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https://github.com/overte-org/overte.git
synced 2025-04-22 17:53:32 +02:00
support ray picking against the AABB for the rotated model extents
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parent
a98ac0782a
commit
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6 changed files with 111 additions and 39 deletions
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@ -11,6 +11,8 @@
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#include <glm/gtx/quaternion.hpp>
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#include <FBXReader.h>
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#include "InterfaceConfig.h"
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#include "Menu.h"
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#include "ModelTreeRenderer.h"
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@ -34,8 +36,13 @@ ModelTreeRenderer::~ModelTreeRenderer() {
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void ModelTreeRenderer::init() {
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OctreeRenderer::init();
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static_cast<ModelTree*>(_tree)->setFBXService(this);
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}
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void ModelTreeRenderer::setTree(Octree* newTree) {
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OctreeRenderer::setTree(newTree);
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static_cast<ModelTree*>(_tree)->setFBXService(this);
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}
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void ModelTreeRenderer::update() {
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if (_tree) {
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@ -48,6 +55,16 @@ void ModelTreeRenderer::render(RenderMode renderMode) {
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OctreeRenderer::render(renderMode);
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}
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const FBXGeometry* ModelTreeRenderer::getGeometryForModel(const ModelItem& modelItem) {
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const FBXGeometry* result = NULL;
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Model* model = getModel(modelItem);
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if (model) {
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result = &model->getGeometry()->getFBXGeometry();
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}
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return result;
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}
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Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) {
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Model* model = NULL;
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@ -73,42 +90,6 @@ Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) {
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return model;
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}
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void calculateRotatedExtents(Extents& extents, const glm::quat& rotation) {
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glm::vec3 bottomLeftNear(extents.minimum.x, extents.minimum.y, extents.minimum.z);
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glm::vec3 bottomRightNear(extents.maximum.x, extents.minimum.y, extents.minimum.z);
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glm::vec3 bottomLeftFar(extents.minimum.x, extents.minimum.y, extents.maximum.z);
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glm::vec3 bottomRightFar(extents.maximum.x, extents.minimum.y, extents.maximum.z);
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glm::vec3 topLeftNear(extents.minimum.x, extents.maximum.y, extents.minimum.z);
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glm::vec3 topRightNear(extents.maximum.x, extents.maximum.y, extents.minimum.z);
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glm::vec3 topLeftFar(extents.minimum.x, extents.maximum.y, extents.maximum.z);
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glm::vec3 topRightFar(extents.maximum.x, extents.maximum.y, extents.maximum.z);
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glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
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glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
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glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
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glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
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glm::vec3 topLeftNearRotated = rotation * topLeftNear;
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glm::vec3 topRightNearRotated = rotation * topRightNear;
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glm::vec3 topLeftFarRotated = rotation * topLeftFar;
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glm::vec3 topRightFarRotated = rotation * topRightFar;
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extents.minimum = glm::min(bottomLeftNearRotated,
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glm::min(bottomRightNearRotated,
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glm::min(bottomLeftFarRotated,
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glm::min(bottomRightFarRotated,
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glm::min(topLeftNearRotated,
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glm::min(topRightNearRotated,
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glm::min(topLeftFarRotated,topRightFarRotated)))))));
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extents.maximum = glm::max(bottomLeftNearRotated,
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glm::max(bottomRightNearRotated,
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glm::max(bottomLeftFarRotated,
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glm::max(bottomRightFarRotated,
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glm::max(topLeftNearRotated,
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glm::max(topRightNearRotated,
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glm::max(topLeftFarRotated,topRightFarRotated)))))));
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}
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void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args) {
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args->_elementsTouched++;
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// actually render it here...
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@ -242,6 +223,7 @@ void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
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model->render(alpha, modelRenderMode);
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if (!isShadowMode && displayModelBounds) {
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glm::vec3 unRotatedMinimum = model->getUnscaledMeshExtents().minimum;
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glm::vec3 unRotatedMaximum = model->getUnscaledMeshExtents().maximum;
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glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum;
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@ -279,6 +261,7 @@ void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
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glutWireCube(1.0);
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glPopMatrix();
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}
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glPopMatrix();
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@ -26,7 +26,7 @@
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#include "renderer/Model.h"
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// Generic client side Octree renderer class.
