Merge pull request #6112 from ericrius1/rayPickAdditions

Moved whitelist and raypicking code out of octree, fixed small bug with polylines
This commit is contained in:
Brad Hefta-Gaub 2015-10-21 09:08:56 -07:00
commit 954afe45d3
15 changed files with 129 additions and 131 deletions

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@ -482,7 +482,7 @@ void EntityTreeRenderer::deleteReleasedModels() {
} }
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType, RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude) { bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
RayToEntityIntersectionResult result; RayToEntityIntersectionResult result;
if (_tree) { if (_tree) {
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree); EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);

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@ -130,7 +130,7 @@ private:
QList<Model*> _releasedModels; QList<Model*> _releasedModels;
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType, RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude = QVector<QUuid>()); bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>());
EntityItemID _currentHoverOverEntityID; EntityItemID _currentHoverOverEntityID;
EntityItemID _currentClickingOnEntityID; EntityItemID _currentClickingOnEntityID;

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@ -280,18 +280,18 @@ QVector<QUuid> EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corn
} }
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) { RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
QVector<QUuid> entities = qVectorQUuidFromScriptValue(entityIdsToInclude); QVector<EntityItemID> entities = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entities); return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entities);
} }
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) { RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
const QVector<QUuid>& entities = qVectorQUuidFromScriptValue(entityIdsToInclude); const QVector<EntityItemID>& entities = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entities); return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entities);
} }
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray, RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
Octree::lockType lockType, Octree::lockType lockType,
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude) { bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
RayToEntityIntersectionResult result; RayToEntityIntersectionResult result;

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@ -186,7 +186,7 @@ private:
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode /// 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, const QVector<QUuid>& entityIdsToInclude); bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude);
EntityTreePointer _entityTree; EntityTreePointer _entityTree;
EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr; EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr;

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@ -448,6 +448,53 @@ bool EntityTree::findNearPointOperation(OctreeElementPointer element, void* extr
// if this element doesn't contain the point, then none of its children can contain the point, so stop searching // if this element doesn't contain the point, then none of its children can contain the point, so stop searching
return false; return false;
} }
// combines the ray cast arguments into a single object
class RayArgs {
public:
glm::vec3 origin;
glm::vec3 direction;
OctreeElementPointer& element;
float& distance;
BoxFace& face;
glm::vec3& surfaceNormal;
const QVector<EntityItemID>& entityIdsToInclude;
void** intersectedObject;
bool found;
bool precisionPicking;
};
bool findRayIntersectionOp(OctreeElementPointer element, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
bool keepSearching = true;
EntityTreeElementPointer entityTreeElementPointer = std::dynamic_pointer_cast<EntityTreeElement>(element);
if (entityTreeElementPointer ->findRayIntersection(args->origin, args->direction, keepSearching,
args->element, args->distance, args->face, args->surfaceNormal, args->entityIdsToInclude,
args->intersectedObject, args->precisionPicking)) {
args->found = true;
}
return keepSearching;
}
bool EntityTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude, void** intersectedObject,
Octree::lockType lockType, bool* accurateResult, bool precisionPicking) {
RayArgs args = { origin, direction, element, distance, face, surfaceNormal, entityIdsToInclude, intersectedObject, false, precisionPicking };
distance = FLT_MAX;
bool requireLock = lockType == Octree::Lock;
bool lockResult = withReadLock([&]{
recurseTreeWithOperation(findRayIntersectionOp, &args);
}, requireLock);
if (accurateResult) {
*accurateResult = lockResult; // if user asked to accuracy or result, let them know this is accurate
}
return args.found;
}
EntityItemPointer EntityTree::findClosestEntity(glm::vec3 position, float targetRadius) { EntityItemPointer EntityTree::findClosestEntity(glm::vec3 position, float targetRadius) {
FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX }; FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };

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@ -80,6 +80,14 @@ public:
virtual int processEditPacketData(NLPacket& packet, const unsigned char* editData, int maxLength, virtual int processEditPacketData(NLPacket& packet, const unsigned char* editData, int maxLength,
const SharedNodePointer& senderNode); const SharedNodePointer& senderNode);
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& node, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>(),
void** intersectedObject = NULL,
Octree::lockType lockType = Octree::TryLock,
bool* accurateResult = NULL,
bool precisionPicking = false);
virtual bool rootElementHasData() const { return true; } virtual bool rootElementHasData() const { return true; }
// the root at least needs to store the number of entities in the packet/buffer // the root at least needs to store the number of entities in the packet/buffer

