diff --git a/interface/src/entities/RenderableModelEntityItem.cpp b/interface/src/entities/RenderableModelEntityItem.cpp index 11d16c39f8..ccd6622856 100644 --- a/interface/src/entities/RenderableModelEntityItem.cpp +++ b/interface/src/entities/RenderableModelEntityItem.cpp @@ -263,383 +263,20 @@ 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 { - - // extents is the entity relative, scaled, centered extents of the entity - glm::mat4 rotation = glm::mat4_cast(getRotation()); - glm::mat4 translation = glm::translate(getPosition()); - glm::mat4 entityToWorldMatrix = translation * rotation; - glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix); - glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f)); - glm::vec3 entityFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f)); - - float depth = depthOfRayIntersection(entityFrameOrigin, entityFrameDirection); - - return true; // we only got here if we intersected our non-aabox -} - - -/* -void RenderableModelEntityItem::renderEntityAsBillboard() { - TextureCache* textureCache = Application->getInstance()->getTextureCache(); - textureCache->getPrimaryFramebufferObject()->bind(); - - const int BILLBOARD_SIZE = 64; - renderRearViewMirror(QRect(0, _glWidget->getDeviceHeight() - BILLBOARD_SIZE, BILLBOARD_SIZE, BILLBOARD_SIZE), true); - - //QImage image(BILLBOARD_SIZE, BILLBOARD_SIZE, QImage::Format_ARGB32); - //glReadPixels(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE, GL_BGRA, GL_UNSIGNED_BYTE, image.bits()); - - textureCache->getPrimaryFramebufferObject()->release(); - - return image; -} -*/ - -float RenderableModelEntityItem::depthOfRayIntersection(const glm::vec3& entityFrameOrigin, const glm::vec3& entityFrameDirection) const { - qDebug() << "RenderableModelEntityItem::depthOfRayIntersection()...."; + qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection()...."; + 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); - Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind(); - - glEnable(GL_SCISSOR_TEST); - glEnable(GL_LIGHTING); // enable? - glEnable(GL_DEPTH_TEST); - glDisable(GL_BLEND); // we don't need blending - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - - // * we know the direction that the ray is coming into our bounding box. - // * we know the location on our bounding box that the ray intersected - // * because this API is theoretically called for things that aren't on the screen, - // or could be off in the distance, but with an original ray pick origin ALSO off - // in the distance, we don't really know the "pixel" size of the model at that - // place in space. In fact that concept really doesn't make sense at all... so - // we need to pick our own "scale" based on whatever level of precision makes - // sense... what makes sense? - // * we could say that we allow ray intersections down to some N meters (say 1cm - // or 0.01 meters) in real space. The model's bounds in meters are known. - // - // - float renderGranularity = 0.01f; // 1cm of render granularity - this could be ridiculous for large models - - qDebug() << " renderGranularity:" << renderGranularity; - - // note: these are in tree units, not meters - glm::vec3 dimensions = getDimensions(); - glm::vec3 registrationPoint = getRegistrationPoint(); - glm::vec3 corner = -(dimensions * registrationPoint); - - AABox entityFrameBox(corner, dimensions); - entityFrameBox.scale((float)TREE_SCALE); - - // rotationBetween(v1, v2) -- Helper function return the rotation from the first vector onto the second - //glm::quat viewRotation = rotationBetween(entityFrameDirection, IDENTITY_FRONT); - //glm::quat viewRotation = rotationBetween(IDENTITY_FRONT, entityFrameDirection); - glm::quat viewRotation = rotationBetween(glm::vec3(0.0f, 1.0f, 0.0f), IDENTITY_FRONT); - //glm::quat viewRotation = rotationBetween(IDENTITY_FRONT, IDENTITY_FRONT); - - // I'd like to calculate the tightest bounding box around the entity for - // the direction of the - glm::vec3 minima(FLT_MAX, FLT_MAX, FLT_MAX); - glm::vec3 maxima(-FLT_MAX, -FLT_MAX, -FLT_MAX); - const int VERTEX_COUNT = 8; - for (int j = 0; j < VERTEX_COUNT; j++) { - glm::vec3 vertex = entityFrameBox.getVertex((BoxVertex)j); - qDebug() << " vertex[" << j <<"]:" << vertex; - - glm::vec3 rotated = viewRotation * vertex; - qDebug() << " rotated[" << j <<"]:" << rotated; - - minima = glm::min(minima, rotated); - maxima = glm::max(maxima, rotated); + if (intersectsModel) { + distance = localDistance / (float)TREE_SCALE; } - qDebug() << " minima:" << minima; - qDebug() << " maxima:" << maxima; - - int width = glm::round((maxima.x - minima.x) / renderGranularity); - int height = glm::round((maxima.y - minima.y) / renderGranularity); - - qDebug() << " width:" << width; - qDebug() << " height:" << height; - - glViewport(0, 0, width, height); - glScissor(0, 0, width, height); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glLoadIdentity(); - glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glm::vec3 axis = glm::axis(viewRotation); - glRotatef(glm::degrees(glm::angle(viewRotation)), axis.x, axis.y, axis.z); - - glm::vec3 entityFrameOriginInMeters = entityFrameOrigin * (float)TREE_SCALE; - glm::vec3 entityFrameDirectionInMeters = entityFrameDirection * (float)TREE_SCALE; - //glTranslatef(entityFrameOriginInMerters.x, entityFrameOriginInMerters.y, entityFrameOriginInMerters.z); - - Application::getInstance()->setupWorldLight(); - Application::getInstance()->updateUntranslatedViewMatrix(); - - - bool renderAsModel = true; - - if (renderAsModel) { - const float alpha = 1.0f; - - glm::vec3 position = getPositionInMeters(); - glm::vec3 center = getCenterInMeters(); - dimensions = getDimensions() * (float)TREE_SCALE; - glm::quat rotation = getRotation(); - - const float MAX_COLOR = 255.0f; - glColor4f(1.0f, 0.0f, 0.0f, 1.0f); - - glPushMatrix(); - { - //glTranslatef(position.x, position.y, position.z); - //glm::vec3 axis = glm::axis(rotation); - //glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); - - - glPushMatrix(); - glm::vec3 positionToCenter = center - position; - //glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); - - //glScalef(dimensions.x, dimensions.y, dimensions.z); - //Application::getInstance()->getDeferredLightingEffect()->renderSolidSphere(0.5f, 15, 15); - - //_model->setRotation(rotation); - //_model->setScaleToFit(true, glm::vec3(1.0f,1.0f,1.0f)); - - //glm::vec3(0.0f,2.0f,0.0f) - _model->setSnapModelToRegistrationPoint(true, glm::vec3(0.5f,0.5f,0.5f)); - _model->setTranslation(glm::vec3(0.0f,0.0f,0.0f)); - _model->simulate(0.0f); - _model->render(alpha, Model::DEFAULT_RENDER_MODE); - - //_model->render(1.0f, Model::DEFAULT_RENDER_MODE); - - //_model->setScaleToFit(true, dimensions); - _model->setSnapModelToRegistrationPoint(true, getRegistrationPoint()); - _model->setTranslation(position); - _model->simulate(0.0f); - - glPushMatrix(); - glScalef(dimensions.x, dimensions.y, dimensions.z); - Application::getInstance()->getDeferredLightingEffect()->renderWireSphere(0.5f, 15, 15); - glPopMatrix(); - - /* - glBegin(GL_LINES); - - // low-z side - blue - glColor4f(0.0f, 0.0f, 1.0f, 1.0f); - glVertex3f(-0.5f, -0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, -0.5f); - glVertex3f(-0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, -0.5f); - glVertex3f(-0.5f, 0.5f, -0.5f); - glVertex3f(-0.5f, -0.5f, -0.5f); - - // high-z side - cyan - glColor4f(0.0f, 1.0f, 1.0f, 1.0f); - glVertex3f(-0.5f, -0.5f, 0.5f); - glVertex3f( 0.5f, -0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, 0.5f); - glVertex3f( 0.5f, 0.5f, 0.5f); - glVertex3f( 0.5f, 0.5f, 