introduce precision picking in API form

This commit is contained in:
ZappoMan 2014-12-06 11:45:49 -08:00
parent 303274a554
commit 7ea85073f4
23 changed files with 74 additions and 78 deletions

View file

@ -19,15 +19,17 @@ function setupMenus() {
if (!Menu.menuExists("Developer > Entities")) {
Menu.addMenu("Developer > Entities");
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Bounds", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Triangles", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Bounds", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Children", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt to Reduce Material Switches", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt Render Entities as Scene", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Pick Against Model Triangles", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
Menu.addMenu("Developer > Entities > Culling");
Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Out Of View Mesh Parts", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Too Small Mesh Parts", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
}
}

View file

@ -2554,7 +2554,7 @@ function mousePressEvent(event) {
var pickRay = Camera.computePickRay(event.x, event.y);
Vec3.print("[Mouse] Looking at: ", pickRay.origin);
var foundIntersection = Entities.findRayIntersection(pickRay);
var foundIntersection = Entities.findRayIntersection(pickRay, true); // we want precision picking here
if(!foundIntersection.accurate) {
return;

View file

@ -367,6 +367,7 @@ namespace MenuOption {
const QString DontCullTooSmallMeshParts = "Don't Cull Too Small Mesh Parts";
const QString DontReduceMaterialSwitches = "Don't Attempt to Reduce Material Switches";
const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
const QString DontDoPrecisionPicking = "Don't Do Precision Picking";
const QString DecreaseAvatarSize = "Decrease Avatar Size";
const QString DecreaseVoxelSize = "Decrease Voxel Size";
const QString DisableActivityLogger = "Disable Activity Logger";
@ -378,6 +379,7 @@ namespace MenuOption {
const QString DisplayHandTargets = "Show Hand Targets";
const QString DisplayHermiteData = "Display Hermite Data";
const QString DisplayModelBounds = "Display Model Bounds";
const QString DisplayModelTriangles = "Display Model Triangles";
const QString DisplayModelElementChildProxies = "Display Model Element Children";
const QString DisplayModelElementProxy = "Display Model Element Bounds";
const QString DisplayTimingDetails = "Display Timing Details";

View file

@ -650,7 +650,8 @@ PickRay EntityTreeRenderer::computePickRay(float x, float y) {
}
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType) {
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking) {
RayToEntityIntersectionResult result;
if (_tree) {
EntityTree* entityTree = static_cast<EntityTree*>(_tree);
@ -658,7 +659,8 @@ RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(cons
OctreeElement* element;
EntityItem* intersectedEntity = NULL;
result.intersects = entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
(void**)&intersectedEntity, lockType, &result.accurate);
(void**)&intersectedEntity, lockType, &result.accurate,
precisionPicking);
if (result.intersects && intersectedEntity) {
result.entityID = intersectedEntity->getEntityItemID();
result.properties = intersectedEntity->getProperties();
@ -710,7 +712,9 @@ QScriptValueList EntityTreeRenderer::createEntityArgs(const EntityItemID& entity
void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
PerformanceTimer perfTimer("EntityTreeRenderer::mousePressEvent");
PickRay ray = computePickRay(event->x(), event->y());
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock);
bool precisionPicking = !Menu::getInstance()->isOptionChecked(MenuOption::DontDoPrecisionPicking);
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
if (rayPickResult.intersects) {
//qDebug() << "mousePressEvent over entity:" << rayPickResult.entityID;
emit mousePressOnEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
@ -734,7 +738,8 @@ void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int device
void EntityTreeRenderer::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
PerformanceTimer perfTimer("EntityTreeRenderer::mouseReleaseEvent");
PickRay ray = computePickRay(event->x(), event->y());
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock);
bool precisionPicking = !Menu::getInstance()->isOptionChecked(MenuOption::DontDoPrecisionPicking);
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
if (rayPickResult.intersects) {
//qDebug() << "mouseReleaseEvent over entity:" << rayPickResult.entityID;
emit mouseReleaseOnEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
@ -768,7 +773,9 @@ void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event, unsigned int deviceI
PerformanceTimer perfTimer("EntityTreeRenderer::mouseMoveEvent");
PickRay ray = computePickRay(event->x(), event->y());
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock);
bool precisionPicking = false; // for mouse moves we do not do precision picking
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
if (rayPickResult.intersects) {
QScriptValueList entityScriptArgs = createMouseEventArgs(rayPickResult.entityID, event, deviceID);

View file

@ -117,7 +117,8 @@ private:
QList<Model*> _releasedModels;
void renderProxies(const EntityItem* entity, RenderArgs* args);
PickRay computePickRay(float x, float y);
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking);
EntityItemID _currentHoverOverEntityID;
EntityItemID _currentClickingOnEntityID;

