v2-first);
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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<RefMatrix> 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<RefMatrix> 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);
|
|
}
|