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forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
305 lines
12 KiB
C++
305 lines
12 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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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#ifndef OSGUTIL_INTERSECTIONVISITOR
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#define OSGUTIL_INTERSECTIONVISITOR 1
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#include <osg/NodeVisitor>
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#include <osg/Drawable>
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#include <osgUtil/Export>
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#include <list>
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namespace osgUtil
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{
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// forward declare to allow Intersector to reference it.
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class IntersectionVisitor;
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/** Pure virtual base class for implementing custom intersection technique.
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* To implement a specific intersection technique on must override all
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* the pure virtual methods, concrete examples of how to do this can be seen in
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* the LineSegmentIntersector. */
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class Intersector : public osg::Referenced
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{
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public:
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enum CoordinateFrame
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{
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WINDOW,
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PROJECTION,
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VIEW,
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MODEL
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};
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enum IntersectionLimit
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{
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NO_LIMIT,
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LIMIT_ONE_PER_DRAWABLE,
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LIMIT_ONE,
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LIMIT_NEAREST
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};
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Intersector(CoordinateFrame cf=MODEL, IntersectionLimit il=NO_LIMIT):
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_coordinateFrame(cf),
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_intersectionLimit(il),
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_disabledCount(0),
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_precisionHint(USE_DOUBLE_CALCULATIONS) {}
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void setCoordinateFrame(CoordinateFrame cf) { _coordinateFrame = cf; }
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CoordinateFrame getCoordinateFrame() const { return _coordinateFrame; }
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void setIntersectionLimit(IntersectionLimit limit) { _intersectionLimit = limit; }
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IntersectionLimit getIntersectionLimit() const { return _intersectionLimit; }
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virtual Intersector* clone(osgUtil::IntersectionVisitor& iv) = 0;
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virtual bool enter(const osg::Node& node) = 0;
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virtual void leave() = 0;
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virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable) = 0;
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virtual void reset() { _disabledCount = 0; }
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virtual bool containsIntersections() = 0;
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inline bool disabled() const { return _disabledCount!=0; }
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inline void incrementDisabledCount() { ++_disabledCount; }
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inline void decrementDisabledCount() { if (_disabledCount>0) --_disabledCount; }
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inline bool reachedLimit() { return _intersectionLimit == LIMIT_ONE && containsIntersections(); }
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/** Hint to precision used in the internal intersections calculations.*/
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enum PrecisionHint
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{
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USE_DOUBLE_CALCULATIONS,
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USE_FLOAT_CALCULATIONS
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};
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/** Set the hint to what precision to use in the intersections calculations.*/
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void setPrecisionHint(PrecisionHint hint) { _precisionHint = hint; }
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/** Get the hint to what precision should be used in the intersections calculations.*/
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PrecisionHint getPrecisionHint() const { return _precisionHint; }
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protected:
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CoordinateFrame _coordinateFrame;
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IntersectionLimit _intersectionLimit;
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unsigned int _disabledCount;
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PrecisionHint _precisionHint;
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};
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/** Concrete class for passing multiple intersectors through the scene graph.
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* To be used in conjunction with IntersectionVisitor. */
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class OSGUTIL_EXPORT IntersectorGroup : public Intersector
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{
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public:
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IntersectorGroup();
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/** Add an Intersector. */
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void addIntersector(Intersector* intersector);
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typedef std::vector< osg::ref_ptr<Intersector> > Intersectors;
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/** Get the list of intersector. */
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Intersectors& getIntersectors() { return _intersectors; }
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/** Clear the list of intersectors.*/
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void clear();
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public:
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virtual Intersector* clone(osgUtil::IntersectionVisitor& iv);
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virtual bool enter(const osg::Node& node);
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virtual void leave();
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virtual void intersect(osgUtil::IntersectionVisitor& iv, osg::Drawable* drawable);
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virtual void reset();
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virtual bool containsIntersections();
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protected:
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Intersectors _intersectors;
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};
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/** IntersectionVisitor is used to testing for intersections with the scene, traversing the scene using generic osgUtil::Intersector's to test against the scene.