View file

@ -93,7 +93,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
bool RenderableLightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
void** intersectedObject, bool precisionPicking) const {
// TODO: this isn't really correct because we don't know if we actually live in the main tree of the applications's
// EntityTreeRenderer. But we probably do. Technically we could be on the clipboard and someone might be trying to

View file

@ -37,7 +37,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
};

View file

@ -173,10 +173,18 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
// is significantly more expensive. Is there a way to call this that doesn't cost us as much?
PerformanceTimer perfTimer("model->render");
bool dontRenderAsScene = Menu::getInstance()->isOptionChecked(MenuOption::DontRenderEntitiesAsScene);
if (dontRenderAsScene) {
_model->render(alpha, modelRenderMode, args);
} else {
_model->renderInScene(alpha, args);
bool displayModelTriangles = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelTriangles);
bool rendered = false;
if (displayModelTriangles) {
rendered = _model->renderTriangleProxies();
}
if (!rendered) {
if (dontRenderAsScene) {
_model->render(alpha, modelRenderMode, args);
} else {
_model->renderInScene(alpha, args);
}
}
} else {
// if we couldn't get a model, then just draw a cube
@ -259,24 +267,21 @@ EntityItemProperties RenderableModelEntityItem::getProperties() const {
bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
void** intersectedObject, bool precisionPicking) const {
//qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection()....";
//qDebug() << " this.id:" << getEntityItemID();
//qDebug() << " this.modelURL:" << getModelURL();
//qDebug() << " origin:" << origin;
glm::vec3 originInMeters = origin * (float)TREE_SCALE;
//qDebug() << " originInMeters:" << originInMeters;
QString extraInfo;
float localDistance;
bool intersectsModel = _model->findRayIntersectionAgainstSubMeshes(originInMeters, direction, localDistance, face, extraInfo);
qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection() precisionPicking:" << precisionPicking;
bool intersectsModel = _model->findRayIntersectionAgainstSubMeshes(originInMeters, direction,
localDistance, face, extraInfo, precisionPicking);
if (intersectsModel) {
// NOTE: findRayIntersectionAgainstSubMeshes() does work in meters, but we're expected to return
// results in tree scale.
distance = localDistance / (float)TREE_SCALE;
//qDebug() << " --hit this mode -- returning distance:" << distance;
}
return intersectsModel; // we only got here if we intersected our non-aabox

View file

@ -54,7 +54,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
Model* getModel(EntityTreeRenderer* renderer);
private:

View file

@ -640,7 +640,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
someTriangleHit = false;
//qDebug() << " subMeshBox[" << subMeshIndex <<"] --- check triangles!!";
if (!_calculatedMeshTrianglesValid) {
recalcuateMeshBoxes();
recalcuateMeshBoxes(pickAgainstTriangles);
}
// check our triangles here....
const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];

View file

@ -138,7 +138,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return false; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const { return true; }
void** intersectedObject, bool precisionPicking) const { return true; }
// attributes applicable to all entity types
EntityTypes::EntityType getType() const { return _type; }

View file

@ -196,16 +196,17 @@ QVector<EntityItemID> EntityScriptingInterface::findEntities(const glm::vec3& ce
return result;
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray) {
return findRayIntersectionWorker(ray, Octree::TryLock);
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking) {
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray) {
return findRayIntersectionWorker(ray, Octree::Lock);
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking) {
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
Octree::lockType lockType) {
Octree::lockType lockType,
bool precisionPicking) {
RayToEntityIntersectionResult result;
if (_entityTree) {
OctreeElement* element;

View file

@ -90,11 +90,11 @@ public slots:
/// If the scripting context has visible voxels, this will determine a ray intersection, the results
/// may be inaccurate if the engine is unable to access the visible voxels, in which case result.accurate
/// will be false.
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray);
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking = false);
/// If the scripting context has visible voxels, this will determine a ray intersection, and will block in
/// order to return an accurate result
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray);
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking = false);
Q_INVOKABLE void setLightsArePickable(bool value);
Q_INVOKABLE bool getLightsArePickable() const;
@ -124,7 +124,8 @@ private:
void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking);
uint32_t _nextCreatorTokenID;
EntityTree* _entityTree;

View file

@ -475,7 +475,7 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, float distanceToElementCube) {
void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
@ -540,7 +540,7 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
//qDebug() << " entity->supportsDetailedRayIntersection()....";
if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
localFace, intersectedObject)) {
localFace, intersectedObject, precisionPicking)) {
//qDebug() << " localDistance (detailed):" << localDistance;

View file

@ -137,7 +137,7 @@ public:
virtual bool canRayIntersect() const { return hasEntities(); }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, float distanceToElementCube);
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;

View file

@ -96,7 +96,7 @@ void SphereEntityItem::recalculateCollisionShape() {
bool SphereEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
void** intersectedObject, bool precisionPicking) const {
// NOTE: origin and direction are in tree units. But our _sphereShape is in meters, so we need to
// do a little math to make these match each other.

