support ray picking against the AABB for the rotated model extents

This commit is contained in:
ZappoMan 2014-05-27 13:39:32 -07:00
parent a98ac0782a
commit 8ec14568fe
6 changed files with 111 additions and 39 deletions

View file

@ -11,6 +11,8 @@
#include <glm/gtx/quaternion.hpp>
#include <FBXReader.h>
#include "InterfaceConfig.h"
#include "Menu.h"
#include "ModelTreeRenderer.h"
@ -34,8 +36,13 @@ ModelTreeRenderer::~ModelTreeRenderer() {
void ModelTreeRenderer::init() {
OctreeRenderer::init();
static_cast<ModelTree*>(_tree)->setFBXService(this);
}
void ModelTreeRenderer::setTree(Octree* newTree) {
OctreeRenderer::setTree(newTree);
static_cast<ModelTree*>(_tree)->setFBXService(this);
}
void ModelTreeRenderer::update() {
if (_tree) {
@ -48,6 +55,16 @@ void ModelTreeRenderer::render(RenderMode renderMode) {
OctreeRenderer::render(renderMode);
}
const FBXGeometry* ModelTreeRenderer::getGeometryForModel(const ModelItem& modelItem) {
const FBXGeometry* result = NULL;
Model* model = getModel(modelItem);
if (model) {
result = &model->getGeometry()->getFBXGeometry();
}
return result;
}
Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) {
Model* model = NULL;
@ -73,42 +90,6 @@ Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) {
return model;
}
void calculateRotatedExtents(Extents& extents, const glm::quat& rotation) {
glm::vec3 bottomLeftNear(extents.minimum.x, extents.minimum.y, extents.minimum.z);
glm::vec3 bottomRightNear(extents.maximum.x, extents.minimum.y, extents.minimum.z);
glm::vec3 bottomLeftFar(extents.minimum.x, extents.minimum.y, extents.maximum.z);
glm::vec3 bottomRightFar(extents.maximum.x, extents.minimum.y, extents.maximum.z);
glm::vec3 topLeftNear(extents.minimum.x, extents.maximum.y, extents.minimum.z);
glm::vec3 topRightNear(extents.maximum.x, extents.maximum.y, extents.minimum.z);
glm::vec3 topLeftFar(extents.minimum.x, extents.maximum.y, extents.maximum.z);
glm::vec3 topRightFar(extents.maximum.x, extents.maximum.y, extents.maximum.z);
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
glm::vec3 topRightNearRotated = rotation * topRightNear;
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
glm::vec3 topRightFarRotated = rotation * topRightFar;
extents.minimum = glm::min(bottomLeftNearRotated,
glm::min(bottomRightNearRotated,
glm::min(bottomLeftFarRotated,
glm::min(bottomRightFarRotated,
glm::min(topLeftNearRotated,
glm::min(topRightNearRotated,
glm::min(topLeftFarRotated,topRightFarRotated)))))));
extents.maximum = glm::max(bottomLeftNearRotated,
glm::max(bottomRightNearRotated,
glm::max(bottomLeftFarRotated,
glm::max(bottomRightFarRotated,
glm::max(topLeftNearRotated,
glm::max(topRightNearRotated,
glm::max(topLeftFarRotated,topRightFarRotated)))))));
}
void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args) {
args->_elementsTouched++;
// actually render it here...
@ -242,6 +223,7 @@ void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
model->render(alpha, modelRenderMode);
if (!isShadowMode && displayModelBounds) {
glm::vec3 unRotatedMinimum = model->getUnscaledMeshExtents().minimum;
glm::vec3 unRotatedMaximum = model->getUnscaledMeshExtents().maximum;
glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum;
@ -279,6 +261,7 @@ void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
glutWireCube(1.0);
glPopMatrix();
}
glPopMatrix();

View file

@ -26,7 +26,7 @@
#include "renderer/Model.h"
// Generic client side Octree renderer class.
class ModelTreeRenderer : public OctreeRenderer {
class ModelTreeRenderer : public OctreeRenderer, public ModelItemFBXService {
public:
ModelTreeRenderer();
virtual ~ModelTreeRenderer();
@ -38,6 +38,7 @@ public:
virtual void renderElement(OctreeElement* element, RenderArgs* args);
virtual float getSizeScale() const;
virtual int getBoundaryLevelAdjust() const;
virtual void setTree(Octree* newTree);
void update();
@ -48,6 +49,8 @@ public:
virtual void init();
virtual void render(RenderMode renderMode = DEFAULT_RENDER_MODE);
virtual const FBXGeometry* getGeometryForModel(const ModelItem& modelItem);
protected:
Model* getModel(const ModelItem& modelItem);
QMap<uint32_t, Model*> _knownModelsItemModels;

