示例#1
0
SwitchNode *SceneGraph::findSwitchNode(char *name) {
	if (!name || strlen(name) <= 0)
		return NULL;
	for (SwitchNode *node = findSwitchNode(); node; node = node->nextTraversal()) {
		const char *nodeName = node->getName();
		if (nodeName && strlen(nodeName)) {
			if (!strcmp(name, nodeName))
				return node;
		}
	}
	return NULL;
}
示例#2
0
//----------------------------------------------------------------------------
void Picker::ExecuteRecursive (Movable* object, bool &hasMeshPicked)
{
	if (object)
	{
		if (!object->IsDoPick())
			return;

		if (!object->IsShow() && !object->IsPickIngoreCullingMode())
			return;
	}

	Triangles* mesh = DynamicCast<Triangles>(object);
	if (mesh)
	{
		if (!mesh->GetVertexBuffer())
			return;

		if (mesh->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
		{
			if (mesh->IsUseBoundPick())
			{
				AVector dir = mesh->GetWorldTransform().GetTranslate() - mOrigin;
				float length = dir.Length();

				PickRecord record;
				record.Intersected = mesh;
				record.T = length;
				Records.push_back(record);
			}
			else
			{
				// 将射线从世界坐标系转换到模型坐标系。
				APoint ptmp;
				if (!mesh->IsSkinCtrlSetWroldTrans)
					ptmp = mesh->WorldTransform.Inverse()*mOrigin;
				else
					ptmp = mesh->BoundWorldTransform.Inverse()*mOrigin;
				Vector3f modelOrigin(ptmp[0], ptmp[1], ptmp[2]);

				AVector vtmp;
				if (!mesh->IsSkinCtrlSetWroldTrans)
					vtmp = mesh->WorldTransform.Inverse()*mDirection;
				else
					vtmp = mesh->BoundWorldTransform.Inverse()*mDirection;
				Vector3f modelDirection(vtmp[0], vtmp[1], vtmp[2]);

				Line3f line(modelOrigin, modelDirection);

				// 访问方位数据
				VertexBufferAccessor vba(mesh);

				int numTriangles = mesh->GetNumTriangles();
				for (int i = 0; i < numTriangles; ++i)
				{
					int v0, v1, v2;
					if (!mesh->GetTriangle(i, v0, v1, v2))
					{
						continue;
					}

					Vector3f vertex0 = vba.Position<Vector3f>(v0);
					Vector3f vertex1 = vba.Position<Vector3f>(v1);
					Vector3f vertex2 = vba.Position<Vector3f>(v2);
					Triangle3f triangle(vertex0, vertex1, vertex2);

					IntrLine3Triangle3f calc(line, triangle);
					if (calc.Find())
					{
						float lineParameter = calc.GetLineParameter();
						if (mTMin<=lineParameter && lineParameter<=mTMax)
						{
							PickRecord record;
							record.Intersected = mesh;
							record.T = calc.GetLineParameter();
							record.Triangle = i;
							record.Bary[0] = calc.GetTriBary0();
							record.Bary[1] = calc.GetTriBary1();
							record.Bary[2] = calc.GetTriBary2();

							Vector3f edg1 = vertex1 - vertex0;
							Vector3f edg2 = vertex2 - vertex0;
							Vector3f normal = edg1.UnitCross(edg2);
							float dotVal = line.Direction.Dot(normal);
							if (dotVal > Mathf::ZERO_TOLERANCE)
							{
								normal *= -1.0f;
							}
							record.LocalNormal = normal;
							record.WorldPos = mOrigin + mDirection * record.T;

							Records.push_back(record);

							if (mIsDoMovPickCall)
							{
								hasMeshPicked = true;
								mesh->OnPicked(mPickInfo);
							}
						}
					}
				}
			}
		}
		else
		{
			if (mIsDoMovPickCall)
				mesh->OnNotPicked(mPickInfo);
		}
		return;
	}