View file

@ -59,7 +59,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
protected:
virtual void recalculateCollisionShape();

View file

@ -118,7 +118,7 @@ void TextEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBits
bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
void** intersectedObject, bool precisionPicking) const {
RayIntersectionInfo rayInfo;
rayInfo._rayStart = origin;

View file

@ -44,7 +44,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
static const QString DEFAULT_TEXT;
void setText(const QString& value) { _text = value; }

View file

@ -693,13 +693,14 @@ public:
BoxFace& face;
void** intersectedObject;
bool found;
bool precisionPicking;
};
bool findRayIntersectionOp(OctreeElement* element, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
bool keepSearching = true;
if (element->findRayIntersection(args->origin, args->direction, keepSearching,
args->element, args->distance, args->face, args->intersectedObject)) {
args->element, args->distance, args->face, args->intersectedObject, args->precisionPicking)) {
args->found = true;
}
return keepSearching;
@ -707,8 +708,9 @@ bool findRayIntersectionOp(OctreeElement* element, void* extraData) {
bool Octree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElement*& element, float& distance, BoxFace& face, void** intersectedObject,
Octree::lockType lockType, bool* accurateResult) {
RayArgs args = { origin / (float)(TREE_SCALE), direction, element, distance, face, intersectedObject, false};
Octree::lockType lockType, bool* accurateResult, bool precisionPicking) {
RayArgs args = { origin / (float)(TREE_SCALE), direction, element, distance, face,
intersectedObject, false, precisionPicking};
distance = FLT_MAX;
bool gotLock = false;

View file

@ -298,7 +298,9 @@ public:
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElement*& node, float& distance, BoxFace& face,
void** intersectedObject = NULL,
Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL);
Octree::lockType lockType = Octree::TryLock,
bool* accurateResult = NULL,
bool precisionPicking = false);
bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject = NULL,
Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL);

View file

@ -1334,7 +1334,7 @@ void OctreeElement::notifyUpdateHooks() {
bool OctreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) {
void** intersectedObject, bool precisionPicking) {
keepSearching = true; // assume that we will continue searching after this.
@ -1346,55 +1346,28 @@ bool OctreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3
AACube debugCube = cube;
debugCube.scale((float)TREE_SCALE);
//qDebug() << "OctreeElement::findRayIntersection()....";
//qDebug() << " origin:" << origin;
//qDebug() << " checking element:" << debugCube << "in meters";
//qDebug() << " distance:" << distance;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!cube.findRayIntersection(origin, direction, distanceToElementCube, localFace)) {
//qDebug() << " didn't intersect cube... done searching...";
keepSearching = false; // no point in continuing to search
return false; // we did not intersect
}
//qDebug() << " distanceToElementCube:" << distanceToElementCube;
// by default, we only allow intersections with leaves with content
if (!canRayIntersect()) {
//qDebug() << " NOT canRayIntersect() -- no point in calling detailed...";
return false; // we don't intersect with non-leaves, and we keep searching
}
// we did hit this element, so calculate appropriate distances
//localDistance *= TREE_SCALE;
// if the distance to the element cube is not less than the current best distance, then it's not possible
// for any details inside the cube to be closer so we don't need to consider them.
if (cube.contains(origin) || distanceToElementCube < distance) {
//qDebug() << " distanceToElementCube < distance:" << (distanceToElementCube < distance);
//qDebug() << " cube.contains(origin):" << (cube.contains(origin));
//qDebug() << " continue.... call... findDetailedRayIntersection()...";
//qDebug() << " distanceToElementCube < distance -- continue.... call... findDetailedRayIntersection()...";
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, intersectedObject, precisionPicking, distanceToElementCube)) {
if (findDetailedRayIntersection(origin, direction, keepSearching,
element, distanceToElementDetails, face, intersectedObject, distanceToElementCube)) {
//qDebug() << " findDetailedRayIntersection() -- intersected something";
if (distanceToElementDetails < distance) {
//qDebug() << " distanceToElementDetails < distance -- THIS ONE IS GOOD -------";
distance = distanceToElementDetails;
face = localFace;
//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 -------";
}
}
}
@ -1403,7 +1376,7 @@ bool OctreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3
bool OctreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, float distanceToElementCube) {
void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// we did hit this element, so calculate appropriate distances
if (hasContent()) {

View file

@ -119,11 +119,11 @@ public:
virtual bool canRayIntersect() const { return isLeaf(); }
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& node, float& distance, BoxFace& face,
void** intersectedObject = NULL);
void** intersectedObject = NULL, bool precisionPicking = false);
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, float distanceToElementCube);
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;