View file

@ -2052,3 +2052,40 @@ FBXGeometry readSVO(const QByteArray& model) {
return geometry;
}
void calculateRotatedExtents(Extents& extents, const glm::quat& rotation) {
glm::vec3 bottomLeftNear(extents.minimum.x, extents.minimum.y, extents.minimum.z);
glm::vec3 bottomRightNear(extents.maximum.x, extents.minimum.y, extents.minimum.z);
glm::vec3 bottomLeftFar(extents.minimum.x, extents.minimum.y, extents.maximum.z);
glm::vec3 bottomRightFar(extents.maximum.x, extents.minimum.y, extents.maximum.z);
glm::vec3 topLeftNear(extents.minimum.x, extents.maximum.y, extents.minimum.z);
glm::vec3 topRightNear(extents.maximum.x, extents.maximum.y, extents.minimum.z);
glm::vec3 topLeftFar(extents.minimum.x, extents.maximum.y, extents.maximum.z);
glm::vec3 topRightFar(extents.maximum.x, extents.maximum.y, extents.maximum.z);
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
glm::vec3 topRightNearRotated = rotation * topRightNear;
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
glm::vec3 topRightFarRotated = rotation * topRightFar;
extents.minimum = glm::min(bottomLeftNearRotated,
glm::min(bottomRightNearRotated,
glm::min(bottomLeftFarRotated,
glm::min(bottomRightFarRotated,
glm::min(topLeftNearRotated,
glm::min(topRightNearRotated,
glm::min(topLeftFarRotated,topRightFarRotated)))))));
extents.maximum = glm::max(bottomLeftNearRotated,
glm::max(bottomRightNearRotated,
glm::max(bottomLeftFarRotated,
glm::max(bottomRightFarRotated,
glm::max(topLeftNearRotated,
glm::max(topRightNearRotated,
glm::max(topLeftFarRotated,topRightFarRotated)))))));
}

View file

@ -51,7 +51,8 @@ public:
bool containsPoint(const glm::vec3& point) const;
/// \return whether or not the extents are empty
bool isEmpty() { return minimum == maximum; }
bool isEmpty() const { return minimum == maximum; }
bool isValid() const { return !((minimum == glm::vec3(FLT_MAX)) && (maximum == glm::vec3(-FLT_MAX))); }
glm::vec3 minimum;
glm::vec3 maximum;
@ -238,4 +239,6 @@ FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping);
/// Reads SVO geometry from the supplied model data.
FBXGeometry readSVO(const QByteArray& model);
void calculateRotatedExtents(Extents& extents, const glm::quat& rotation);
#endif // hifi_FBXReader_h

View file

@ -20,6 +20,11 @@ public:
virtual void modelCreated(const ModelItem& newModel, const SharedNodePointer& senderNode) = 0;
};
class ModelItemFBXService {
public:
virtual const FBXGeometry* getGeometryForModel(const ModelItem& modelItem) = 0;
};
class ModelTree : public Octree {
Q_OBJECT
public:
@ -74,6 +79,11 @@ public:
void processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode);
void handleAddModelResponse(const QByteArray& packet);
void setFBXService(ModelItemFBXService* service) { _fbxService = service; }
const FBXGeometry* getGeometryForModel(const ModelItem& modelItem) {
return _fbxService ? _fbxService->getGeometryForModel(modelItem) : NULL;
}
private:
@ -96,6 +106,7 @@ private:
QReadWriteLock _recentlyDeletedModelsLock;
QMultiMap<quint64, uint32_t> _recentlyDeletedModelItemIDs;
ModelItemFBXService* _fbxService;
};
#endif // hifi_ModelTree_h

View file

@ -9,6 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <FBXReader.h>
#include <GeometryUtil.h>
#include "ModelTree.h"
@ -158,7 +159,41 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
// if the ray doesn't intersect with our cube, we can stop searching!
if (modelCube.findRayIntersection(origin, direction, localDistance, localFace)) {
if (localDistance < distance) {
const FBXGeometry* fbxGeometry = _myTree->getGeometryForModel(model);
if (fbxGeometry && fbxGeometry->meshExtents.isValid()) {
Extents extents = fbxGeometry->meshExtents;
// NOTE: these extents are model space, so we need to scale and center them accordingly
// size is our "target size in world space"
// we need to set our model scale so that the extents of the mesh, fit in a cube that size...
float maxDimension = glm::distance(extents.maximum, extents.minimum);
float scale = model.getSize() / maxDimension;
glm::vec3 halfDimensions = (extents.maximum - extents.minimum) * 0.5f;
glm::vec3 offset = -extents.minimum - halfDimensions;
extents.minimum += offset;
extents.maximum += offset;
extents.minimum *= scale;
extents.maximum *= scale;
calculateRotatedExtents(extents, model.getModelRotation());
extents.minimum += model.getPosition();
extents.maximum += model.getPosition();
AABox rotatedExtentsBox(extents.minimum, (extents.maximum - extents.minimum));
if (rotatedExtentsBox.findRayIntersection(origin, direction, localDistance, localFace)) {
if (localDistance < distance) {
distance = localDistance;
face = localFace;
*intersectedObject = (void*)(&model);
somethingIntersected = true;
}
}
} else if (localDistance < distance) {
distance = localDistance;
face = localFace;
*intersectedObject = (void*)(&model);