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@ -493,9 +493,50 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
return false; return false;
} }
bool EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking) {
keepSearching = true; // assume that we will continue searching after this.
float distanceToElementCube = std::numeric_limits<float>::max();
float distanceToElementDetails = distance;
BoxFace localFace;
glm::vec3 localSurfaceNormal;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
keepSearching = false; // no point in continuing to search
return false; // we did not intersect
}
// by default, we only allow intersections with leaves with content
if (!canRayIntersect()) {
return false; // we don't intersect with non-leaves, and we keep searching
}
// 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) {
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, localSurfaceNormal, entityIdsToInclude, intersectedObject, precisionPicking, distanceToElementCube)) {
if (distanceToElementDetails < distance) {
distance = distanceToElementDetails;
face = localFace;
surfaceNormal = localSurfaceNormal;
return true;
}
}
}
return false;
}
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching, bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching,
OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<QUuid>& entityIdsToInclude, void** intersectedObject, bool precisionPicking, float distanceToElementCube) { const QVector<EntityItemID>& entityIdsToInclude, void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// only called if we do intersect our bounding cube, but find if we actually intersect with entities... // only called if we do intersect our bounding cube, but find if we actually intersect with entities...
int entityNumber = 0; int entityNumber = 0;

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@ -142,11 +142,14 @@ public:
virtual bool deleteApproved() const { return !hasEntities(); } virtual bool deleteApproved() const { return !hasEntities(); }
virtual bool canRayIntersect() const { return hasEntities(); } virtual bool canRayIntersect() const { return hasEntities(); }
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& node, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
void** intersectedObject = NULL, bool precisionPicking = false);
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance, bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude, BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking, float distanceToElementCube); void** intersectedObject, bool precisionPicking, float distanceToElementCube);
virtual bool findSpherePenetration(const glm::vec3& center, float radius, virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const; glm::vec3& penetration, void** penetratedObject) const;

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@ -108,7 +108,7 @@ bool PolyLineEntityItem::setStrokeWidths(const QVector<float>& strokeWidths) {
bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) { bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
_normals = normals; _normals = normals;
if (_points.size() < 2 || _normals.size() < 2) { if (_points.size() < 2 || _normals.size() < 2 || _strokeWidths.size() < 2) {
return false; return false;
} }
@ -123,7 +123,8 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
_vertices.clear(); _vertices.clear();
glm::vec3 v1, v2, tangent, binormal, point; glm::vec3 v1, v2, tangent, binormal, point;
for (int i = 0; i < minVectorSize - 1; i++) { int finalIndex = minVectorSize -1;
for (int i = 0; i < finalIndex; i++) {
float width = _strokeWidths.at(i); float width = _strokeWidths.at(i);
point = _points.at(i); point = _points.at(i);
@ -138,7 +139,7 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
_vertices << v1 << v2; _vertices << v1 << v2;
} }
//for last point we can just assume binormals are same since it represents last two vertices of quad //for last point we can just assume binormals are same since it represents last two vertices of quad
point = _points.at(minVectorSize - 1); point = _points.at(finalIndex);
v1 = point + binormal; v1 = point + binormal;
v2 = point - binormal; v2 = point - binormal;
_vertices << v1 << v2; _vertices << v1 << v2;

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@ -694,50 +694,7 @@ OctreeElementPointer Octree::getOrCreateChildElementContaining(const AACube& box
return getRoot()->getOrCreateChildElementContaining(box); return getRoot()->getOrCreateChildElementContaining(box);
} }
// combines the ray cast arguments into a single object
class RayArgs {
public:
glm::vec3 origin;
glm::vec3 direction;
OctreeElementPointer& element;
float& distance;
BoxFace& face;
glm::vec3& surfaceNormal;
const QVector<QUuid>& entityIdsToInclude;
void** intersectedObject;
bool found;
bool precisionPicking;
};
bool findRayIntersectionOp(OctreeElementPointer 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->surfaceNormal, args->entityIdsToInclude,
args->intersectedObject, args->precisionPicking)) {
args->found = true;
}
return keepSearching;
}
bool Octree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude, void** intersectedObject,
Octree::lockType lockType, bool* accurateResult, bool precisionPicking) {
RayArgs args = { origin, direction, element, distance, face, surfaceNormal, entityIdsToInclude, intersectedObject, false, precisionPicking};
distance = FLT_MAX;
bool requireLock = lockType == Octree::Lock;
bool lockResult = withReadLock([&]{
recurseTreeWithOperation(findRayIntersectionOp, &args);
}, requireLock);
if (accurateResult) {
*accurateResult = lockResult; // if user asked to accuracy or result, let them know this is accurate
}
return args.found;
}
class SphereArgs { class SphereArgs {
public: public:

