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make text entities correctly ray pick
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2 changed files with 53 additions and 1 deletions
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@ -10,9 +10,12 @@
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//
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#include <glm/gtx/transform.hpp>
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#include <QDebug>
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#include <ByteCountCoding.h>
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#include <PlaneShape.h>
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#include "EntityTree.h"
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#include "EntityTreeElement.h"
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@ -110,4 +113,48 @@ void TextEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBits
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APPEND_ENTITY_PROPERTY(PROP_LINE_HEIGHT, appendValue, getLineHeight());
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APPEND_ENTITY_PROPERTY(PROP_TEXT_COLOR, appendColor, getTextColor());
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APPEND_ENTITY_PROPERTY(PROP_BACKGROUND_COLOR, appendColor, getBackgroundColor());
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}
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}
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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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RayIntersectionInfo rayInfo;
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rayInfo._rayStart = origin;
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rayInfo._rayDirection = direction;
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rayInfo._rayLength = std::numeric_limits<float>::max();
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PlaneShape plane;
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const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
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glm::vec3 normal = _rotation * UNROTATED_NORMAL;
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plane.setNormal(normal);
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plane.setPoint(_position); // the position is definitely a point on our plane
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bool intersects = plane.findRayIntersection(rayInfo);
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if (intersects) {
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glm::vec3 hitAt = origin + (direction * rayInfo._hitDistance);
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// now we know the point the ray hit our plane
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glm::mat4 rotation = glm::mat4_cast(getRotation());
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glm::mat4 translation = glm::translate(getPosition());
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glm::mat4 entityToWorldMatrix = translation * rotation;
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glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
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glm::vec3 dimensions = getDimensions();
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glm::vec3 registrationPoint = getRegistrationPoint();
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glm::vec3 corner = -(dimensions * registrationPoint);
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AABox entityFrameBox(corner, dimensions);
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glm::vec3 entityFrameHitAt = glm::vec3(worldToEntityMatrix * glm::vec4(hitAt, 1.0f));
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intersects = entityFrameBox.contains(entityFrameHitAt);
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}
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if (intersects) {
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distance = rayInfo._hitDistance;
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}
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return intersects;
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}
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@ -41,6 +41,11 @@ public:
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
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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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static const QString DEFAULT_TEXT;
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void setText(const QString& value) { _text = value; }
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const QString& getText() const { return _text; }
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