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* To implement different types of intersection techniques, one implements custom versions of the osgUtil::Intersector, and then
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* pass the constructed intersector to the IntersectionVisitor.*/
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class OSGUTIL_EXPORT IntersectionVisitor : public osg::NodeVisitor
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{
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public:
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/** Callback used to implement the reading of external files, allowing support for paged databases to be
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* integrated with IntersectionVisitor. A concrete implementation can be found in osgDB.
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* Note, this loose coupling approach is required as osgUtil is independent from osgDB where the file reading
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* is implemented, and osgDB itself is dependent upon osgUtil so a circular dependency would result from
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* tighter integration.*/
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struct ReadCallback : public osg::Referenced
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{
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virtual osg::ref_ptr<osg::Node> readNodeFile(const std::string& filename) = 0;
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};
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IntersectionVisitor(Intersector* intersector=0, ReadCallback* readCallback=0);
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META_NodeVisitor(osgUtil, IntersectionVisitor)
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virtual void reset();
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/** Set the intersector that will be used to intersect with the scene, and to store any hits that occur.*/
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void setIntersector(Intersector* intersector);
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/** Get the intersector that will be used to intersect with the scene, and to store any hits that occur.*/
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Intersector* getIntersector() { return _intersectorStack.empty() ? 0 : _intersectorStack.front().get(); }
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/** Get the const intersector that will be used to intersect with the scene, and to store any hits that occur.*/
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const Intersector* getIntersector() const { return _intersectorStack.empty() ? 0 : _intersectorStack.front().get(); }
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/** Set whether the intersectors should use KdTrees when they are found on the scene graph.*/
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void setUseKdTreeWhenAvailable(bool useKdTrees) { _useKdTreesWhenAvailable = useKdTrees; }
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/** Set whether the intersectors should use KdTrees.*/
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bool getUseKdTreeWhenAvailable() const { return _useKdTreesWhenAvailable; }
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void setDoDummyTraversal(bool dummy) { _dummyTraversal = dummy; }
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bool getDoDummyTraversal() const { return _dummyTraversal; }
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/** Set the read callback.*/
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void setReadCallback(ReadCallback* rc) { _readCallback = rc; }
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/** Get the read callback.*/
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ReadCallback* getReadCallback() { return _readCallback.get(); }
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/** Get the const read callback.*/
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const ReadCallback* getReadCallback() const { return _readCallback.get(); }
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void pushWindowMatrix(osg::RefMatrix* matrix) { _windowStack.push_back(matrix); _eyePointDirty = true; }
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void pushWindowMatrix(osg::Viewport* viewport) { _windowStack.push_back(new osg::RefMatrix( viewport->computeWindowMatrix()) ); _eyePointDirty = true; }
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void popWindowMatrix() { _windowStack.pop_back(); _eyePointDirty = true; }
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osg::RefMatrix* getWindowMatrix() { return _windowStack.empty() ? 0 : _windowStack.back().get(); }
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const osg::RefMatrix* getWindowMatrix() const { return _windowStack.empty() ? 0 : _windowStack.back().get(); }
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void pushProjectionMatrix(osg::RefMatrix* matrix) { _projectionStack.push_back(matrix); _eyePointDirty = true; }
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void popProjectionMatrix() { _projectionStack.pop_back(); _eyePointDirty = true; }
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osg::RefMatrix* getProjectionMatrix() { return _projectionStack.empty() ? 0 : _projectionStack.back().get(); }
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const osg::RefMatrix* getProjectionMatrix() const { return _projectionStack.empty() ? 0 : _projectionStack.back().get(); }
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void pushViewMatrix(osg::RefMatrix* matrix) { _viewStack.push_back(matrix); _eyePointDirty = true; }
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void popViewMatrix() { _viewStack.pop_back(); _eyePointDirty = true; }
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osg::RefMatrix* getViewMatrix() { return _viewStack.empty() ? 0 : _viewStack.back().get(); }
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const osg::RefMatrix* getViewMatrix() const { return _viewStack.empty() ? 0 : _viewStack.back().get(); }
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void pushModelMatrix(osg::RefMatrix* matrix) { _modelStack.push_back(matrix); _eyePointDirty = true; }
