DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/ClampCallback
2024-12-25 07:49:36 +08:00

109 lines
3.3 KiB
C++

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