本文整理汇总了C++中Drawable::getBound方法的典型用法代码示例。如果您正苦于以下问题:C++ Drawable::getBound方法的具体用法?C++ Drawable::getBound怎么用?C++ Drawable::getBound使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Drawable
的用法示例。
在下文中一共展示了Drawable::getBound方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: apply
void ScreenMVCullVisitor::apply(Billboard& node)
{
bool status = _cullingStatus;
bool firstStatus = _firstCullStatus;
if(isCulled(node))
{
_firstCullStatus = firstStatus;
_cullingStatus = status;
return;
}
// push the node's state.
StateSet* node_state = node.getStateSet();
if(node_state)
pushStateSet(node_state);
// traverse any call callbacks and traverse any children.
handle_cull_callbacks_and_traverse(node);
const Vec3& eye_local = getEyeLocal();
const RefMatrix& modelview = *getModelViewMatrix();
for(unsigned int i = 0; i < node.getNumDrawables(); ++i)
{
const Vec3& pos = node.getPosition(i);
Drawable* drawable = node.getDrawable(i);
// need to modify isCulled to handle the billboard offset.
// if (isCulled(drawable->getBound())) continue;
if(drawable->getCullCallback())
{
if(drawable->getCullCallback()->cull(this,drawable,&_renderInfo)
== true)
continue;
}
RefMatrix* billboard_matrix = createOrReuseMatrix(modelview);
node.computeMatrix(*billboard_matrix,eye_local,pos);
if(_computeNearFar && drawable->getBound().valid())
updateCalculatedNearFar(*billboard_matrix,*drawable,true);
float depth = distance(pos,modelview);
/*
if (_computeNearFar)
{
if (d<_computed_znear)
{
if (d<0.0) OSG_NOTIFY(osg::WARN)<<"Alerting billboard handling ="<<d<< std::endl;
_computed_znear = d;
}
if (d>_computed_zfar) _computed_zfar = d;
}
*/
StateSet* stateset = drawable->getStateSet();
if(stateset)
pushStateSet(stateset);
if(osg::isNaN(depth))
{
/*OSG_NOTIFY(osg::NOTICE)<<"CullVisitor::apply(Billboard&) detected NaN,"<<std::endl
<<" depth="<<depth<<", pos=("<<pos<<"),"<<std::endl
<<" *billboard_matrix="<<*billboard_matrix<<std::endl;
OSG_NOTIFY(osg::DEBUG_INFO) << " NodePath:" << std::endl;
for (NodePath::const_iterator i = getNodePath().begin(); i != getNodePath().end(); ++i)
{
OSG_NOTIFY(osg::DEBUG_INFO) << " \"" << (*i)->getName() << "\"" << std::endl;
}*/
}
else
{
addDrawableAndDepth(drawable,billboard_matrix,depth);
}
if(stateset)
popStateSet();
}
// pop the node's state off the geostate stack.
if(node_state)
popStateSet();
_firstCullStatus = firstStatus;
_cullingStatus = status;
}
示例2: intersect
bool IntersectVisitor::intersect(Drawable& drawable)
{
bool hitFlag = false;
IntersectState* cis = _intersectStateStack.back().get();
const BoundingBox& bb = drawable.getBound();
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;
}