22878b6f89
The basic boundignvolume implementation does only need math and geometry. As such it is agnostic to the scenegraph being used. Only the parts building this query structure from terrain depend on the implementation of the terrain. So, move this into the simgear core component.
100 lines
2.6 KiB
C++
100 lines
2.6 KiB
C++
// Copyright (C) 2008 - 2009 Mathias Froehlich - Mathias.Froehlich@web.de
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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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 GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include "BVHTransform.hxx"
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#include "BVHVisitor.hxx"
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#include "BVHNode.hxx"
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#include "BVHGroup.hxx"
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namespace simgear {
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BVHTransform::BVHTransform() :
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_toWorld(SGMatrixd::unit()),
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_toLocal(SGMatrixd::unit()),
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_toWorldAmplification(1),
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_toLocalAmplification(1)
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{
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}
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BVHTransform::~BVHTransform()
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{
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}
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void
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BVHTransform::accept(BVHVisitor& visitor)
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{
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visitor.apply(*this);
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}
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void
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BVHTransform::setTransform(const BVHTransform& transform)
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{
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_toWorld = transform._toWorld;
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_toLocal = transform._toLocal;
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_toWorldAmplification = transform._toWorldAmplification;
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_toLocalAmplification = transform._toLocalAmplification;
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invalidateParentBound();
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}
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void
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BVHTransform::setToWorldTransform(const SGMatrixd& transform)
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{
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_toWorld = transform;
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invert(_toLocal, transform);
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updateAmplificationFactors();
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invalidateParentBound();
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}
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void
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BVHTransform::setToLocalTransform(const SGMatrixd& transform)
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{
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_toLocal = transform;
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invert(_toWorld, transform);
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updateAmplificationFactors();
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invalidateParentBound();
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}
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SGSphered
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BVHTransform::computeBoundingSphere() const
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{
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return sphereToWorld(BVHGroup::computeBoundingSphere());
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}
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void
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BVHTransform::updateAmplificationFactors()
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{
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// Hmm, this is just a hint, true?
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// But anyway, almost all transforms in a scenegraph will
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// have them equal to 1 ...
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double r = norm(vecToWorld(SGVec3d(1, 0, 0)));
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r = std::max(r, norm(vecToWorld(SGVec3d(0, 1, 0))));
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r = std::max(r, norm(vecToWorld(SGVec3d(0, 0, 1))));
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_toWorldAmplification = r;
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r = norm(vecToLocal(SGVec3d(1, 0, 0)));
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r = std::max(r, norm(vecToLocal(SGVec3d(0, 1, 0))));
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r = std::max(r, norm(vecToLocal(SGVec3d(0, 0, 1))));
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_toLocalAmplification = r;
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}
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}
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