Added support for traversal mask into ElevationSlice, HeightAboveTerrain and LineOfSight classes
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@@ -58,10 +58,10 @@ class OSGSIM_EXPORT ElevationSlice
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* Note, if the topmost node is a CoordinateSystemNode then the input points are assumed to be geocentric,
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* with the up vector defined by the EllipsoidModel attached to the CoordinateSystemNode.
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* If the topmost node is not a CoordinateSystemNode then a local coordinates frame is assumed, with a local up vector. */
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void computeIntersections(osg::Node* scene);
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void computeIntersections(osg::Node* scene, osg::Node::NodeMask traversalMask=0xffffffff);
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/** Compute the vertical distance between the specified scene graph and a single HAT point. .*/
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static Vec3dList computeElevationSlice(osg::Node* scene, const osg::Vec3d& startPoint, const osg::Vec3d& endPoint);
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static Vec3dList computeElevationSlice(osg::Node* scene, const osg::Vec3d& startPoint, const osg::Vec3d& endPoint, osg::Node::NodeMask traversalMask=0xffffffff);
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/** Clear the database cache.*/
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@@ -62,10 +62,10 @@ class OSGSIM_EXPORT HeightAboveTerrain
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* Note, if the topmost node is a CoordinateSystemNode then the input points are assumed to be geocentric,
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* with the up vector defined by the EllipsoidModel attached to the CoordinateSystemNode.
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* If the topmost node is not a CoordinateSystemNode then a local coordinates frame is assumed, with a local up vector. */
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void computeIntersections(osg::Node* scene);
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void computeIntersections(osg::Node* scene, osg::Node::NodeMask traversalMask=0xffffffff);
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/** Compute the vertical distance between the specified scene graph and a single HAT point. .*/
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static double computeHeightAboveTerrain(osg::Node* scene, const osg::Vec3d& point);
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static double computeHeightAboveTerrain(osg::Node* scene, const osg::Vec3d& point, osg::Node::NodeMask traversalMask=0xffffffff);
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/** Clear the database cache.*/
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@@ -79,10 +79,10 @@ class OSGSIM_EXPORT LineOfSight
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/** Compute the LOS intersections with the specified scene graph.
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* The results are all stored in the form of Intersections list, one per LOS test.*/
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void computeIntersections(osg::Node* scene);
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void computeIntersections(osg::Node* scene, osg::Node::NodeMask traversalMask=0xffffffff);
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/** Compute the intersection between the specified scene graph and a single LOS start,end pair. Returns an IntersectionList, of all the points intersected.*/
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static Intersections computeIntersections(osg::Node* scene, const osg::Vec3d& start, const osg::Vec3d& end);
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static Intersections computeIntersections(osg::Node* scene, const osg::Vec3d& start, const osg::Vec3d& end, osg::Node::NodeMask traversalMask=0xffffffff);
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/** Clear the database cache.*/
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