0.5f); - glVertex3f( 0.5f, -0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, 0.5f); - glVertex3f(-0.5f, -0.5f, 0.5f); - - // low-x side - yellow - glColor4f(1.0f, 1.0f, 0.0f, 1.0f); - glVertex3f(-0.5f, -0.5f, -0.5f); - glVertex3f(-0.5f, -0.5f, 0.5f); - - glVertex3f(-0.5f, -0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, 0.5f); - - glVertex3f(-0.5f, 0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, -0.5f); - - glVertex3f(-0.5f, 0.5f, -0.5f); - glVertex3f(-0.5f, -0.5f, -0.5f); - - // high-x side - red - glColor4f(1.0f, 0.0f, 0.0f, 1.0f); - glVertex3f(0.5f, -0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, 0.5f); - glVertex3f(0.5f, -0.5f, 0.5f); - glVertex3f(0.5f, 0.5f, 0.5f); - glVertex3f(0.5f, 0.5f, 0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, -0.5f); - - - // origin and direction - green - float distanceToHit; - BoxFace ignoreFace; - - entityFrameBox.findRayIntersection(entityFrameOriginInMeters, entityFrameDirectionInMeters, distanceToHit, ignoreFace); - glm::vec3 pointOfIntersection = entityFrameOriginInMeters + (entityFrameDirectionInMeters * distanceToHit); - -qDebug() << "distanceToHit: " << distanceToHit; -qDebug() << "pointOfIntersection: " << pointOfIntersection; - - glm::vec3 pointA = pointOfIntersection + (entityFrameDirectionInMeters * -1.0f); - glm::vec3 pointB = pointOfIntersection + (entityFrameDirectionInMeters * 1.0f); -qDebug() << "pointA: " << pointA; -qDebug() << "pointB: " << pointB; - - glColor4f(0.0f, 1.0f, 0.0f, 1.0f); - glVertex3f(pointA.x, pointA.y, pointA.z); - glVertex3f(pointB.x, pointB.y, pointB.z); - - glEnd(); - */ - - - glPopMatrix(); - } - glPopMatrix(); - - - } else { - glm::vec3 position = getPositionInMeters(); - glm::vec3 center = getCenterInMeters(); - dimensions = getDimensions() * (float)TREE_SCALE; - glm::quat rotation = getRotation(); - - glColor4f(1.0f, 0.0f, 1.0f, 1.0f); - glLineWidth(2.0f); - - glPushMatrix(); - { - //glTranslatef(position.x, position.y, position.z); - glm::vec3 axis = glm::axis(rotation); - glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); - - - glPushMatrix(); - glm::vec3 positionToCenter = center - position; - glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); - - glScalef(dimensions.x, dimensions.y, dimensions.z); - //Application::getInstance()->getDeferredLightingEffect()->renderWireCube(1.0f); - Application::getInstance()->getDeferredLightingEffect()->renderWireSphere(0.5f, 15, 15); - - glBegin(GL_LINES); - - // low-z side - blue - glColor4f(0.0f, 0.0f, 1.0f, 1.0f); - glVertex3f(-0.5f, -0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, -0.5f); - glVertex3f(-0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, -0.5f); - glVertex3f(-0.5f, 0.5f, -0.5f); - glVertex3f(-0.5f, -0.5f, -0.5f); - - // high-z side - cyan - glColor4f(0.0f, 1.0f, 1.0f, 1.0f); - glVertex3f(-0.5f, -0.5f, 0.5f); - glVertex3f( 0.5f, -0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, 0.5f); - glVertex3f( 0.5f, 0.5f, 0.5f); - glVertex3f( 0.5f, 0.5f, 0.5f); - glVertex3f( 0.5f, -0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, 0.5f); - glVertex3f(-0.5f, -0.5f, 0.5f); - - // low-x side - yellow - glColor4f(1.0f, 1.0f, 0.0f, 1.0f); - glVertex3f(-0.5f, -0.5f, -0.5f); - glVertex3f(-0.5f, -0.5f, 0.5f); - - glVertex3f(-0.5f, -0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, 0.5f); - - glVertex3f(-0.5f, 0.5f, 0.5f); - glVertex3f(-0.5f, 0.5f, -0.5f); - - glVertex3f(-0.5f, 0.5f, -0.5f); - glVertex3f(-0.5f, -0.5f, -0.5f); - - // high-x side - red - glColor4f(1.0f, 0.0f, 0.0f, 1.0f); - glVertex3f(0.5f, -0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, 0.5f); - glVertex3f(0.5f, -0.5f, 0.5f); - glVertex3f(0.5f, 0.5f, 0.5f); - glVertex3f(0.5f, 0.5f, 0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, 0.5f, -0.5f); - glVertex3f(0.5f, -0.5f, -0.5f); - - - // origin