forked from teamnwah/openmw-tes3coop
Reuse the intersection visitor and set a traversal number to allow the terrain component to manage its view more efficiently
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db00d47ca2
commit
9371100fde
2 changed files with 22 additions and 7 deletions
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@ -730,18 +730,23 @@ namespace MWRender
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}
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osg::ref_ptr<osgUtil::IntersectionVisitor> createIntersectionVisitor(osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors)
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osg::ref_ptr<osgUtil::IntersectionVisitor> RenderingManager::getIntersectionVisitor(osgUtil::Intersector *intersector, bool ignorePlayer, bool ignoreActors)
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{
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osg::ref_ptr<osgUtil::IntersectionVisitor> intersectionVisitor( new osgUtil::IntersectionVisitor(intersector));
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int mask = intersectionVisitor->getTraversalMask();
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if (!mIntersectionVisitor)
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mIntersectionVisitor = new osgUtil::IntersectionVisitor;
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mIntersectionVisitor->setTraversalNumber(mViewer->getFrameStamp()->getFrameNumber());
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mIntersectionVisitor->setIntersector(intersector);
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int mask = ~0;
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mask &= ~(Mask_RenderToTexture|Mask_Sky|Mask_Debug|Mask_Effect|Mask_Water|Mask_SimpleWater);
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if (ignorePlayer)
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mask &= ~(Mask_Player);
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if (ignoreActors)
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mask &= ~(Mask_Actor|Mask_Player);
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intersectionVisitor->setTraversalMask(mask);
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return intersectionVisitor;
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mIntersectionVisitor->setTraversalMask(mask);
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return mIntersectionVisitor;
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}
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RenderingManager::RayResult RenderingManager::castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors)
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@ -750,7 +755,7 @@ namespace MWRender
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origin, dest));
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intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
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mRootNode->accept(*createIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
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mRootNode->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
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return getIntersectionResult(intersector);
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}
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@ -769,7 +774,7 @@ namespace MWRender
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intersector->setEnd(end);
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intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
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mViewer->getCamera()->accept(*createIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
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mViewer->getCamera()->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
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return getIntersectionResult(intersector);
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}
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@ -17,6 +17,12 @@ namespace osg
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class PositionAttitudeTransform;
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}
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namespace osgUtil
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{
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class IntersectionVisitor;
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class Intersector;
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}
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namespace Resource
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{
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class ResourceSystem;
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@ -204,6 +210,10 @@ namespace MWRender
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void reportStats() const;
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osg::ref_ptr<osgUtil::IntersectionVisitor> getIntersectionVisitor(osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors);
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osg::ref_ptr<osgUtil::IntersectionVisitor> mIntersectionVisitor;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osg::Group> mRootNode;
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osg::ref_ptr<osg::Group> mSceneRoot;
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