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- /* -*-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 <osgUtil/IntersectionVisitor>
- 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<unsigned int> IndexList;
- typedef std::vector<double> RatioList;
- double distance;
- osg::NodePath nodePath;
- osg::ref_ptr<osg::Drawable> drawable;
- osg::ref_ptr<osg::RefMatrix> 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<Intersection> 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
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