diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index 6b398284a3..a259e42117 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -543,10 +543,10 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g qDebug() << " modelExtents:" << modelExtents; glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum; - glm::vec3 corner = dimensions * _registrationPoint; // since we're going to do the ray picking in the model frame of reference - AABox overlayFrameBox(corner, dimensions); + glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference + AABox modelFrameBox(corner, dimensions); - qDebug() << " overlayFrameBox:" << overlayFrameBox; + qDebug() << " modelFrameBox:" << modelFrameBox; glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f)); glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f)); @@ -555,7 +555,9 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g // we can use the AABox's ray intersection by mapping our origin and direction into the model frame // and testing intersection there. - if (overlayFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) { + if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) { + + qDebug() << " modelFrameBox.findRayIntersection() HITS!!!"; float bestDistance = std::numeric_limits::max(); float bestTriangleDistance = std::numeric_limits::max(); @@ -566,14 +568,21 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g int subMeshIndex = 0; const FBXGeometry& geometry = _geometry->getFBXGeometry(); + + qDebug() << " Checking mesh boxes...."; // If we hit the models box, then consider the submeshes... foreach(const AABox& subMeshBox, _calculatedMeshBoxes) { - qDebug() << "subMeshBox[" << subMeshIndex <<"]:" << subMeshBox; + qDebug() << " subMeshBox[" << subMeshIndex <<"]:" << subMeshBox; if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) { + qDebug() << " subMeshBox[" << subMeshIndex <<"].findRayIntersection() HITS!"; + qDebug() << " subMeshBox[" << subMeshIndex <<"].distanceToSubMesh:" << distanceToSubMesh; + qDebug() << " bestDistance:" << bestDistance; if (distanceToSubMesh < bestDistance) { + qDebug() << " distanceToSubMesh < bestDistance !! looks like a good match!"; + if (pickAgainstTriangles) { if (!_calculatedMeshTrianglesValid) { recalcuateMeshBoxes(); @@ -599,6 +608,8 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g intersectedSomething = true; face = subMeshFace; extraInfo = geometry.getModelNameOfMesh(subMeshIndex); + } else { + qDebug() << " distanceToSubMesh >= bestDistance !! TOO FAR AWAY!"; } } subMeshIndex++; @@ -607,6 +618,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g // if we were asked to pick against triangles, and we didn't hit one, then we // do not consider this model to be hit at all. if (pickAgainstTriangles && !someTriangleHit) { + qDebug() << "pickAgainstTriangles && !someTriangleHit --- call it a NON-HIT!"; intersectedSomething = false; } qDebug() << "pickAgainstTriangles:" << pickAgainstTriangles; @@ -626,6 +638,8 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g } return intersectedSomething; + } else { + qDebug() << "modelFrameBox.findRayIntersection()... DID NOT INTERSECT..."; } return intersectedSomething; diff --git a/libraries/entities/src/EntityTreeElement.cpp b/libraries/entities/src/EntityTreeElement.cpp index c452dab5cb..aea278adf6 100644 --- a/libraries/entities/src/EntityTreeElement.cpp +++ b/libraries/entities/src/EntityTreeElement.cpp @@ -553,6 +553,8 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con face = localFace; *intersectedObject = (void*)entity; somethingIntersected = true; + } else { + qDebug() << " localDistance >= distance... TOO FAR AWAY"; } } } else { @@ -566,6 +568,8 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con face = localFace; *intersectedObject = (void*)entity; somethingIntersected = true; + } else { + qDebug() << " localDistance >= distance... TOO FAR AWAY"; } } } diff --git a/libraries/octree/src/OctreeElement.cpp b/libraries/octree/src/OctreeElement.cpp index 330624f4b9..9f6e0530a8 100644 --- a/libraries/octree/src/OctreeElement.cpp +++ b/libraries/octree/src/OctreeElement.cpp @@ -1391,6 +1391,10 @@ bool OctreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3 qDebug() << " distance:" << distance << " -- THIS ONE IS GOOD -------"; return true; + } else { + qDebug() << " distanceToElementDetails:" << distanceToElementDetails; + qDebug() << " distance:" << distance; + qDebug() << " distanceToElementDetails >= distance -- THIS ONE IS NOT SELECTED even though it INTERSECTED -------"; } } }