Improved PickItemJob with item key filter

This commit is contained in:
Olivier Prat 2017-08-09 11:52:31 +02:00
parent 44ee7c4bf1
commit 0fb4e42e1f
2 changed files with 16 additions and 11 deletions

View file

@ -10,7 +10,7 @@
//
#include "PickItemsJob.h"
PickItemsJob::PickItemsJob() {
PickItemsJob::PickItemsJob(render::ItemKey::Flags validKeys, render::ItemKey::Flags excludeKeys) : _validKeys{ validKeys }, _excludeKeys{ excludeKeys } {
}
void PickItemsJob::configure(const Config& config) {
@ -21,28 +21,31 @@ void PickItemsJob::run(const render::RenderContextPointer& renderContext, const
float minIsectDistance = std::numeric_limits<float>::max();
auto& itemBounds = input;
auto itemID = findNearestItem(renderContext, itemBounds, minIsectDistance);
auto item = findNearestItem(renderContext, itemBounds, minIsectDistance);
if (render::Item::isValidID(itemID)) {
output.emplace_back(itemID);
if (render::Item::isValidID(item.id)) {
output.push_back(item);
}
}
render::ItemID PickItemsJob::findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const {
render::ItemBound PickItemsJob::findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const {
const glm::vec3 rayOrigin = renderContext->args->getViewFrustum().getPosition();
const glm::vec3 rayDirection = renderContext->args->getViewFrustum().getDirection();
BoxFace face;
glm::vec3 normal;
float isectDistance;
render::ItemID nearestItem = render::Item::INVALID_ITEM_ID;
render::ItemBound nearestItem( render::Item::INVALID_ITEM_ID );
const float minDistance = 1.f;
const float maxDistance = 50.f;
render::ItemKey itemKey;
for (const auto& itemBound : inputs) {
if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, isectDistance, face, normal)) {
auto& item = renderContext->_scene->getItem(itemBound.id);
if (item.getKey().isWorldSpace() && isectDistance>minDistance && isectDistance < minIsectDistance && isectDistance<maxDistance) {
nearestItem = itemBound.id;
itemKey = item.getKey();
if (itemKey.isWorldSpace() && isectDistance>minDistance && isectDistance < minIsectDistance && isectDistance<maxDistance
&& (itemKey._flags & _validKeys)!=0 && (itemKey._flags & _excludeKeys)==0) {
nearestItem = itemBound;
minIsectDistance = isectDistance;
}
}

View file

@ -13,6 +13,7 @@
#define hifi_render_utils_PickItemsJob_h
#include <render/Engine.h>
#include <render/Item.h>
class PickItemsConfig : public render::Job::Config {
@ -30,16 +31,17 @@ public:
using Output = render::ItemBounds;
using JobModel = render::Job::ModelIO<PickItemsJob, Input, Output, Config>;
PickItemsJob();
PickItemsJob(render::ItemKey::Flags validKeys = render::ItemKey::Builder().withTypeMeta().withTypeShape().build()._flags, render::ItemKey::Flags excludeKeys = 0);
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const PickItemsJob::Input& input, PickItemsJob::Output& output);
private:
bool _isEnabled{ false };
render::ItemKey::Flags _validKeys;
render::ItemKey::Flags _excludeKeys;
render::ItemID findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const;
render::ItemBound findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const;
};
#endif // hifi_render_utils_PickItemsJob_h