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void popModelMatrix() { _modelStack.pop_back(); _eyePointDirty = true; }
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osg::RefMatrix* getModelMatrix() { return _modelStack.empty() ? 0 : _modelStack.back().get(); }
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const osg::RefMatrix* getModelMatrix() const { return _modelStack.empty() ? 0 : _modelStack.back().get(); }
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/** Set the reference eye point that is used for nodes that require an eye point to position themselves, such as billboards.*/
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void setReferenceEyePoint(const osg::Vec3& ep) { _referenceEyePoint = ep; _eyePointDirty = true; }
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/** Get the reference eye point.*/
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const osg::Vec3& getReferenceEyePoint() const { return _referenceEyePoint; }
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/** Set the coordinate frame of the reference eye point.*/
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void setReferenceEyePointCoordinateFrame(Intersector::CoordinateFrame cf) { _referenceEyePointCoordinateFrame = cf; }
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/** Get the coordinate frame of the reference eye point.*/
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Intersector::CoordinateFrame getReferenceEyePointCoordinateFrame() const { return _referenceEyePointCoordinateFrame; }
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/** Get the eye point in the local coordinate frame a given traversal point.*/
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virtual osg::Vec3 getEyePoint() const;
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enum LODSelectionMode
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{
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USE_HIGHEST_LEVEL_OF_DETAIL,
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USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION
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};
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/** Set the LOD selection scheme.*/
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void setLODSelectionMode(LODSelectionMode mode) { _lodSelectionMode = mode; }
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/** Get the LOD selection scheme.*/
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LODSelectionMode getLODSelectionMode() const { return _lodSelectionMode; }
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/** Get the distance from a point to the eye point, distance value in local coordinate system.
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* This is calculated using the pseudo-EyePoint (above) when doing LOD calculcations. */
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virtual float getDistanceToEyePoint(const osg::Vec3& pos, bool withLODScale) const;
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public:
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virtual void apply(osg::Node& node);
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virtual void apply(osg::Drawable& drawable);
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virtual void apply(osg::Geode& geode);
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virtual void apply(osg::Billboard& geode);
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virtual void apply(osg::Group& group);
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virtual void apply(osg::LOD& lod);
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virtual void apply(osg::PagedLOD& lod);
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virtual void apply(osg::Transform& transform);
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virtual void apply(osg::Projection& projection);
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virtual void apply(osg::Camera& camera);
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protected:
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inline bool enter(const osg::Node& node) { return _intersectorStack.empty() ? false : _intersectorStack.back()->enter(node); }
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inline void leave() { _intersectorStack.back()->leave(); }
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inline void intersect(osg::Drawable* drawable) { _intersectorStack.back()->intersect(*this, drawable); }
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inline void push_clone() { _intersectorStack.push_back ( _intersectorStack.front()->clone(*this) ); }
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inline void pop_clone() { if (_intersectorStack.size()>=2) _intersectorStack.pop_back(); }
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typedef std::list< osg::ref_ptr<Intersector> > IntersectorStack;
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IntersectorStack _intersectorStack;
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bool _useKdTreesWhenAvailable;
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bool _dummyTraversal;
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osg::ref_ptr<ReadCallback> _readCallback;
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typedef std::list< osg::ref_ptr<osg::RefMatrix> > MatrixStack;
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MatrixStack _windowStack;
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MatrixStack _projectionStack;
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MatrixStack _viewStack;
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MatrixStack _modelStack;
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osg::Vec3 _referenceEyePoint;
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Intersector::CoordinateFrame _referenceEyePointCoordinateFrame;
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LODSelectionMode _lodSelectionMode;
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mutable bool _eyePointDirty;
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mutable osg::Vec3 _eyePoint;
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};
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}
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#endif
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