mirror of
https://github.com/lubosz/overte.git
synced 2025-04-09 14:34:02 +02:00
introduce precision picking in API form
This commit is contained in:
parent
303274a554
commit
7ea85073f4
23 changed files with 74 additions and 78 deletions
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@ -19,15 +19,17 @@ function setupMenus() {
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if (!Menu.menuExists("Developer > Entities")) {
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Menu.addMenu("Developer > Entities");
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Bounds", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Triangles", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Bounds", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Children", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt to Reduce Material Switches", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt Render Entities as Scene", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Pick Against Model Triangles", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
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Menu.addMenu("Developer > Entities > Culling");
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Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Out Of View Mesh Parts", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Too Small Mesh Parts", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
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}
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}
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@ -2554,7 +2554,7 @@ function mousePressEvent(event) {
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var pickRay = Camera.computePickRay(event.x, event.y);
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Vec3.print("[Mouse] Looking at: ", pickRay.origin);
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var foundIntersection = Entities.findRayIntersection(pickRay);
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var foundIntersection = Entities.findRayIntersection(pickRay, true); // we want precision picking here
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if(!foundIntersection.accurate) {
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return;
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@ -367,6 +367,7 @@ namespace MenuOption {
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const QString DontCullTooSmallMeshParts = "Don't Cull Too Small Mesh Parts";
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const QString DontReduceMaterialSwitches = "Don't Attempt to Reduce Material Switches";
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const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
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const QString DontDoPrecisionPicking = "Don't Do Precision Picking";
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const QString DecreaseAvatarSize = "Decrease Avatar Size";
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const QString DecreaseVoxelSize = "Decrease Voxel Size";
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const QString DisableActivityLogger = "Disable Activity Logger";
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@ -378,6 +379,7 @@ namespace MenuOption {
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const QString DisplayHandTargets = "Show Hand Targets";
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const QString DisplayHermiteData = "Display Hermite Data";
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const QString DisplayModelBounds = "Display Model Bounds";
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const QString DisplayModelTriangles = "Display Model Triangles";
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const QString DisplayModelElementChildProxies = "Display Model Element Children";
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const QString DisplayModelElementProxy = "Display Model Element Bounds";
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const QString DisplayTimingDetails = "Display Timing Details";
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@ -650,7 +650,8 @@ PickRay EntityTreeRenderer::computePickRay(float x, float y) {
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}
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RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType) {
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RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
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bool precisionPicking) {
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RayToEntityIntersectionResult result;
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if (_tree) {
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EntityTree* entityTree = static_cast<EntityTree*>(_tree);
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@ -658,7 +659,8 @@ RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(cons
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OctreeElement* element;
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EntityItem* intersectedEntity = NULL;
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result.intersects = entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
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(void**)&intersectedEntity, lockType, &result.accurate);
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(void**)&intersectedEntity, lockType, &result.accurate,
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precisionPicking);
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if (result.intersects && intersectedEntity) {
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result.entityID = intersectedEntity->getEntityItemID();
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result.properties = intersectedEntity->getProperties();
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@ -710,7 +712,9 @@ QScriptValueList EntityTreeRenderer::createEntityArgs(const EntityItemID& entity
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void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
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PerformanceTimer perfTimer("EntityTreeRenderer::mousePressEvent");
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PickRay ray = computePickRay(event->x(), event->y());
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RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock);
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bool precisionPicking = !Menu::getInstance()->isOptionChecked(MenuOption::DontDoPrecisionPicking);
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RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
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if (rayPickResult.intersects) {
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//qDebug() << "mousePressEvent over entity:" << rayPickResult.entityID;
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emit mousePressOnEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
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@ -734,7 +738,8 @@ void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int device
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void EntityTreeRenderer::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
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PerformanceTimer perfTimer("EntityTreeRenderer::mouseReleaseEvent");
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PickRay ray = computePickRay(event->x(), event->y());
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RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock);
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bool precisionPicking = !Menu::getInstance()->isOptionChecked(MenuOption::DontDoPrecisionPicking);
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RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
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if (rayPickResult.intersects) {
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//qDebug() << "mouseReleaseEvent over entity:" << rayPickResult.entityID;
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emit mouseReleaseOnEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