	SwitchNode* switchNode = DynamicCast<SwitchNode>(object);
	if (switchNode)
	{
		bool newHasChildPicked = false;

		int activeChild = switchNode->GetActiveChild();
		if (activeChild != SwitchNode::SN_INVALID_CHILD)
		{
			if (switchNode->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
			{
				Movable* child = switchNode->GetChild(activeChild);
				if (child)
				{
					ExecuteRecursive(child, newHasChildPicked);
				}

				if (newHasChildPicked)
				{
					hasMeshPicked = true;
				}

				if (mIsDoMovPickCall)
				{
					if (hasMeshPicked)
					{
						switchNode->OnPicked(mPickInfo);
					}
					else
					{
						switchNode->OnNotPicked(mPickInfo);
					}
				}
			}
			else
			{
				if (mIsDoMovPickCall)
					switchNode->OnNotPicked(mPickInfo);
			}
		}
		return;
	}

	Node* node = DynamicCast<Node>(object);
	if (node)
	{
		bool newHasChildPicked = false;
		if (node->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
		{
			Movable *movPriority = 0;
			if (node->IsDoPickPriority())
			{
				for (int i=0; i<node->GetNumChildren(); i++)
				{
					Movable *mov = node->GetChild(i);
					if (mov && mov->IsNotPickedParentChildrenNotPicked())
						movPriority = mov;
				}
			}

			// 做优先检测
			bool doLastPick = false;
			if (movPriority)
			{
				ExecuteRecursive (movPriority, doLastPick);		
			}
			else
			{
				doLastPick = true;
			}

			if (doLastPick)
			{
				for (int i = 0; i < node->GetNumChildren(); ++i)
				{
					Movable* child = node->GetChild(i);
					if (child && child!=movPriority)
					{
						ExecuteRecursive(child, newHasChildPicked);
					}
				}

				if (newHasChildPicked)
				{
					hasMeshPicked = true;
				}

				if (mIsDoMovPickCall)
				{
					if (newHasChildPicked)
					{
						node->OnPicked(mPickInfo);
					}
					else
					{
						node->OnNotPicked(mPickInfo);
					}
				}
			}
		}
		else
		{
			if (mIsDoMovPickCall)
				node->OnNotPicked(mPickInfo);
		}
	}
}
示例#3
0
//----------------------------------------------------------------------------
void Picker::ExecuteRecursive (Movable* object, bool &hasMeshPicked)
{
	if (object)
	{
		if (object->Culling == Movable::CULL_ALWAYS)
			return;
	}

	Triangles* mesh = DynamicCast<Triangles>(object);
	if (mesh)
	{
		if (mesh->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
		{
			// 将射线从世界坐标系转换到模型坐标系。
			APoint ptmp = mesh->WorldTransform.Inverse()*mOrigin;
			Vector3f modelOrigin(ptmp[0], ptmp[1], ptmp[2]);

			AVector vtmp = mesh->WorldTransform.Inverse()*mDirection;
			Vector3f modelDirection(vtmp[0], vtmp[1], vtmp[2]);

			Line3f line(modelOrigin, modelDirection);

			// 访问方位数据
			VertexBufferAccessor vba(mesh);

			int numTriangles = mesh->GetNumTriangles();
			for (int i = 0; i < numTriangles; ++i)
			{
				int v0, v1, v2;
				if (!mesh->GetTriangle(i, v0, v1, v2))
				{
					continue;
				}

				Vector3f vertex0 = vba.Position<Vector3f>(v0);
				Vector3f vertex1 = vba.Position<Vector3f>(v1);
				Vector3f vertex2 = vba.Position<Vector3f>(v2);
				Triangle3f triangle(vertex0, vertex1, vertex2);

				IntrLine3Triangle3f calc(line, triangle);
				if (calc.Find() && mTMin <= calc.GetLineParameter()
					&&  calc.GetLineParameter() <= mTMax)
				{
					PickRecord record;
					record.Intersected = mesh;
					record.T = calc.GetLineParameter();
					record.Triangle = i;
					record.Bary[0] = calc.GetTriBary0();
					record.Bary[1] = calc.GetTriBary1();
					record.Bary[2] = calc.GetTriBary2();
					Records.push_back(record);

					if (mIsDoMovPickCall)
					{
						hasMeshPicked = true;
						mesh->OnPicked(mPickInfo);
					}
				}
			}
		}
		else
		{
			if (mIsDoMovPickCall)
				mesh->OnNotPicked(mPickInfo);
		}
		return;
	}

