Vec3Array *Object3D::getVertexList(Node *node, unsigned int index)
{
    Vec3Array *vertices = NULL;
    Drawable *drawable = getDrawable(node, index);
    Geometry *geom = drawable->asGeometry();
    if(geom)
        vertices = dynamic_cast<Vec3Array*>(geom->getVertexArray());
    return vertices;
}
void Object3D::dirty()
{
    GeodeFindVisitor visitor;
    _originalNode->accept(visitor);
    std::vector<Geode*> geodeList = visitor.getGeodeList();
    std::vector<Geode*>::iterator it;
    for(it=geodeList.begin(); it!=geodeList.end(); ++it)
    {
        Geode *geode = *it;
        if(geode)
        {
            for(unsigned int i=0; i<geode->getNumDrawables(); i++)
            {
                Drawable *drawable = geode->getDrawable(i);
                drawable->dirtyBound();
                Geometry* geom(drawable->asGeometry());
                osgUtil::SmoothingVisitor sv;
                sv.smooth(*geom);
                geom->getNormalArray()->dirty();
            }
        }
    }
}
Пример #3
0
bool IntersectVisitor::intersect(Drawable& drawable)
{
    bool hitFlag = false;

    IntersectState* cis = _intersectStateStack.back().get();

    const BoundingBox& bb = drawable.getBoundingBox();

    for(IntersectState::LineSegmentList::iterator sitr=cis->_segList.begin();
        sitr!=cis->_segList.end();
        ++sitr)
    {
        if (sitr->second->intersect(bb))
        {

            TriangleFunctor<TriangleIntersect> ti;
            ti.set(*sitr->second);
            drawable.accept(ti);
            if (ti._hit)
            {

                osg::Geometry* geometry = drawable.asGeometry();


                for(TriangleIntersect::TriangleHitList::iterator thitr=ti._thl.begin();
                    thitr!=ti._thl.end();
                    ++thitr)
                {

                    Hit hit;
                    hit._nodePath = _nodePath;
                    hit._matrix = cis->_model_matrix;
                    hit._inverse = cis->_model_inverse;
                    hit._drawable = &drawable;
                    if (_nodePath.empty()) hit._geode = NULL;
                    else hit._geode = dynamic_cast<Geode*>(_nodePath.back());

                    TriangleHit& triHit = thitr->second;

                    hit._ratio = thitr->first;
                    hit._primitiveIndex = triHit._index;
                    hit._originalLineSegment = sitr->first;
                    hit._localLineSegment = sitr->second;

                    hit._intersectPoint = sitr->second->start()*(1.0f-hit._ratio)+
                        sitr->second->end()*hit._ratio;

                    hit._intersectNormal = triHit._normal;

                    if (geometry)
                    {
                        osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
                        if (vertices)
                        {
                            osg::Vec3* first = &(vertices->front());
                            if (triHit._v1) hit._vecIndexList.push_back(triHit._v1-first);
                            if (triHit._v2) hit._vecIndexList.push_back(triHit._v2-first);
                            if (triHit._v3) hit._vecIndexList.push_back(triHit._v3-first);
                        }
                    }


                    _segHitList[sitr->first.get()].push_back(hit);

                    std::sort(_segHitList[sitr->first.get()].begin(),_segHitList[sitr->first.get()].end());

                    hitFlag = true;

                }
            }
        }
    }

    return hitFlag;

}