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openmw-tes3mp/apps/opencs/view/render/brushdraw.cpp
2020-03-26 13:25:33 +02:00

136 lines
4.7 KiB
C++

#include "brushdraw.hpp"
#include <osg/Group>
#include <osg/Geometry>
#include <osg/Array>
#include <osg/BlendFunc>
#include <osg/CullFace>
#include <osg/Material>
#include <osgUtil/LineSegmentIntersector>
#include "mask.hpp"
CSVRender::BrushDraw::BrushDraw(osg::Group* parentNode) :
mParentNode(parentNode)
{
mBrushDrawNode = new osg::Group();
mGeometry = new osg::Geometry();
mBrushDrawNode->addChild(mGeometry);
mParentNode->addChild(mBrushDrawNode);
}
CSVRender::BrushDraw::~BrushDraw()
{
if (mBrushDrawNode->containsNode(mGeometry)) mBrushDrawNode->removeChild(mGeometry);
if (mParentNode->containsNode(mBrushDrawNode)) mParentNode->removeChild(mBrushDrawNode);
}
float CSVRender::BrushDraw::getIntersectionHeight (const osg::Vec3d& point)
{
osg::Vec3d start = point;
osg::Vec3d end = point;
start.z() += 8000.0f; // these numbers need fixing
end.z() -= 8000.0f;
osg::Vec3d direction = end - start;
// Get intersection
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(
osgUtil::Intersector::MODEL, start, end) );
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::NO_LIMIT);
osgUtil::IntersectionVisitor visitor(intersector);
visitor.setTraversalMask(Mask_Terrain);
mParentNode->accept(visitor);
for (osgUtil::LineSegmentIntersector::Intersections::iterator it = intersector->getIntersections().begin();
it != intersector->getIntersections().end(); ++it)
{
osgUtil::LineSegmentIntersector::Intersection intersection = *it;
// reject back-facing polygons
if (direction * intersection.getWorldIntersectNormal() > 0)
{
continue;
}
return intersection.getWorldIntersectPoint().z();
}
return 0.0f;
}
void CSVRender::BrushDraw::buildGeometry(const float& radius, const osg::Vec3d& point, int amountOfPoints)
{
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
const float step ((osg::PI * 2.0f) / static_cast<float>(amountOfPoints));
for (int i = 0; i < amountOfPoints + 2; i++)
{
float angle (static_cast<float>(i) * step);
vertices->push_back(osg::Vec3d(
point.x() + radius * cosf(angle),
point.y() + radius * sinf(angle),
getIntersectionHeight(osg::Vec3d(
point.x() + radius * cosf(angle),
point.y() + radius * sinf(angle),
point.z()) )));
colors->push_back(osg::Vec4f(
50.0f,
50.0f,
50.0f,
100.0f));
angle = static_cast<float>(i + 1) * step;
vertices->push_back(osg::Vec3d(
point.x() + radius * cosf(angle),
point.y() + radius * sinf(angle),
getIntersectionHeight(osg::Vec3d(
point.x() + radius * cosf(angle),
point.y() + radius * sinf(angle),
point.z()) ) + 200.0f));
colors->push_back(osg::Vec4f(
50.0f,
50.0f,
50.0f,
100.0f));
}
geom->setVertexArray(vertices);
geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, (amountOfPoints + 2) * 2 - 2));
mGeometry = geom;
}
void CSVRender::BrushDraw::update(osg::Vec3d point, int brushSize)
{
if (mBrushDrawNode->containsNode(mGeometry)) mBrushDrawNode->removeChild(mGeometry);
mBrushDrawNode->setNodeMask (Mask_EditModeCursor);
float radius = static_cast<float>(brushSize * mLandSizeFactor);
int amountOfPoints = (osg::PI * 2.0f) * radius / 20;
buildGeometry(radius, point, amountOfPoints);
osg::BlendFunc* blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
mGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
mGeometry->getOrCreateStateSet()->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
osg::ref_ptr<osg::Material> material = new osg::Material;
material->setColorMode(osg::Material::AMBIENT);
material->setAmbient (osg::Material::FRONT_AND_BACK, osg::Vec4(0.3, 0.3, 0.3, 1));
material->setAlpha(osg::Material::FRONT_AND_BACK, 0.5);
mGeometry->getOrCreateStateSet()->setAttributeAndModes(material.get(), osg::StateAttribute::ON);
mGeometry->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
mGeometry->getOrCreateStateSet()->setRenderingHint (osg::StateSet::TRANSPARENT_BIN);
mBrushDrawNode->addChild(mGeometry);
}
void CSVRender::BrushDraw::hide()
{
if (mBrushDrawNode->containsNode(mGeometry)) mBrushDrawNode->removeChild(mGeometry);
}