Showing the changes to libraries/render-utils/src/Model.cpp (1 of 8 files). Show all
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| @@ -353,31 +353,27 @@ void Model::initJointStates() { · 352 unmodified lines | ||
| 353 | 353 | bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance, |
| 354 | 354 | BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo, |
| 355 | 355 | bool pickAgainstTriangles, bool allowBackface) { |
| 356 | − | |
| 357 | 356 | bool intersectedSomething = false; |
| 358 | 357 | |
| 359 | − // if we aren't active, we can't ray pick yet... | |
| 358 | + // if we aren't active, we can't pick yet... | |
| 360 | 359 | if (!isActive()) { |
| 361 | 360 | return intersectedSomething; |
| 362 | 361 | } |
| 363 | 362 | |
| 364 | 363 | // extents is the entity relative, scaled, centered extents of the entity |
| 365 | − glm::vec3 position = _translation; | |
| 366 | − glm::mat4 rotation = glm::mat4_cast(_rotation); | |
| 367 | − glm::mat4 translation = glm::translate(position); | |
| 368 | − glm::mat4 modelToWorldMatrix = translation * rotation; | |
| 364 | + glm::mat4 modelToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation); | |
| 369 | 365 | glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix); |
| 370 | 366 | |
| 371 | 367 | Extents modelExtents = getMeshExtents(); // NOTE: unrotated |
| 372 | 368 | |
| 373 | 369 | glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum; |
| 374 | − glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference | |
| 370 | + glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the picking in the model frame of reference | |
| 375 | 371 | AABox modelFrameBox(corner, dimensions); |
| 376 | 372 | |
| 377 | 373 | glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f)); |
| 378 | 374 | glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f)); |
| 379 | 375 | |
| 380 | − // we can use the AABox's ray intersection by mapping our origin and direction into the model frame | |
| 376 | + // we can use the AABox's intersection by mapping our origin and direction into the model frame | |
| 381 | 377 | // and testing intersection there. |
| 382 | 378 | if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face, surfaceNormal)) { |
| 383 | 379 | QMutexLocker locker(&_mutex); |
| @@ -395,7 +391,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g · 11 unmodified lines | ||
| 395 | 391 | } |
| 396 | 392 | |
| 397 | 393 | glm::mat4 meshToModelMatrix = glm::scale(_scale) * glm::translate(_offset); |
| 398 | − glm::mat4 meshToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation) * meshToModelMatrix; | |
| 394 | + glm::mat4 meshToWorldMatrix = modelToWorldMatrix * meshToModelMatrix; | |
| 399 | 395 | glm::mat4 worldToMeshMatrix = glm::inverse(meshToWorldMatrix); |
| 400 | 396 | |
| 401 | 397 | glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f)); |
| @@ -405,11 +401,10 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g · 3 unmodified lines | ||
| 405 | 401 | for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) { |
| 406 | 402 | int partIndex = 0; |
| 407 | 403 | for (auto &partTriangleSet : meshTriangleSets) { |
| 408 | − float triangleSetDistance = 0.0f; | |
| 404 | + float triangleSetDistance; | |
| 409 | 405 | BoxFace triangleSetFace; |
| 410 | 406 | Triangle triangleSetTriangle; |
| 411 | 407 | if (partTriangleSet.findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) { |
| 412 | − | |
| 413 | 408 | glm::vec3 meshIntersectionPoint = meshFrameOrigin + (meshFrameDirection * triangleSetDistance); |
| 414 | 409 | glm::vec3 worldIntersectionPoint = glm::vec3(meshToWorldMatrix * glm::vec4(meshIntersectionPoint, 1.0f)); |
| 415 | 410 | float worldDistance = glm::distance(origin, worldIntersectionPoint); |
| @@ -457,6 +452,111 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g · 41 unmodified lines | ||
| 457 | 452 | return intersectedSomething; |
| 458 | 453 | } |
| 459 | 454 | |
| 455 | +bool Model::findParabolaIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, | |
| 456 | + float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo, | |
| 457 | + bool pickAgainstTriangles, bool allowBackface) { | |
| 458 | + bool intersectedSomething = false; | |
| 459 | + | |
| 460 | + // if we aren't active, we can't pick yet... | |
| 461 | + if (!isActive()) { | |
| 462 | + return intersectedSomething; | |
| 463 | + } | |
| 464 | + | |
| 465 | + // extents is the entity relative, scaled, centered extents of the entity | |
| 466 | + glm::mat4 modelToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation); | |
| 467 | + glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix); | |
| 468 | + | |
| 469 | + Extents modelExtents = getMeshExtents(); // NOTE: unrotated | |
| 470 | + | |
| 471 | + glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum; | |
| 472 | + glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the picking in the model frame of reference | |
| 473 | + AABox modelFrameBox(corner, dimensions); | |
| 474 | + | |
