/usr/include/osgEarth/IntersectionPicker is in libosgearth-dev 2.9.0+dfsg-1.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2016 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* 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 OSGEARTH_INTERSECTION_PICKER_H
#define OSGEARTH_INTERSECTION_PICKER_H
#include <osgEarth/Common>
#include <osgEarth/ObjectIndex>
#include <osgEarth/PrimitiveIntersector>
#include <osgViewer/View>
#include <osgEarthFeatures/Feature>
namespace osgEarth
{
/**
* Utility for picking objects from the scene.
*
* Please consider the RTTPicker instead unless you need to pick
* multiple overlapping objects in the scene. RTTPicker offers more
* complete support (for annotations, shader-based geometry, etc.)
* than IntersectionPicker.
*/
class OSGEARTH_EXPORT IntersectionPicker
{
public:
typedef osgEarth::PrimitiveIntersector::Intersection Hit;
typedef osgEarth::PrimitiveIntersector::Intersections Hits;
enum Limit {
NO_LIMIT,
LIMIT_ONE_PER_DRAWABLE,
LIMIT_ONE,
LIMIT_NEAREST
};
public:
/**
* Constructs a picker that will pick data from the given view,
* and restrict its search to the given graph.
*
* @param view View under which to pick
* @param graph Subgraph within which to restrict the pick
* @param traversalMask Node mask to apply to the pick visitor
* @param buffer Pick buffer around the click (pixels)
*/
IntersectionPicker(
osgViewer::View* view,
osg::Node* graph =0L,
unsigned traversalMask =~0,
float buffer =5.0f,
Limit limit =LIMIT_NEAREST);
/** dtor */
virtual ~IntersectionPicker() { }
/**
* Sets the node mask to apply to the pick visitor. This lets you
* limit the subgraph that the picker searches.
*/
void setTraversalMask(unsigned mask);
/**
* Sets the search buffer around the mouse.
*/
void setBuffer(float buffer);
/**
* Sets the hit limit mode.
*/
void setLimit(const Limit& limit);
/**
* Picks geometry under the specified viewport coordinates. The results
* are stores in "results". You can typically get the mouseX and mouseY
* from osgGA::GUIEventAdapter getX() and getY().
*/
bool pick( float mouseX, float mouseY, Hits& results ) const;
/**
* Finds and returns the lowest node of type "T" in a hit, or 0L if no such
* node exists.
*/
template<typename T>
T* getNode( const Hit& hit ) const {
for( osg::NodePath::const_reverse_iterator i = hit.nodePath.rbegin(); i != hit.nodePath.rend(); ++i ) {
T* node = dynamic_cast<T*>(*i);
if ( node ) return node;
}
return 0L;
}
/**
* Given a set of pick results, extract the object IDs within.
* Results true is the output connection is populated.
*/
bool getObjectIDs(const Hits& results, std::set<ObjectID>& out_objectIDs) const;
protected:
osgViewer::View* _view;
osg::ref_ptr<osg::Node> _root;
osg::NodePath _path;
unsigned _travMask;
float _buffer;
Limit _limit;
};
}
#endif // OSGEARTH_INTERSECTION_PICKER_H
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