overte/libraries/render-utils/src/PickItemsJob.cpp

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2.3 KiB
C++

//
// PickItemsJob.cpp
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PickItemsJob.h"
PickItemsJob::PickItemsJob(render::ItemKey::Flags validKeys, render::ItemKey::Flags excludeKeys) : _validKeys{ validKeys }, _excludeKeys{ excludeKeys } {
}
void PickItemsJob::configure(const Config& config) {
_isEnabled = config.pick;
}
void PickItemsJob::run(const render::RenderContextPointer& renderContext, const PickItemsJob::Input& input, PickItemsJob::Output& output) {
output.clear();
if (_isEnabled) {
float minIsectDistance = std::numeric_limits<float>::max();
auto& itemBounds = input;
auto item = findNearestItem(renderContext, itemBounds, minIsectDistance);
if (render::Item::isValidID(item.id)) {
output.push_back(item);
}
}
}
render::ItemBound PickItemsJob::findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const {
const glm::vec3 rayOrigin = renderContext->args->getViewFrustum().getPosition();
const glm::vec3 rayDirection = renderContext->args->getViewFrustum().getDirection();
const glm::vec3 rayInvDirection = 1.0f / rayDirection;
BoxFace face;
glm::vec3 normal;
float isectDistance;
render::ItemBound nearestItem( render::Item::INVALID_ITEM_ID );
const float minDistance = 0.2f;
const float maxDistance = 50.f;
render::ItemKey itemKey;
for (const auto& itemBound : inputs) {
if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, rayInvDirection, isectDistance, face, normal)) {
auto& item = renderContext->_scene->getItem(itemBound.id);
itemKey = item.getKey();
if (itemKey.isWorldSpace() && isectDistance>minDistance && isectDistance < minIsectDistance && isectDistance<maxDistance
&& (itemKey._flags & _validKeys)!=0 && (itemKey._flags & _excludeKeys)==0) {
nearestItem = itemBound;
minIsectDistance = isectDistance;
}
}
}
return nearestItem;
}