and direction - green - float distanceToHit; - BoxFace ignoreFace; - - entityFrameBox.findRayIntersection(entityFrameOriginInMeters, entityFrameDirectionInMeters, distanceToHit, ignoreFace); - glm::vec3 pointOfIntersection = entityFrameOriginInMeters + (entityFrameDirectionInMeters * distanceToHit); - -qDebug() << "distanceToHit: " << distanceToHit; -qDebug() << "pointOfIntersection: " << pointOfIntersection; - - glm::vec3 pointA = pointOfIntersection + (entityFrameDirectionInMeters * -1.0f); - glm::vec3 pointB = pointOfIntersection + (entityFrameDirectionInMeters * 1.0f); -qDebug() << "pointA: " << pointA; -qDebug() << "pointB: " << pointB; - - glColor4f(0.0f, 1.0f, 0.0f, 1.0f); - glVertex3f(pointA.x, pointA.y, pointA.z); - glVertex3f(pointB.x, pointB.y, pointB.z); - - glEnd(); - - glPopMatrix(); - } - glPopMatrix(); - } - - QImage colorData(width, height, QImage::Format_ARGB32); - QVector depthData(width * height); - - glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, colorData.bits()); - glReadPixels(0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, depthData.data()); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - glEnable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - - Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->release(); - - glViewport(0, 0, Application::getInstance()->getGLWidget()->width(), Application::getInstance()->getGLWidget()->height()); - - QImage imageData = colorData.mirrored(false,true); - - bool saved = imageData.save("/Users/zappoman/Development/foo.bmp"); - - qDebug() << " saved:" << saved; - - - return 0.0f; + return intersectsModel; // we only got here if we intersected our non-aabox } + diff --git a/interface/src/entities/RenderableModelEntityItem.h b/interface/src/entities/RenderableModelEntityItem.h index 09db54d64f..4c6bb5a046 100644 --- a/interface/src/entities/RenderableModelEntityItem.h +++ b/interface/src/entities/RenderableModelEntityItem.h @@ -71,9 +71,6 @@ private: QString _currentTextures; QStringList _originalTextures; bool _originalTexturesRead; - - float depthOfRayIntersection(const glm::vec3& entityFrameOrigin, const glm::vec3& entityFrameDirection) const; - }; #endif // hifi_RenderableModelEntityItem_h diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index 74aa190a26..9941be566a 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -536,6 +536,8 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g return intersectedSomething; } + qDebug() << "Model::findRayIntersectionAgainstSubMeshes()..."; + // extents is the entity relative, scaled, centered extents of the entity glm::vec3 position = _translation; glm::mat4 rotation = glm::mat4_cast(_rotation); @@ -544,11 +546,14 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix); Extents modelExtents = getMeshExtents(); // NOTE: unrotated + qDebug() << " modelExtents:" << modelExtents; glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum; glm::vec3 corner = dimensions * -0.5f; // since we're going to do the ray picking in the model frame of reference AABox overlayFrameBox(corner, dimensions); + qDebug() << " overlayFrameBox:" << overlayFrameBox; + glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f)); glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f)); @@ -560,11 +565,13 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g float distanceToSubMesh; BoxFace subMeshFace; int subMeshIndex = 0; + // If we hit the models box, then consider the submeshes... foreach(const AABox& subMeshBox, _calculatedMeshBoxes) { const FBXGeometry& geometry = _geometry->getFBXGeometry(); + qDebug() << "subMeshBox[" << subMeshIndex <<"]:" << subMeshBox; if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) { if (distanceToSubMesh < bestDistance) { bestDistance = distanceToSubMesh;