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@ -298,13 +298,6 @@ public:
TryLock TryLock
} lockType; } lockType;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& node, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<QUuid>& entityIdsToInclude = QVector<QUuid>(),
void** intersectedObject = 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, bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject = NULL,
Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL); Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL);

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@ -573,64 +573,6 @@ void OctreeElement::notifyUpdateHooks() {
} }
} }
bool OctreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking) {
keepSearching = true; // assume that we will continue searching after this.
float distanceToElementCube = std::numeric_limits<float>::max();
float distanceToElementDetails = distance;
BoxFace localFace;
glm::vec3 localSurfaceNormal;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
keepSearching = false; // no point in continuing to search
return false; // we did not intersect
}
// by default, we only allow intersections with leaves with content
if (!canRayIntersect()) {
return false; // we don't intersect with non-leaves, and we keep searching
}
// 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) {
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, localSurfaceNormal, entityIdsToInclude, intersectedObject, precisionPicking, distanceToElementCube)) {
if (distanceToElementDetails < distance) {
distance = distanceToElementDetails;
face = localFace;
surfaceNormal = localSurfaceNormal;
return true;
}
}
}
return false;
}
bool OctreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// we did hit this element, so calculate appropriate distances
if (hasContent()) {
element = shared_from_this();
distance = distanceToElementCube;
if (intersectedObject) {
*intersectedObject = this;
}
keepSearching = false;
return true; // we did intersect
}
return false; // we did not intersect
}
bool OctreeElement::findSpherePenetration(const glm::vec3& center, float radius, bool OctreeElement::findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const { glm::vec3& penetration, void** penetratedObject) const {

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@ -118,16 +118,6 @@ public:
virtual bool deleteApproved() const { return true; } virtual bool deleteApproved() const { return true; }
virtual bool canRayIntersect() const { return isLeaf(); } virtual bool canRayIntersect() const { return isLeaf(); }
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& node, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
void** intersectedObject = NULL, bool precisionPicking = false);
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
/// \param center center of sphere in meters /// \param center center of sphere in meters
/// \param radius radius of sphere in meters /// \param radius radius of sphere in meters
/// \param[out] penetration pointing into cube from sphere /// \param[out] penetration pointing into cube from sphere

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@ -13,7 +13,6 @@
#include <QUrl> #include <QUrl>
#include <QUuid> #include <QUuid>
#include <QRect> #include <QRect>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include "RegisteredMetaTypes.h" #include "RegisteredMetaTypes.h"
@ -119,6 +118,21 @@ QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array) {
return newVector; return newVector;
} }
QVector<EntityItemID> qVectorEntityItemIDFromScriptValue(const QScriptValue& array) {
if (!array.isArray()) {
return QVector<EntityItemID>();
}
QVector<EntityItemID> newVector;
int length = array.property("length").toInteger();
newVector.reserve(length);
for (int i = 0; i < length; i++) {
QString uuidAsString = array.property(i).toString();
EntityItemID fromString(uuidAsString);
newVector << fromString;
}
return newVector;
}
QScriptValue qVectorFloatToScriptValue(QScriptEngine* engine, const QVector<float>& vector) { QScriptValue qVectorFloatToScriptValue(QScriptEngine* engine, const QVector<float>& vector) {
QScriptValue array = engine->newArray(); QScriptValue array = engine->newArray();
for (int i = 0; i < vector.size(); i++) { for (int i = 0; i < vector.size(); i++) {

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@ -14,6 +14,7 @@
#include <QtScript/QScriptEngine> #include <QtScript/QScriptEngine>
#include <QtCore/QUuid> #include <QtCore/QUuid>
#include "../../entities/src/EntityItemID.h"
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
@ -66,6 +67,7 @@ void qVectorFloatFromScriptValue(const QScriptValue& array, QVector<float>& vect
QVector<float> qVectorFloatFromScriptValue(const QScriptValue& array); QVector<float> qVectorFloatFromScriptValue(const QScriptValue& array);
QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array); QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array);
QVector<EntityItemID> qVectorEntityItemIDFromScriptValue(const QScriptValue& array);
class PickRay { class PickRay {
public: public: