Made the LineSegment destructor protected to force users to create segments

on the stack thus ensure that they arn't created locally and have their
memory deleted incorrectly.

Also updated the IntersectVisitor so that it no used osg::ref_ptr<> internally
for storing all data. Have also move the IntersectState helper class to inside the
IntersectVisitor which simplifies the external interface to the class.
This commit is contained in:
Robert Osfield
2002-01-30 12:09:18 +00:00
parent c72efc1059
commit 7b370fcb57
6 changed files with 171 additions and 327 deletions

View File

@@ -294,84 +294,84 @@ void TriangleViewFrustumIntersect::intersect_triangle(const osg::Vec3& vert1, co
//construct line segment of two triangle vertices and check if they intersect any clipping plane
//but within correct clipping plane triangle
osg::LineSegment s12(v1, v2);
osg::ref_ptr<osg::LineSegment> s12 = new LineSegment(v1, v2);
//left triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpLeft, DownLeft) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpLeft, DownLeft) == 0)
_listVectors[returned] = true;
//up triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpLeft, UpRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpLeft, UpRight) == 0)
_listVectors[returned] = true;
//right triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpRight, DownRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpRight, DownRight) == 0)
_listVectors[returned] = true;
//bottom triangled
if(intersect_linesegment_and_triangle(returned, s12, _eye, DownLeft, DownRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, DownLeft, DownRight) == 0)
_listVectors[returned] = true;
//now for second edge of triangle
s12.set(v2, v3);
s12->set(v2, v3);
//left triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpLeft, DownLeft) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpLeft, DownLeft) == 0)
_listVectors[returned] = true;
//up triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpLeft, UpRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpLeft, UpRight) == 0)
_listVectors[returned] = true;
//right triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpRight, DownRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpRight, DownRight) == 0)
_listVectors[returned] = true;
//bottom triangled
if(intersect_linesegment_and_triangle(returned, s12, _eye, DownLeft, DownRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, DownLeft, DownRight) == 0)
_listVectors[returned] = true;
s12.set(v3, v1);
s12->set(v3, v1);
//left triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpLeft, DownLeft) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpLeft, DownLeft) == 0)
_listVectors[returned] = true;
//up triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpLeft, UpRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpLeft, UpRight) == 0)
_listVectors[returned] = true;
//right triangle
if(intersect_linesegment_and_triangle(returned, s12, _eye, UpRight, DownRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, UpRight, DownRight) == 0)
_listVectors[returned] = true;
//bottom triangled
if(intersect_linesegment_and_triangle(returned, s12, _eye, DownLeft, DownRight) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, _eye, DownLeft, DownRight) == 0)
_listVectors[returned] = true;
//we still have possibility of camera being above huge triangle, so it is possible that clipping volume
//intersects this triangle thus giving coordinates relevant for determination of near plane
s12.set(_eye, UpLeft);
s12->set(_eye, UpLeft);
if(intersect_linesegment_and_triangle(returned, s12, v1, v2, v3) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, v1, v2, v3) == 0)
_listVectors[returned] = true;
s12.set(_eye, DownLeft);
s12->set(_eye, DownLeft);
if(intersect_linesegment_and_triangle(returned, s12, v1, v2, v3) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, v1, v2, v3) == 0)
_listVectors[returned] = true;
s12.set(_eye, UpRight);
s12->set(_eye, UpRight);
if(intersect_linesegment_and_triangle(returned, s12, v1, v2, v3) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, v1, v2, v3) == 0)
_listVectors[returned] = true;
s12.set(_eye, DownRight);
s12->set(_eye, DownRight);
if(intersect_linesegment_and_triangle(returned, s12, v1, v2, v3) == 0)
if(intersect_linesegment_and_triangle(returned, *s12, v1, v2, v3) == 0)
_listVectors[returned] = true;
}
}