mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-10 16:00:46 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
181
Engine/lib/opcode/OPC_Picking.cpp
Normal file
181
Engine/lib/opcode/OPC_Picking.cpp
Normal file
|
|
@ -0,0 +1,181 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* 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
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#include "Opcode.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 Point& view_point, CullModeCallback callback, void* user_data)
|
||||
{
|
||||
struct Local
|
||||
{
|
||||
struct CullData
|
||||
{
|
||||
CollisionFace* Closest;
|
||||
float MinLimit;
|
||||
CullModeCallback Callback;
|
||||
void* UserData;
|
||||
Point 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 point 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_OPC;
|
||||
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_OPC;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif
|
||||
Loading…
Add table
Add a link
Reference in a new issue