From fca74b0bf0a0833f5701e9c0de7b3bc15b2233dd Mon Sep 17 00:00:00 2001 From: dan miller Date: Fri, 19 Oct 2007 05:20:07 +0000 Subject: dont ask --- libraries/ode-0.9/OPCODE/OPC_Picking.cpp | 182 ------------------------------- 1 file changed, 182 deletions(-) delete mode 100644 libraries/ode-0.9/OPCODE/OPC_Picking.cpp (limited to 'libraries/ode-0.9/OPCODE/OPC_Picking.cpp') diff --git a/libraries/ode-0.9/OPCODE/OPC_Picking.cpp b/libraries/ode-0.9/OPCODE/OPC_Picking.cpp deleted file mode 100644 index 3b53774..0000000 --- a/libraries/ode-0.9/OPCODE/OPC_Picking.cpp +++ /dev/null @@ -1,182 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/* - * 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.mDistancemDistance) *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; - 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 -- cgit v1.1