1 #ifndef BulletShapeModel_h 2 #define BulletShapeModel_h 68 std::vector<double> lookDirection);
70 const std::vector<double> &observerPos,
71 const bool &checkOcclusion =
true);
73 const std::vector<double> &observerPos,
74 const bool &checkOcclusion =
true);
97 virtual bool isVisibleFrom(
const std::vector<double> observerPos,
98 const std::vector<double> lookDirection);
104 QScopedPointer<BulletWorldManager> m_model;
112 btVector3
castLookDir(
const btVector3 &observer,
const btVector3 &lookdir)
const;
118 const btVector3 &sortPoint)
const;
120 const btVector3 &observer)
const;
This class defines a body-fixed surface point.
btVector3 castLookDir(const btVector3 &observer, const btVector3 &lookdir) const
Compute the end point of a ray based on an observer and look direction.
QVector< double > ellipsoidNormal()
Compute the true surface normal vector of an ellipsoid.
void calculateDefaultNormal()
Calculate the surface normal of the ellipsoid as the default.
Bullet ray tracing callback to return all intersections along a ray's path.
Bullet World manager maintains a proper state for target bodies.
Distance localRadius(const Latitude &lat, const Longitude &lon)
Compute the radius of the body at a lat/lon point.
bool isDEM() const
Indicates that this shape model is not from a DEM.
void calculateLocalNormal(QVector< double *> cornerNeighborPoints)
Compute the normal for a local region of surface points.
This class is designed to encapsulate the concept of a Latitude.
double m_tolerance
! Bullet collision world that contains the representation of the body.
bool intersectSurface(std::vector< double > observerPos, std::vector< double > lookDirection)
This method computes a DEM intercept point given an observer location and look direction using the Bu...
btScalar maxDistance() const
! The results of the last ray cast.
SurfacePoint makeSurfacePoint(const btVector3 &point) const
Convert a vector into a surface point.
Distance measurement, usually in meters.
double getTolerance() const
Returns the occlusion tolerance in kilometers.
This class is designed to encapsulate the concept of a Longitude.
QVector< BulletClosestRayCallback > sortHits(const BulletAllHitsRayCallback &hits, const btVector3 &sortPoint) const
Sort the hits in an AllHitsRayCallback based on distance to a point.
virtual void setSurfacePoint(const SurfacePoint &surfacePoint)
Set the internal surface point.
void calculateSurfaceNormal()
compute the ellipsoid surface normal of the target
Bullet ray tracing callback for closest hit on target surface.
~BulletShapeModel()
Destructor.
bool isOccluded(const BulletClosestRayCallback &hit, const btVector3 &observer) const
Check if an intersection is occluded from an observer.
Shape model that uses the Bullet library to perform ray tracing.
BulletShapeModel()
Default constructor that creates a shape model without any internal model.
Container for cube-like labels.
This class is used to create and store valid Isis3 targets.
BulletClosestRayCallback m_intercept
! Tolerance of occlusion check in kilometers.
virtual void clearSurfacePoint()
Clear the saved surface point and reset the saved intersection.
Define shapes and provide utilities for Isis3 targets.
void updateShapeModel(const BulletClosestRayCallback &result)
Update shape model - carefully!!
void setLocalNormalFromIntercept()
Set the normal vector to the intercept point normal.
btVector3 pointToVector(const SurfacePoint &point) const
Convert a surface point into a vector.
Namespace for ISIS/Bullet specific routines.
btVector3 latlonToVector(const Latitude &lat, const Longitude &lon) const
Convert a pair of latitude and longitude values into a unit vector pointing from the origin of the bo...
void setTolerance(const double &tolerance)
Sets the occlusion tolerance.
Bullet Target Shape for planetary bodies.
const BulletWorldManager & model() const
Returns a direct reference to the Bullet world that contains the target shape and can perform ray cas...
virtual bool isVisibleFrom(const std::vector< double > observerPos, const std::vector< double > lookDirection)
Check if the saved intercept is visible from a observer with a given look direction.