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class ModelTreeRenderer : public OctreeRenderer {
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class ModelTreeRenderer : public OctreeRenderer, public ModelItemFBXService {
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public:
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ModelTreeRenderer();
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virtual ~ModelTreeRenderer();
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@ -38,6 +38,7 @@ public:
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virtual void renderElement(OctreeElement* element, RenderArgs* args);
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virtual float getSizeScale() const;
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virtual int getBoundaryLevelAdjust() const;
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virtual void setTree(Octree* newTree);
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void update();
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@ -48,6 +49,8 @@ public:
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virtual void init();
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virtual void render(RenderMode renderMode = DEFAULT_RENDER_MODE);
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virtual const FBXGeometry* getGeometryForModel(const ModelItem& modelItem);
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protected:
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Model* getModel(const ModelItem& modelItem);
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QMap<uint32_t, Model*> _knownModelsItemModels;
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@ -2052,3 +2052,40 @@ FBXGeometry readSVO(const QByteArray& model) {
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return geometry;
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}
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void calculateRotatedExtents(Extents& extents, const glm::quat& rotation) {
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glm::vec3 bottomLeftNear(extents.minimum.x, extents.minimum.y, extents.minimum.z);
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glm::vec3 bottomRightNear(extents.maximum.x, extents.minimum.y, extents.minimum.z);
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glm::vec3 bottomLeftFar(extents.minimum.x, extents.minimum.y, extents.maximum.z);
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glm::vec3 bottomRightFar(extents.maximum.x, extents.minimum.y, extents.maximum.z);
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glm::vec3 topLeftNear(extents.minimum.x, extents.maximum.y, extents.minimum.z);
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glm::vec3 topRightNear(extents.maximum.x, extents.maximum.y, extents.minimum.z);
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glm::vec3 topLeftFar(extents.minimum.x, extents.maximum.y, extents.maximum.z);
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glm::vec3 topRightFar(extents.maximum.x, extents.maximum.y, extents.maximum.z);
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glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
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glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
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glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
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glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
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glm::vec3 topLeftNearRotated = rotation * topLeftNear;
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glm::vec3 topRightNearRotated = rotation * topRightNear;
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glm::vec3 topLeftFarRotated = rotation * topLeftFar;
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glm::vec3 topRightFarRotated = rotation * topRightFar;
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extents.minimum = glm::min(bottomLeftNearRotated,
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glm::min(bottomRightNearRotated,
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glm::min(bottomLeftFarRotated,
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glm::min(bottomRightFarRotated,
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glm::min(topLeftNearRotated,
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glm::min(topRightNearRotated,
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glm::min(topLeftFarRotated,topRightFarRotated)))))));
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extents.maximum = glm::max(bottomLeftNearRotated,
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glm::max(bottomRightNearRotated,
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glm::max(bottomLeftFarRotated,
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glm::max(bottomRightFarRotated,
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glm::max(topLeftNearRotated,
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glm::max(topRightNearRotated,
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glm::max(topLeftFarRotated,topRightFarRotated)))))));
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}
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@ -51,7 +51,8 @@ public:
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bool containsPoint(const glm::vec3& point) const;
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/// \return whether or not the extents are empty
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bool isEmpty() { return minimum == maximum; }
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bool isEmpty() const { return minimum == maximum; }
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bool isValid() const { return !((minimum == glm::vec3(FLT_MAX)) && (maximum == glm::vec3(-FLT_MAX))); }
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glm::vec3 minimum;
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glm::vec3 maximum;
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@ -238,4 +239,6 @@ FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping);
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/// Reads SVO geometry from the supplied model data.
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FBXGeometry readSVO(const QByteArray& model);
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void calculateRotatedExtents(Extents& extents, const glm::quat& rotation);
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#endif // hifi_FBXReader_h
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@ -20,6 +20,11 @@ public:
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virtual void modelCreated(const ModelItem& newModel, const SharedNodePointer& senderNode) = 0;
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};
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class ModelItemFBXService {
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public:
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virtual const FBXGeometry* getGeometryForModel(const ModelItem& modelItem) = 0;
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};
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class ModelTree : public Octree {
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Q_OBJECT
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public:
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@ -74,6 +79,11 @@ public:
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void processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode);
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void handleAddModelResponse(const QByteArray& packet);
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void setFBXService(ModelItemFBXService* service) { _fbxService = service; }
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const FBXGeometry* getGeometryForModel(const ModelItem& modelItem) {
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return _fbxService ? _fbxService->getGeometryForModel(modelItem) : NULL;
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}
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private:
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@ -96,6 +106,7 @@ private:
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QReadWriteLock _recentlyDeletedModelsLock;
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QMultiMap<quint64, uint32_t> _recentlyDeletedModelItemIDs;
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ModelItemFBXService* _fbxService;
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};
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#endif // hifi_ModelTree_h
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@ -9,6 +9,7 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <FBXReader.h>
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#include <GeometryUtil.h>
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#include "ModelTree.h"
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@ -158,7 +159,41 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
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// if the ray doesn't intersect with our cube, we can stop searching!
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if (modelCube.findRayIntersection(origin, direction, localDistance, localFace)) {
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if (localDistance < distance) {
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const FBXGeometry* fbxGeometry = _myTree->getGeometryForModel(model);
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if (fbxGeometry && fbxGeometry->meshExtents.isValid()) {
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Extents extents = fbxGeometry->meshExtents;
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// NOTE: these extents are model space, so we need to scale and center them accordingly
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// size is our "target size in world space"
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// we need to set our model scale so that the extents of the mesh, fit in a cube that size...
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float maxDimension = glm::distance(extents.maximum, extents.minimum);
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float scale = model.getSize() / maxDimension;
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glm::vec3 halfDimensions = (extents.maximum - extents.minimum) * 0.5f;
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glm::vec3 offset = -extents.minimum - halfDimensions;
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extents.minimum += offset;
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extents.maximum += offset;
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extents.minimum *= scale;
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extents.maximum *= scale;
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calculateRotatedExtents(extents, model.getModelRotation());
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extents.minimum += model.getPosition();
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extents.maximum += model.getPosition();
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AABox rotatedExtentsBox(extents.minimum, (extents.maximum - extents.minimum));
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if (rotatedExtentsBox.findRayIntersection(origin, direction, localDistance, localFace)) {
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if (localDistance < distance) {
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distance = localDistance;
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face = localFace;
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*intersectedObject = (void*)(&model);
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somethingIntersected = true;
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}
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}
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} else if (localDistance < distance) {
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distance = localDistance;
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face = localFace;
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*intersectedObject = (void*)(&model);
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