Added handling of CameraNode into PickVisitor in src/osgProducer/Viewer.cpp. This
is unlikely to be the final solution, but does at least fix part of the problem of handling picking HUD's underneath CameraNodes.
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@@ -88,17 +88,16 @@ public:
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_nodeMaskOverride = mask; }
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virtual void apply(osg::Projection& pr)
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{ // stack the intersect rays, transform to new projection, traverse
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// Assumes that the Projection is an absolute projection
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void handleProjectionMatrix(const osg::Matrixd& matrix, osg::Group& node)
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{
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osg::Matrixd mt;
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mt.invert(pr.getMatrix());
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mt.invert(matrix);
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osg::Vec3 npt=osg::Vec3(xp,yp,-1.0f) * mt, farpt=osg::Vec3(xp,yp,1.0f) * mt;
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// traversing the nodes children, using the projection direction
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for (unsigned int i=0; i<pr.getNumChildren(); i++)
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for (unsigned int i=0; i<node.getNumChildren(); i++)
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{
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osg::Node *nodech=pr.getChild(i);
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osg::Node *nodech=node.getChild(i);
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osgUtil::IntersectVisitor::HitList &hli=_piv.getIntersections(nodech,npt, farpt);
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for(osgUtil::IntersectVisitor::HitList::iterator hitr=hli.begin();
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hitr!=hli.end();
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@@ -111,6 +110,19 @@ public:
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}
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}
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virtual void apply(osg::Projection& pr)
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{
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handleProjectionMatrix(pr.getMatrix(), pr);
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}
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virtual void apply(osg::CameraNode& camera)
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{
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// just handling the projection matrix here, this leaves the question about non identity view matrices....
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// we need to think about the effects of this. Robert Osfield, Novemenber 2005.
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handleProjectionMatrix(camera.getProjectionMatrix(), camera);
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}
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osgUtil::IntersectVisitor::HitList& getHits(osg::Node *node, const osg::Vec3& near_point, const osg::Vec3& far_point)
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{
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// High level get intersection with sceneview using a ray from x,y on the screen
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