	SwitchNode* switchNode = DynamicCast<SwitchNode>(object);
	if (switchNode)
	{
		int activeChild = switchNode->GetActiveChild();
		if (activeChild != SwitchNode::SN_INVALID_CHILD)
		{
			if (switchNode->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
			{
				Movable* child = switchNode->GetChild(activeChild);
				if (child)
				{
					ExecuteRecursive(child, hasMeshPicked);
				}

				if (mIsDoMovPickCall)
				{
					if (hasMeshPicked)
					{
						switchNode->OnPicked(mPickInfo);
					}
					else
					{
						switchNode->OnNotPicked(mPickInfo);
					}
				}
			}
			else
			{
				if (mIsDoMovPickCall)
					switchNode->OnNotPicked(mPickInfo);
			}
		}
		return;
	}

	Node* node = DynamicCast<Node>(object);
	if (node)
	{
		if (node->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
		{
			for (int i = 0; i < node->GetNumChildren(); ++i)
			{
				Movable* child = node->GetChild(i);
				if (child)
				{
					ExecuteRecursive(child, hasMeshPicked);
				}
			}

			if (mIsDoMovPickCall)
			{
				if (hasMeshPicked)
				{
					node->OnPicked(mPickInfo);
				}
				else
				{
					node->OnNotPicked(mPickInfo);
				}
			}
		}
		else
		{
			if (mIsDoMovPickCall)
				node->OnNotPicked(mPickInfo);
		}
	}
}
示例#4
0
//----------------------------------------------------------------------------
void Picker::ExecuteRecursive (Spatial* object)
{
    Triangles* mesh = DynamicCast<Triangles>(object);
    if (mesh)
    {
        if (mesh->WorldBound.TestIntersection(mOrigin, mDirection, mTMin,
            mTMax))
        {
            // Convert the linear component to model-space coordinates.
            APoint ptmp = mesh->WorldTransform.Inverse()*mOrigin;
            Vector3f modelOrigin(ptmp[0], ptmp[1], ptmp[2]);

            AVector vtmp = mesh->WorldTransform.Inverse()*mDirection;
            Vector3f modelDirection(vtmp[0], vtmp[1], vtmp[2]);

            Line3f line(modelOrigin, modelDirection);

            // Get the position data.
            VertexBufferAccessor vba(mesh);

            // Compute intersections with the model-space triangles.
            int numTriangles = mesh->GetNumTriangles();
            for (int i = 0; i < numTriangles; ++i)
            {
                int v0, v1, v2;
                if (!mesh->GetTriangle(i, v0, v1, v2))
                {
                    continue;
                }

                Vector3f vertex0 = vba.Position<Vector3f>(v0);
                Vector3f vertex1 = vba.Position<Vector3f>(v1);
                Vector3f vertex2 = vba.Position<Vector3f>(v2);
                Triangle3f triangle(vertex0, vertex1, vertex2);

                IntrLine3Triangle3f calc(line, triangle);
                if (calc.Find() && mTMin <= calc.GetLineParameter()
                &&  calc.GetLineParameter() <= mTMax)
                {
                    PickRecord record;
                    record.Intersected = mesh;
                    record.T = calc.GetLineParameter();
                    record.Triangle = i;
                    record.Bary[0] = calc.GetTriBary0();
                    record.Bary[1] = calc.GetTriBary1();
                    record.Bary[2] = calc.GetTriBary2();
                    Records.push_back(record);
                }
            }
        }
        return;
    }

    SwitchNode* switchNode = DynamicCast<SwitchNode>(object);
    if (switchNode)
    {
        int activeChild = switchNode->GetActiveChild();
        if (activeChild != SwitchNode::SN_INVALID_CHILD)
        {
            if (switchNode->WorldBound.TestIntersection(mOrigin,
                mDirection, mTMin, mTMax))
            {
                Spatial* child = switchNode->GetChild(activeChild);
                if (child)
                {
                    ExecuteRecursive(child);
                }
            }
        }
        return;
    }

    Node* node = DynamicCast<Node>(object);
    if (node)
    {
        if (node->WorldBound.TestIntersection(mOrigin, mDirection, mTMin,
            mTMax))
        {
            for (int i = 0; i < node->GetNumChildren(); ++i)
            {
                Spatial* child = node->GetChild(i);
                if (child)
                {
                    ExecuteRecursive(child);
                }
            }
        }
    }
}