Added View::computeIntersections methods
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@@ -92,20 +92,18 @@ bool PickHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapte
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std::string PickHandler::pick(float x, float y)
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{
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#if 0
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osgUtil::IntersectVisitor::HitList hlist;
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if (_viewer->computeIntersections(x, y, hlist))
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osgUtil::LineSegmentIntersector::Intersections intersections;
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if (_viewer->computeIntersections(x, y, intersections))
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{
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for(osgUtil::IntersectVisitor::HitList::iterator hitr=hlist.begin();
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hitr!=hlist.end();
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for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin();
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hitr != intersections.end();
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++hitr)
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{
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if (hitr->_geode.valid() && !hitr->_geode->getName().empty()) return hitr->_geode->getName();
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osg::Node* node = hitr->nodePath.empty() ? 0 : hitr->nodePath.back();
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if (node && !node->getName().empty()) return node->getName();
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}
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}
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#else
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osg::notify(osg::NOTICE)<<"Picking not implemented yet "<<x<<", "<<y<<std::endl;
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#endif
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return "";
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}
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@@ -416,9 +414,6 @@ int main( int argc, char **argv )
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// add model to viewer.
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viewer.setSceneData( root );
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// create the windows and run the threads.
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viewer.realize();
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osg::Matrix lookAt;
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lookAt.makeLookAt(osg::Vec3(0.0f, -4.0f, 0.0f), centerScope, osg::Vec3(0.0f, 0.0f, 1.0f));
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@@ -116,88 +116,84 @@ bool MovieEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIAction
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case(osgGA::GUIEventAdapter::PUSH):
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case(osgGA::GUIEventAdapter::RELEASE):
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{
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#if 0
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osgProducer::Viewer* viewer = dynamic_cast<osgProducer::Viewer*>(&aa);
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osgUtil::IntersectVisitor::HitList hlist;
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if (viewer->computeIntersections(ea.getX(),ea.getY(), nv->getNodePath().back(), hlist))
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osgViewer::View* view = dynamic_cast<osgViewer::View*>(&aa);
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osg::notify(osg::NOTICE)<<"osgmovie - view = "<<view<<std::endl;
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osgUtil::LineSegmentIntersector::Intersections intersections;
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if (view && view->computeIntersections(ea.getX(), ea.getY(), nv->getNodePath().back(), intersections))
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{
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if (!hlist.empty())
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#if 1
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osg::notify(osg::NOTICE)<<"osgmovie - Vertex interpolation not implemented yet"<<std::endl;
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#else
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// use the nearest intersection
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const osgUtil::LineSegmentIntersector::Intersection& intersection = *(intersections.begin());
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osg::Drawable* drawable = intersection.drawable.get();
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osg::Geometry* geometry = drawable ? drawable->asGeometry() : 0;
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osg::Vec3Array* vertices = geometry ? dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray()) : 0;
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if (vertices)
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{
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// use the nearest intersection
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osgUtil::Hit& hit = hlist.front();
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osg::Drawable* drawable = hit.getDrawable();
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osg::Geometry* geometry = drawable ? drawable->asGeometry() : 0;
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osg::Vec3Array* vertices = geometry ? dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray()) : 0;
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// get the vertex indices.
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const osgUtil::LineSegmentIntersector::Intersection::IndexList& vil = intersection.indexList;
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if (vertices)
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if (vil.size()==3)
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{
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// get the vertex indices.
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const osgUtil::Hit::VecIndexList& vil = hit.getVecIndexList();
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int i1 = vil[0];
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int i2 = vil[1];
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int i3 = vil[2];
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osg::Vec3 v1 = (*vertices)[i1];
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osg::Vec3 v2 = (*vertices)[i2];
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osg::Vec3 v3 = (*vertices)[i3];
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osg::Vec3 v = intersection.localIntersectionPoint;
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if (vil.size()==3)
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osg::Vec3 p1 = intersection.getLocalLineSegment()->start();
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osg::Vec3 p2 = intersection.getLocalLineSegment()->end();
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osg::Vec3 p12 = p1-p2;
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osg::Vec3 v13 = v1-v3;
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osg::Vec3 v23 = v2-v3;
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osg::Vec3 p1v3 = p1-v3;
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osg::Matrix matrix(p12.x(), v13.x(), v23.x(), 0.0,
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p12.y(), v13.y(), v23.y(), 0.0,
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p12.z(), v13.z(), v23.z(), 0.0,
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0.0, 0.0, 0.0, 1.0);
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osg::Matrix inverse;
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inverse.invert(matrix);
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osg::Vec3 ratio = inverse*p1v3;
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// extract the baricentric coordinates.
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float r1 = ratio.y();
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float r2 = ratio.z();
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float r3 = 1.0f-r1-r2;
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osg::Array* texcoords = (geometry->getNumTexCoordArrays()>0) ? geometry->getTexCoordArray(0) : 0;
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osg::Vec2Array* texcoords_Vec2Array = dynamic_cast<osg::Vec2Array*>(texcoords);
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if (texcoords_Vec2Array)
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{
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// we have tex coord array so now we can compute the final tex coord at the point of intersection.