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@ -768,7 +773,9 @@ void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event, unsigned int deviceI
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PerformanceTimer perfTimer("EntityTreeRenderer::mouseMoveEvent");
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PickRay ray = computePickRay(event->x(), event->y());
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RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock);
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bool precisionPicking = false; // for mouse moves we do not do precision picking
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RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
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if (rayPickResult.intersects) {
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QScriptValueList entityScriptArgs = createMouseEventArgs(rayPickResult.entityID, event, deviceID);
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@ -117,7 +117,8 @@ private:
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QList<Model*> _releasedModels;
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void renderProxies(const EntityItem* entity, RenderArgs* args);
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PickRay computePickRay(float x, float y);
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RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
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RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
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bool precisionPicking);
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EntityItemID _currentHoverOverEntityID;
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EntityItemID _currentClickingOnEntityID;
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@ -93,7 +93,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
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bool RenderableLightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const {
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void** intersectedObject, bool precisionPicking) const {
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// TODO: this isn't really correct because we don't know if we actually live in the main tree of the applications's
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// EntityTreeRenderer. But we probably do. Technically we could be on the clipboard and someone might be trying to
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@ -37,7 +37,7 @@ public:
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const;
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void** intersectedObject, bool precisionPicking) const;
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};
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@ -173,10 +173,18 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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// is significantly more expensive. Is there a way to call this that doesn't cost us as much?
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PerformanceTimer perfTimer("model->render");
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bool dontRenderAsScene = Menu::getInstance()->isOptionChecked(MenuOption::DontRenderEntitiesAsScene);
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if (dontRenderAsScene) {
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_model->render(alpha, modelRenderMode, args);
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} else {
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_model->renderInScene(alpha, args);
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bool displayModelTriangles = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelTriangles);
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bool rendered = false;
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if (displayModelTriangles) {
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rendered = _model->renderTriangleProxies();
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}
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if (!rendered) {
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if (dontRenderAsScene) {
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_model->render(alpha, modelRenderMode, args);
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} else {
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_model->renderInScene(alpha, args);
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}
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}
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} else {
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// if we couldn't get a model, then just draw a cube
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@ -259,24 +267,21 @@ EntityItemProperties RenderableModelEntityItem::getProperties() const {
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bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const {
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void** intersectedObject, bool precisionPicking) const {
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//qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection()....";
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//qDebug() << " this.id:" << getEntityItemID();
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//qDebug() << " this.modelURL:" << getModelURL();
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//qDebug() << " origin:" << origin;
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glm::vec3 originInMeters = origin * (float)TREE_SCALE;
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//qDebug() << " originInMeters:" << originInMeters;
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QString extraInfo;
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float localDistance;
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bool intersectsModel = _model->findRayIntersectionAgainstSubMeshes(originInMeters, direction, localDistance, face, extraInfo);
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qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection() precisionPicking:" << precisionPicking;
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bool intersectsModel = _model->findRayIntersectionAgainstSubMeshes(originInMeters, direction,
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localDistance, face, extraInfo, precisionPicking);
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if (intersectsModel) {
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// NOTE: findRayIntersectionAgainstSubMeshes() does work in meters, but we're expected to return
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// results in tree scale.
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distance = localDistance / (float)TREE_SCALE;
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//qDebug() << " --hit this mode -- returning distance:" << distance;
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}
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return intersectsModel; // we only got here if we intersected our non-aabox
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@ -54,7 +54,7 @@ public:
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const;
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void** intersectedObject, bool precisionPicking) const;
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Model* getModel(EntityTreeRenderer* renderer);
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private:
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@ -640,7 +640,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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someTriangleHit = false;
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//qDebug() << " subMeshBox[" << subMeshIndex <<"] --- check triangles!!";
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if (!_calculatedMeshTrianglesValid) {
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recalcuateMeshBoxes();
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recalcuateMeshBoxes(pickAgainstTriangles);
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}
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// check our triangles here....
