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-rwxr-xr-x | libraries/ode-0.9\/OPCODE/OPC_Picking.cpp | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/libraries/ode-0.9\/OPCODE/OPC_Picking.cpp b/libraries/ode-0.9\/OPCODE/OPC_Picking.cpp new file mode 100755 index 0000000..3b53774 --- /dev/null +++ b/libraries/ode-0.9\/OPCODE/OPC_Picking.cpp | |||
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1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
2 | /* | ||
3 | * OPCODE - Optimized Collision Detection | ||
4 | * Copyright (C) 2001 Pierre Terdiman | ||
5 | * Homepage: http://www.codercorner.com/Opcode.htm | ||
6 | */ | ||
7 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
8 | |||
9 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
10 | /** | ||
11 | * Contains code to perform "picking". | ||
12 | * \file OPC_Picking.cpp | ||
13 | * \author Pierre Terdiman | ||
14 | * \date March, 20, 2001 | ||
15 | */ | ||
16 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
17 | |||
18 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
19 | // Precompiled Header | ||
20 | #include "Stdafx.h" | ||
21 | |||
22 | using namespace Opcode; | ||
23 | |||
24 | #ifdef OPC_RAYHIT_CALLBACK | ||
25 | |||
26 | /* | ||
27 | Possible RayCollider usages: | ||
28 | - boolean query (shadow feeler) | ||
29 | - closest hit | ||
30 | - all hits | ||
31 | - number of intersection (boolean) | ||
32 | |||
33 | */ | ||
34 | |||
35 | bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts) | ||
36 | { | ||
37 | struct Local | ||
38 | { | ||
39 | static void AllContacts(const CollisionFace& hit, void* user_data) | ||
40 | { | ||
41 | CollisionFaces* CF = (CollisionFaces*)user_data; | ||
42 | CF->AddFace(hit); | ||
43 | } | ||
44 | }; | ||
45 | |||
46 | collider.SetFirstContact(false); | ||
47 | collider.SetHitCallback(Local::AllContacts); | ||
48 | collider.SetUserData(&contacts); | ||
49 | return true; | ||
50 | } | ||
51 | |||
52 | bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact) | ||
53 | { | ||
54 | struct Local | ||
55 | { | ||
56 | static void ClosestContact(const CollisionFace& hit, void* user_data) | ||
57 | { | ||
58 | CollisionFace* CF = (CollisionFace*)user_data; | ||
59 | if(hit.mDistance<CF->mDistance) *CF = hit; | ||
60 | } | ||
61 | }; | ||
62 | |||
63 | collider.SetFirstContact(false); | ||
64 | collider.SetHitCallback(Local::ClosestContact); | ||
65 | collider.SetUserData(&closest_contact); | ||
66 | closest_contact.mDistance = MAX_FLOAT; | ||
67 | return true; | ||
68 | } | ||
69 | |||
70 | bool Opcode::SetupShadowFeeler(RayCollider& collider) | ||
71 | { | ||
72 | collider.SetFirstContact(true); | ||
73 | collider.SetHitCallback(null); | ||
74 | return true; | ||
75 | } | ||
76 | |||
77 | bool Opcode::SetupInOutTest(RayCollider& collider) | ||
78 | { | ||
79 | collider.SetFirstContact(false); | ||
80 | collider.SetHitCallback(null); | ||
81 | // Results with collider.GetNbIntersections() | ||
82 | return true; | ||
83 | } | ||
84 | |||
85 | bool Opcode::Picking( | ||
86 | CollisionFace& picked_face, | ||
87 | const Ray& world_ray, const Model& model, const Matrix4x4* world, | ||
88 | float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data) | ||
89 | { | ||
90 | struct Local | ||
91 | { | ||
92 | struct CullData | ||
93 | { | ||
94 | CollisionFace* Closest; | ||
95 | float MinLimit; | ||
96 | CullModeCallback Callback; | ||
97 | void* UserData; | ||
98 | Point ViewPoint; | ||
99 | const MeshInterface* IMesh; | ||
100 | }; | ||
101 | |||
102 | // Called for each stabbed face | ||
103 | static void RenderCullingCallback(const CollisionFace& hit, void* user_data) | ||
104 | { | ||
105 | CullData* Data = (CullData*)user_data; | ||
106 | |||
107 | // Discard face if we already have a closer hit | ||
108 | if(hit.mDistance>=Data->Closest->mDistance) return; | ||
109 | |||
110 | // Discard face if hit point is smaller than min limit. This mainly happens when the face is in front | ||
111 | // of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an | ||
112 | // object that he may not even be able to see, which is very annoying. | ||
113 | if(hit.mDistance<=Data->MinLimit) return; | ||
114 | |||
115 | // This is the index of currently stabbed triangle. | ||
116 | udword StabbedFaceIndex = hit.mFaceID; | ||
117 | |||
118 | // We may keep it or not, depending on backface culling | ||
119 | bool KeepIt = true; | ||
120 | |||
121 | // Catch *render* cull mode for this face | ||
122 | CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData); | ||
123 | |||
124 | if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles | ||
125 | { | ||
126 | // Compute backface culling for current face | ||
127 | |||
128 | VertexPointers VP; | ||
129 | Data->IMesh->GetTriangle(VP, StabbedFaceIndex); | ||
130 | if(VP.BackfaceCulling(Data->ViewPoint)) | ||
131 | { | ||
132 | if(CM==CULLMODE_CW) KeepIt = false; | ||
133 | } | ||
134 | else | ||
135 | { | ||
136 | if(CM==CULLMODE_CCW) KeepIt = false; | ||
137 | } | ||
138 | } | ||
139 | |||
140 | if(KeepIt) *Data->Closest = hit; | ||
141 | } | ||
142 | }; | ||
143 | |||
144 | RayCollider RC; | ||
145 | RC.SetMaxDist(max_dist); | ||
146 | RC.SetTemporalCoherence(false); | ||
147 | RC.SetCulling(false); // We need all faces since some of them can be double-sided | ||
148 | RC.SetFirstContact(false); | ||
149 | RC.SetHitCallback(Local::RenderCullingCallback); | ||
150 | |||
151 | picked_face.mFaceID = INVALID_ID; | ||
152 | picked_face.mDistance = MAX_FLOAT; | ||
153 | picked_face.mU = 0.0f; | ||
154 | picked_face.mV = 0.0f; | ||
155 | |||
156 | Local::CullData Data; | ||
157 | Data.Closest = &picked_face; | ||
158 | Data.MinLimit = min_dist; | ||
159 | Data.Callback = callback; | ||
160 | Data.UserData = user_data; | ||
161 | Data.ViewPoint = view_point; | ||
162 | Data.IMesh = model.GetMeshInterface(); | ||
163 | |||
164 | if(world) | ||
165 | { | ||
166 | // Get matrices | ||
167 | Matrix4x4 InvWorld; | ||
168 | InvertPRMatrix(InvWorld, *world); | ||
169 | |||
170 | // Compute camera position in mesh space | ||
171 | Data.ViewPoint *= InvWorld; | ||
172 | } | ||
173 | |||
174 | RC.SetUserData(&Data); | ||
175 | if(RC.Collide(world_ray, model, world)) | ||
176 | { | ||
177 | return picked_face.mFaceID!=INVALID_ID; | ||
178 | } | ||
179 | return false; | ||
180 | } | ||
181 | |||
182 | #endif | ||