ActionBase::ResultE Joint::intersectEnter(Action *action) { // Use parent class for trivial reject if(Inherited::intersect(action) == Action::Skip) return Action::Skip; // Need to check children IntersectAction *ia = dynamic_cast<IntersectAction *>(action); Matrix m = this->getMatrix(); m.mult(this->getJointTransformation()); m.invert(); Pnt3f pos; Vec3f dir; m.multFull(ia->getLine().getPosition (), pos); m.mult (ia->getLine().getDirection(), dir); Real32 length = dir.length(); if(length < TypeTraits<Real32>::getDefaultEps()) SWARNING << "Joint::intersectEnter: Near-zero scale!" << std::endl; ia->setLine(Line(pos, dir), ia->getMaxDist()); ia->scale (length ); return ActionBase::Continue; }
Action::ResultE InverseTransform::intersectLeave(Action *action) { IntersectAction *ia = dynamic_cast<IntersectAction *>(action); Matrix m(_invWorld); Pnt3f pos; Vec3f dir; m.multFull(ia->getLine().getPosition (), pos); m.mult (ia->getLine().getDirection(), dir); ia->setLine(Line(pos, dir), ia->getMaxDist()); ia->scale(dir.length()); return Action::Continue; }
ActionBase::ResultE Joint::intersectLeave(Action *action) { IntersectAction *ia = dynamic_cast<IntersectAction *>(action); Matrix m = this->getMatrix(); m.mult(this->getJointTransformation()); Pnt3f pos; Vec3f dir; m.multFull(ia->getLine().getPosition (), pos); m.mult (ia->getLine().getDirection(), dir); ia->setLine(Line(pos, dir), ia->getMaxDist()); ia->scale(dir.length()); return ActionBase::Continue; }
Action::ResultE SkeletonBlendedGeometry::intersectEnter(Action *action) { IntersectAction *ia = dynamic_cast<IntersectAction *>(action); Matrix m(_invWorld); m.invert(); Pnt3f pos; Vec3f dir; m.multFull(ia->getLine().getPosition (), pos); m.mult (ia->getLine().getDirection(), dir); ia->setLine(Line(pos, dir), ia->getMaxDist()); ia->scale(dir.length()); return Inherited::intersectEnter(action); }
Action::ResultE ScreenGroup::intersectEnter(Action *action) { IntersectAction *ia = dynamic_cast<IntersectAction *>(action); Matrix m(_camTransform); m.invert(); Pnt3f pos; Vec3f dir; m.multFull(ia->getLine().getPosition (), pos); m.mult (ia->getLine().getDirection(), dir); ia->setLine(Line(pos, dir), ia->getMaxDist()); ia->scale(dir.length()); return Action::Continue; }