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const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
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@ -138,7 +138,7 @@ public:
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virtual bool supportsDetailedRayIntersection() const { return false; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const { return true; }
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void** intersectedObject, bool precisionPicking) const { return true; }
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// attributes applicable to all entity types
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EntityTypes::EntityType getType() const { return _type; }
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@ -196,16 +196,17 @@ QVector<EntityItemID> EntityScriptingInterface::findEntities(const glm::vec3& ce
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return result;
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}
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray) {
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return findRayIntersectionWorker(ray, Octree::TryLock);
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking) {
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return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
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}
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray) {
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return findRayIntersectionWorker(ray, Octree::Lock);
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking) {
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return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
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}
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
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Octree::lockType lockType) {
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Octree::lockType lockType,
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bool precisionPicking) {
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RayToEntityIntersectionResult result;
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if (_entityTree) {
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OctreeElement* element;
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@ -90,11 +90,11 @@ public slots:
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/// If the scripting context has visible voxels, this will determine a ray intersection, the results
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/// may be inaccurate if the engine is unable to access the visible voxels, in which case result.accurate
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/// will be false.
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Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray);
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Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking = false);
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/// If the scripting context has visible voxels, this will determine a ray intersection, and will block in
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/// order to return an accurate result
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Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray);
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Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking = false);
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Q_INVOKABLE void setLightsArePickable(bool value);
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Q_INVOKABLE bool getLightsArePickable() const;
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void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
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/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
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RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
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RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
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bool precisionPicking);
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uint32_t _nextCreatorTokenID;
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EntityTree* _entityTree;
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@ -475,7 +475,7 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
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bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, float distanceToElementCube) {
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void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
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// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
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@ -540,7 +540,7 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
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//qDebug() << " entity->supportsDetailedRayIntersection()....";
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if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
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localFace, intersectedObject)) {
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localFace, intersectedObject, precisionPicking)) {
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//qDebug() << " localDistance (detailed):" << localDistance;
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@ -137,7 +137,7 @@ public:
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virtual bool canRayIntersect() const { return hasEntities(); }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, float distanceToElementCube);
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void** intersectedObject, bool precisionPicking, float distanceToElementCube);
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virtual bool findSpherePenetration(const glm::vec3& center, float radius,
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glm::vec3& penetration, void** penetratedObject) const;
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@ -96,7 +96,7 @@ void SphereEntityItem::recalculateCollisionShape() {
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bool SphereEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const {
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void** intersectedObject, bool precisionPicking) const {
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// NOTE: origin and direction are in tree units. But our _sphereShape is in meters, so we need to
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// do a little math to make these match each other.
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@ -59,7 +59,7 @@ public:
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const;
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void** intersectedObject, bool precisionPicking) const;
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protected:
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virtual void recalculateCollisionShape();
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@ -118,7 +118,7 @@ void TextEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBits
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bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const {
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void** intersectedObject, bool precisionPicking) const {
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RayIntersectionInfo rayInfo;
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rayInfo._rayStart = origin;
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@ -44,7 +44,7 @@ public:
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject) const;
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void** intersectedObject, bool precisionPicking) const;
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static const QString DEFAULT_TEXT;
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void setText(const QString& value) { _text = value; }
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@ -693,13 +693,14 @@ public:
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BoxFace& face;
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void** intersectedObject;
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bool found;
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bool precisionPicking;
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};
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bool findRayIntersectionOp(OctreeElement* element, void* extraData) {
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RayArgs* args = static_cast<RayArgs*>(extraData);
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bool keepSearching = true;
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if (element->findRayIntersection(args->origin, args->direction, keepSearching,
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args->element, args->distance, args->face, args->intersectedObject)) {
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args->element, args->distance, args->face, args->intersectedObject, args->precisionPicking)) {
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args->found = true;
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}
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return keepSearching;
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@ -707,8 +708,9 @@ bool findRayIntersectionOp(OctreeElement* element, void* extraData) {
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bool Octree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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OctreeElement*& element, float& distance, BoxFace& face, void** intersectedObject,
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Octree::lockType lockType, bool* accurateResult) {
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RayArgs args = { origin / (float)(TREE_SCALE), direction, element, distance, face, intersectedObject, false};
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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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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()) {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue