diff options
Diffstat (limited to 'Opcode/OPC_Picking.cpp')
-rw-r--r-- | Opcode/OPC_Picking.cpp | 364 |
1 files changed, 182 insertions, 182 deletions
diff --git a/Opcode/OPC_Picking.cpp b/Opcode/OPC_Picking.cpp index 5971971..5a48403 100644 --- a/Opcode/OPC_Picking.cpp +++ b/Opcode/OPC_Picking.cpp @@ -1,182 +1,182 @@ -///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/*
- * OPCODE - Optimized Collision Detection
- * Copyright (C) 2001 Pierre Terdiman
- * Homepage: http://www.codercorner.com/Opcode.htm
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code to perform "picking".
- * \file OPC_Picking.cpp
- * \author Pierre Terdiman
- * \date March, 20, 2001
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace Opcode;
-
-#ifdef OPC_RAYHIT_CALLBACK
-
-/*
- Possible RayCollider usages:
- - boolean query (shadow feeler)
- - closest hit
- - all hits
- - number of intersection (boolean)
-
-*/
-
-bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts)
-{
- struct Local
- {
- static void AllContacts(const CollisionFace& hit, void* user_data)
- {
- CollisionFaces* CF = (CollisionFaces*)user_data;
- CF->AddFace(hit);
- }
- };
-
- collider.SetFirstContact(false);
- collider.SetHitCallback(Local::AllContacts);
- collider.SetUserData(&contacts);
- return true;
-}
-
-bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact)
-{
- struct Local
- {
- static void ClosestContact(const CollisionFace& hit, void* user_data)
- {
- CollisionFace* CF = (CollisionFace*)user_data;
- if(hit.mDistance<CF->mDistance) *CF = hit;
- }
- };
-
- collider.SetFirstContact(false);
- collider.SetHitCallback(Local::ClosestContact);
- collider.SetUserData(&closest_contact);
- closest_contact.mDistance = MAX_FLOAT;
- return true;
-}
-
-bool Opcode::SetupShadowFeeler(RayCollider& collider)
-{
- collider.SetFirstContact(true);
- collider.SetHitCallback(null);
- return true;
-}
-
-bool Opcode::SetupInOutTest(RayCollider& collider)
-{
- collider.SetFirstContact(false);
- collider.SetHitCallback(null);
- // Results with collider.GetNbIntersections()
- return true;
-}
-
-bool Opcode::Picking(
-CollisionFace& picked_face,
-const Ray& world_ray, const Model& model, const Matrix4x4* world,
-float min_dist, float max_dist, const IcePoint& view_point, CullModeCallback callback, void* user_data)
-{
- struct Local
- {
- struct CullData
- {
- CollisionFace* Closest;
- float MinLimit;
- CullModeCallback Callback;
- void* UserData;
- IcePoint ViewPoint;
- const MeshInterface* IMesh;
- };
-
- // Called for each stabbed face
- static void RenderCullingCallback(const CollisionFace& hit, void* user_data)
- {
- CullData* Data = (CullData*)user_data;
-
- // Discard face if we already have a closer hit
- if(hit.mDistance>=Data->Closest->mDistance) return;
-
- // Discard face if hit IcePoint is smaller than min limit. This mainly happens when the face is in front
- // of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an
- // object that he may not even be able to see, which is very annoying.
- if(hit.mDistance<=Data->MinLimit) return;
-
- // This is the index of currently stabbed triangle.
- udword StabbedFaceIndex = hit.mFaceID;
-
- // We may keep it or not, depending on backface culling
- bool KeepIt = true;
-
- // Catch *render* cull mode for this face
- CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData);
-
- if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles
- {
- // Compute backface culling for current face
-
- VertexPointers VP;
- Data->IMesh->GetTriangle(VP, StabbedFaceIndex);
- if(VP.BackfaceCulling(Data->ViewPoint))
- {
- if(CM==CULLMODE_CW) KeepIt = false;
- }
- else
- {
- if(CM==CULLMODE_CCW) KeepIt = false;
- }
- }
-
- if(KeepIt) *Data->Closest = hit;
- }
- };
-
- RayCollider RC;
- RC.SetMaxDist(max_dist);
- RC.SetTemporalCoherence(false);
- RC.SetCulling(false); // We need all faces since some of them can be double-sided
- RC.SetFirstContact(false);
- RC.SetHitCallback(Local::RenderCullingCallback);
-
- picked_face.mFaceID = INVALID_ID;
- picked_face.mDistance = MAX_FLOAT;
- picked_face.mU = 0.0f;
- picked_face.mV = 0.0f;
-
- Local::CullData Data;
- Data.Closest = &picked_face;
- Data.MinLimit = min_dist;
- Data.Callback = callback;
- Data.UserData = user_data;
- Data.ViewPoint = view_point;
- Data.IMesh = model.GetMeshInterface();
-
- if(world)
- {
- // Get matrices
- Matrix4x4 InvWorld;
- InvertPRMatrix(InvWorld, *world);
-
- // Compute camera position in mesh space
- Data.ViewPoint *= InvWorld;
- }
-
- RC.SetUserData(&Data);
- if(RC.Collide(world_ray, model, world))
- {
- return picked_face.mFaceID!=INVALID_ID;
- }
- return false;
-}
-
-#endif
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/* + * OPCODE - Optimized Collision Detection + * Copyright (C) 2001 Pierre Terdiman + * Homepage: http://www.codercorner.com/Opcode.htm + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Contains code to perform "picking". + * \file OPC_Picking.cpp + * \author Pierre Terdiman + * \date March, 20, 2001 + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Precompiled Header +#include "StdAfx.h" + +using namespace Opcode; + +#ifdef OPC_RAYHIT_CALLBACK + +/* + Possible RayCollider usages: + - boolean query (shadow feeler) + - closest hit + - all hits + - number of intersection (boolean) + +*/ + +bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts) +{ + struct Local + { + static void AllContacts(const CollisionFace& hit, void* user_data) + { + CollisionFaces* CF = (CollisionFaces*)user_data; + CF->AddFace(hit); + } + }; + + collider.SetFirstContact(false); + collider.SetHitCallback(Local::AllContacts); + collider.SetUserData(&contacts); + return true; +} + +bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact) +{ + struct Local + { + static void ClosestContact(const CollisionFace& hit, void* user_data) + { + CollisionFace* CF = (CollisionFace*)user_data; + if(hit.mDistance<CF->mDistance) *CF = hit; + } + }; + + collider.SetFirstContact(false); + collider.SetHitCallback(Local::ClosestContact); + collider.SetUserData(&closest_contact); + closest_contact.mDistance = MAX_FLOAT; + return true; +} + +bool Opcode::SetupShadowFeeler(RayCollider& collider) +{ + collider.SetFirstContact(true); + collider.SetHitCallback(null); + return true; +} + +bool Opcode::SetupInOutTest(RayCollider& collider) +{ + collider.SetFirstContact(false); + collider.SetHitCallback(null); + // Results with collider.GetNbIntersections() + return true; +} + +bool Opcode::Picking( +CollisionFace& picked_face, +const Ray& world_ray, const Model& model, const Matrix4x4* world, +float min_dist, float max_dist, const IcePoint& view_point, CullModeCallback callback, void* user_data) +{ + struct Local + { + struct CullData + { + CollisionFace* Closest; + float MinLimit; + CullModeCallback Callback; + void* UserData; + IcePoint ViewPoint; + const MeshInterface* IMesh; + }; + + // Called for each stabbed face + static void RenderCullingCallback(const CollisionFace& hit, void* user_data) + { + CullData* Data = (CullData*)user_data; + + // Discard face if we already have a closer hit + if(hit.mDistance>=Data->Closest->mDistance) return; + + // Discard face if hit IcePoint is smaller than min limit. This mainly happens when the face is in front + // of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an + // object that he may not even be able to see, which is very annoying. + if(hit.mDistance<=Data->MinLimit) return; + + // This is the index of currently stabbed triangle. + udword StabbedFaceIndex = hit.mFaceID; + + // We may keep it or not, depending on backface culling + bool KeepIt = true; + + // Catch *render* cull mode for this face + CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData); + + if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles + { + // Compute backface culling for current face + + VertexPointers VP; + Data->IMesh->GetTriangle(VP, StabbedFaceIndex); + if(VP.BackfaceCulling(Data->ViewPoint)) + { + if(CM==CULLMODE_CW) KeepIt = false; + } + else + { + if(CM==CULLMODE_CCW) KeepIt = false; + } + } + + if(KeepIt) *Data->Closest = hit; + } + }; + + RayCollider RC; + RC.SetMaxDist(max_dist); + RC.SetTemporalCoherence(false); + RC.SetCulling(false); // We need all faces since some of them can be double-sided + RC.SetFirstContact(false); + RC.SetHitCallback(Local::RenderCullingCallback); + + picked_face.mFaceID = INVALID_ID; + picked_face.mDistance = MAX_FLOAT; + picked_face.mU = 0.0f; + picked_face.mV = 0.0f; + + Local::CullData Data; + Data.Closest = &picked_face; + Data.MinLimit = min_dist; + Data.Callback = callback; + Data.UserData = user_data; + Data.ViewPoint = view_point; + Data.IMesh = model.GetMeshInterface(); + + if(world) + { + // Get matrices + Matrix4x4 InvWorld; + InvertPRMatrix(InvWorld, *world); + + // Compute camera position in mesh space + Data.ViewPoint *= InvWorld; + } + + RC.SetUserData(&Data); + if(RC.Collide(world_ray, model, world)) + { + return picked_face.mFaceID!=INVALID_ID; + } + return false; +} + +#endif |