109 lines
3.3 KiB
C++
109 lines
3.3 KiB
C++
/* -*-c++-*- */
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/* osgEarth - Geospatial SDK for OpenSceneGraph
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* Copyright 2020 Pelican Mapping
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* http://osgearth.org
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*
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* osgEarth is free software; you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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#ifndef OSGEARTHUTIL_CLAMPCALLBACK
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#define OSGEARTHUTIL_CLAMPCALLBACK
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#include <osg/NodeCallback>
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#include <osg/CoordinateSystemNode>
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#include <osgEarth/NodeUtils>
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#include <osgEarth/MapNode>
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#include <osgEarth/Common>
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namespace osgEarth { namespace Contrib
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{
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using namespace osgEarth;
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/**
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* ClampCallback is a callback you can attach to either MatrixTransforms or Geodes to clamp them against the terrain.
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* If you attach this callback to a MatrixTransform, it will adjust the matrix so that the object is clamped to the ground.
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* If you attach this callback to a Geode, it will clamp all of the vertices in the Geode's geometry to the ground.
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*/
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class OSGEARTH_EXPORT ClampCallback : public osg::NodeCallback
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{
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public:
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/**
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*Creates a new ClampCallback
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*
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*@param
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* The node to clamp to
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*/
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ClampCallback(osg::Node* terrainNode = NULL);
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/** dtor */
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virtual ~ClampCallback() { }
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/**
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*Sets the terrain node to clamp against
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*/
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void setTerrainNode(osg::Node* terrainNode);
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/**
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*Gets the terrain node to clamp against
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*/
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osg::Node* getTerrainNode() const { return _terrainNode.get(); }
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/**
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* Gets the offset that should be applied after clamping along the world's up vector
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*/
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double getOffset() const { return _offset;}
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/**
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* Sets the offset that should be applied after clamping along the world's up vector
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*/
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void setOffset(double offset);
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/**
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*Sets the intersection mask to use when clamping
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*/
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void setIntersectionMask(unsigned int intersectionMask);
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/**
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*Gets the intersection mask to use when clamping
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*/
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unsigned int getIntersectionMask() const;
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
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private:
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bool clamp(const osg::Vec3d& pos, osg::Vec3d& out) const;
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bool clampGeometry(osg::Geometry* geom, const osg::Matrixd& localToWorld, const osg::Matrixd& worldToLocal) const;
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unsigned int _intersectionMask;
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osg::observer_ptr<osg::CoordinateSystemNode> _csn;
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osg::ref_ptr< osg::Node > _terrainNode;
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int _lastCulledFrame;
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double _offset;
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};
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} } // namespace osgEarth::Util
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#endif //OSGEARTHUTIL_CLAMPCALLBACK
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