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osg::Vec2 tc1 = (*texcoords_Vec2Array)[i1];
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osg::Vec2 tc2 = (*texcoords_Vec2Array)[i2];
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osg::Vec2 tc3 = (*texcoords_Vec2Array)[i3];
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osg::Vec2 tc = tc1*r1 + tc2*r2 + tc3*r3;
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int i1 = vil[0];
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int i2 = vil[1];
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int i3 = vil[2];
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osg::Vec3 v1 = (*vertices)[i1];
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osg::Vec3 v2 = (*vertices)[i2];
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osg::Vec3 v3 = (*vertices)[i3];
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osg::Vec3 v = hit.getLocalIntersectPoint();
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osg::Vec3 p1 = hit.getLocalLineSegment()->start();
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osg::Vec3 p2 = hit.getLocalLineSegment()->end();
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osg::Vec3 p12 = p1-p2;
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osg::Vec3 v13 = v1-v3;
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osg::Vec3 v23 = v2-v3;
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osg::Vec3 p1v3 = p1-v3;
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osg::Matrix matrix(p12.x(), v13.x(), v23.x(), 0.0,
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p12.y(), v13.y(), v23.y(), 0.0,
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p12.z(), v13.z(), v23.z(), 0.0,
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0.0, 0.0, 0.0, 1.0);
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osg::Matrix inverse;
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inverse.invert(matrix);
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osg::Vec3 ratio = inverse*p1v3;
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osg::notify(osg::NOTICE)<<"We hit tex coords "<<tc<<std::endl;
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// extract the baricentric coordinates.
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float r1 = ratio.y();
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float r2 = ratio.z();
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float r3 = 1.0f-r1-r2;
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osg::Array* texcoords = (geometry->getNumTexCoordArrays()>0) ? geometry->getTexCoordArray(0) : 0;
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osg::Vec2Array* texcoords_Vec2Array = dynamic_cast<osg::Vec2Array*>(texcoords);
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if (texcoords_Vec2Array)
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{
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// we have tex coord array so now we can compute the final tex coord at the point of intersection.
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osg::Vec2 tc1 = (*texcoords_Vec2Array)[i1];
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osg::Vec2 tc2 = (*texcoords_Vec2Array)[i2];
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osg::Vec2 tc3 = (*texcoords_Vec2Array)[i3];
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osg::Vec2 tc = tc1*r1 + tc2*r2 + tc3*r3;
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osg::notify(osg::NOTICE)<<"We hit tex coords "<<tc<<std::endl;
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}
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}
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else
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{
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osg::notify(osg::NOTICE)<<"Hit but insufficient indices to work with";
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}
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}
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}
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else
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{
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osg::notify(osg::NOTICE)<<"Intersection has insufficient indices to work with";
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}
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}
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#endif
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}
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else
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{
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osg::notify(osg::NOTICE)<<"No hit"<<std::endl;
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osg::notify(osg::NOTICE)<<"No intersection"<<std::endl;
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}
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#else
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osg::notify(osg::NOTICE)<<"Need to implement picking."<<std::endl;
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#endif
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break;
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}
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case(osgGA::GUIEventAdapter::KEYDOWN):
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@@ -45,29 +45,22 @@ class OccluderEventHandler : public osgGA::GUIEventHandler
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osg::ref_ptr<osg::ConvexPlanarOccluder> _convexPlanarOccluder;
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};
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bool OccluderEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
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bool OccluderEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa)
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{
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#if 0
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='a')
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{
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float x = ea.getXnormalized();
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float y = ea.getYnormalized();
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osgUtil::IntersectVisitor::HitList hitList;
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if (!_viewer->computeIntersections(x,y,hitList))
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osgViewer::View* view = dynamic_cast<osgViewer::View*>(&aa);
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osgUtil::LineSegmentIntersector::Intersections intersections;
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if (view && view->computeIntersections(ea.getX(), ea.getY(), intersections))
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{
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return true;
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}
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if (!hitList.empty())
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{
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osgUtil::Hit& hit = hitList.front();
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addPoint(hit.getWorldIntersectPoint());
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const osgUtil::LineSegmentIntersector::Intersection& hit = *(intersections.begin());
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if (hit.matrix.valid()) addPoint(hit.localIntersectionPoint * (*hit.matrix));
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else addPoint(hit.localIntersectionPoint);
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}
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return true;
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@@ -97,10 +90,6 @@ bool OccluderEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIAct
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default:
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return false;
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}
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#else
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osg::notify(osg::NOTICE)<<"Computre intersections not implemented yet."<<std::endl;
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return false;
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#endif
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}
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void OccluderEventHandler::addPoint(const osg::Vec3& pos)
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