| 475 | + glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f)); | |
| 476 | + glm::vec3 modelFrameVelocity = glm::vec3(worldToModelMatrix * glm::vec4(velocity, 0.0f)); | |
| 477 | + glm::vec3 modelFrameAcceleration = glm::vec3(worldToModelMatrix * glm::vec4(acceleration, 0.0f)); | |
| 478 | + | |
| 479 | + // we can use the AABox's intersection by mapping our origin and direction into the model frame | |
| 480 | + // and testing intersection there. | |
| 481 | + if (modelFrameBox.findParabolaIntersection(modelFrameOrigin, modelFrameVelocity, modelFrameAcceleration, parabolicDistance, face, surfaceNormal)) { | |
| 482 | + QMutexLocker locker(&_mutex); | |
| 483 | + | |
| 484 | + float bestDistance = FLT_MAX; | |
| 485 | + Triangle bestModelTriangle; | |
| 486 | + Triangle bestWorldTriangle; | |
| 487 | + int bestSubMeshIndex = 0; | |
| 488 | + | |
| 489 | + int subMeshIndex = 0; | |
| 490 | + const FBXGeometry& geometry = getFBXGeometry(); | |
| 491 | + | |
| 492 | + if (!_triangleSetsValid) { | |
| 493 | + calculateTriangleSets(geometry); | |
| 494 | + } | |
| 495 | + | |
| 496 | + glm::mat4 meshToModelMatrix = glm::scale(_scale) * glm::translate(_offset); | |
| 497 | + glm::mat4 meshToWorldMatrix = modelToWorldMatrix * meshToModelMatrix; | |
| 498 | + glm::mat4 worldToMeshMatrix = glm::inverse(meshToWorldMatrix); | |
| 499 | + | |
| 500 | + glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f)); | |
| 501 | + glm::vec3 meshFrameVelocity = glm::vec3(worldToMeshMatrix * glm::vec4(velocity, 0.0f)); | |
| 502 | + glm::vec3 meshFrameAcceleration = glm::vec3(worldToMeshMatrix * glm::vec4(acceleration, 0.0f)); | |
| 503 | + | |
| 504 | + int shapeID = 0; | |
| 505 | + for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) { | |
| 506 | + int partIndex = 0; | |
| 507 | + for (auto &partTriangleSet : meshTriangleSets) { | |
| 508 | + float triangleSetDistance; | |
| 509 | + BoxFace triangleSetFace; | |
| 510 | + Triangle triangleSetTriangle; | |
| 511 | + if (partTriangleSet.findParabolaIntersection(meshFrameOrigin, meshFrameVelocity, meshFrameAcceleration, | |
| 512 | + triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) { | |
| 513 | + if (triangleSetDistance < bestDistance) { | |
| 514 | + bestDistance = triangleSetDistance; | |
| 515 | + intersectedSomething = true; | |
| 516 | + face = triangleSetFace; | |
| 517 | + bestModelTriangle = triangleSetTriangle; | |
| 518 | + bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix; | |
| 519 | + glm::vec3 worldIntersectionPoint = meshFrameOrigin + meshFrameVelocity * triangleSetDistance + | |
| 520 | + 0.5f * meshFrameAcceleration * triangleSetDistance * triangleSetDistance; | |
| 521 | + glm::vec3 meshIntersectionPoint = origin + velocity * triangleSetDistance + | |
| 522 | + 0.5f * acceleration * triangleSetDistance * triangleSetDistance; | |
| 523 | + extraInfo["worldIntersectionPoint"] = vec3toVariant(worldIntersectionPoint); | |
| 524 | + extraInfo["meshIntersectionPoint"] = vec3toVariant(meshIntersectionPoint); | |
| 525 | + extraInfo["partIndex"] = partIndex; | |
| 526 | + extraInfo["shapeID"] = shapeID; | |
| 527 | + bestSubMeshIndex = subMeshIndex; | |
| 528 | + } | |
| 529 | + } | |
| 530 | + partIndex++; | |
| 531 | + shapeID++; | |
| 532 | + } | |
| 533 | + subMeshIndex++; | |
| 534 | + } | |
| 535 | + | |
| 536 | + if (intersectedSomething) { | |
| 537 | + parabolicDistance = bestDistance; | |
| 538 | + surfaceNormal = bestWorldTriangle.getNormal(); | |
| 539 | + if (pickAgainstTriangles) { | |
| 540 | + extraInfo["subMeshIndex"] = bestSubMeshIndex; | |
| 541 | + extraInfo["subMeshName"] = geometry.getModelNameOfMesh(bestSubMeshIndex); | |
| 542 | + extraInfo["subMeshTriangleWorld"] = QVariantMap{ | |
| 543 | + { "v0", vec3toVariant(bestWorldTriangle.v0) }, | |
| 544 | + { "v1", vec3toVariant(bestWorldTriangle.v1) }, | |
| 545 | + { "v2", vec3toVariant(bestWorldTriangle.v2) }, | |
| 546 | + }; | |
| 547 | + extraInfo["subMeshNormal"] = vec3toVariant(bestModelTriangle.getNormal()); | |
| 548 | + extraInfo["subMeshTriangle"] = QVariantMap{ | |
| 549 | + { "v0", vec3toVariant(bestModelTriangle.v0) }, | |
| 550 | + { "v1", vec3toVariant(bestModelTriangle.v1) }, | |
| 551 | + { "v2", vec3toVariant(bestModelTriangle.v2) }, | |
| 552 | + }; | |
| 553 | + } | |
| 554 | + } | |
| 555 | + } | |
| 556 | + | |
| 557 | + return intersectedSomething; | |
| 558 | +} | |
| 559 | + | |
| 460 | 560 | bool Model::convexHullContains(glm::vec3 point) { |
| 461 | 561 | // if we aren't active, we can't compute that yet... |
| 462 | 562 | if (!isActive()) { |
| @@ -594,7 +694,7 @@ bool Model::replaceScriptableModelMeshPart(scriptable::ScriptableModelBasePointe · 131 unmodified lines | ||
| 594 | 694 | } |
| 595 | 695 | scene->enqueueTransaction(transaction); |
| 596 | 696 | } |
| 597 | − // update triangles for ray picking | |
| 697 | + // update triangles for picking | |
| 598 | 698 | { |
| 599 | 699 | FBXGeometry geometry; |
| 600 | 700 | for (const auto& newMesh : meshes) { |