genesis-3d_engine/Engine/app/apputil/intersectutil.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

174 lines
7.5 KiB
C++

/****************************************************************************
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
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#ifndef __intersectutil_H__
#define __intersectutil_H__
#include "apputil/mouserayutil.h"
#include "appframework/actor.h"
#include "resource/meshres.h"
#include "terrainfeature/components/TerrainRenderComponent.h"
#include "vegetationfeature/components/vegetationrendercomponent.h"
namespace AppUtil
{
typedef uint SelectMark;
struct IntersectResult
{
IntersectResult() :intersectPoint(0.0f) { }
IntersectResult( const GPtr<App::Actor> _actor, Math::scalar _f )
: actor(_actor)
, intersectPoint(_f)
{ }
GPtr<App::Actor> actor;
Math::scalar intersectPoint;
inline bool operator < ( const IntersectResult& rhs ) const
{
return this->intersectPoint < rhs.intersectPoint;
}
};
struct IntersectTriangle
{
IntersectTriangle() :point0(0.0f),point1(0.0f),point2(0.0f){}
IntersectTriangle(Math::float3& p1,Math::float3& p2,Math::float3& p3)
{
point0 = p1;
point1 = p2;
point2 = p3;
}
Math::float3 point0;
Math::float3 point1;
Math::float3 point2;
};
typedef Util::Array<IntersectResult> IntersectResultList;
class IntersectUtil
{
public:
/// compute world-space ray from mouse position use main camera in game world. (mouse screen position is expected in the range 0..1)
static bool ComputeDefaultWorldMouseRay( const App::Actor* cameraActor, const Math::float2& mouseScreenPos , Math::Ray& rayout );
// compute world-space line from mouse position use main camera in game world. (mouse screen position is expected in the range 0..1)
static bool ComputeDefaultWorldMouseLine(const App::Actor* cameraActor,const Math::float2& mouseScreenPos , Math::line& lineout, float length);
/**
* IntersectWorld use ray to intersect world.
* @param: const Math::Ray & worldRay ray in world space
* @param: SelectMark selectMask only (the actor's layerID & selectMask) != 0 , the actor will be intersecting. use 0xFFFFFFFF for all Layer
* @param: bool onlyUseBBox if true, we only intersect actor's boundingbox; if false, we will use exact intersect(eg. triangle intersect), slow!!!!
* @param: IntersectResultList & result return the actors and nearest intersect points in worldRay. this list not sort, you can manu sort use IntersectResultList::sort
* @param: Math::scalar fTolerance tolerance, default is N_TINY
* @return: bool return true, if has some actor intersected.
* @see:
* @remark:
*/
static bool IntersectWorld( const Math::Ray& worldRay,
SelectMark selectMask,
bool onlyUseBBox,
IntersectResultList& result ,
Math::scalar fTolerance = N_TINY,
IntersectTriangle *triAngle = NULL);
/**
* IntersectActor use ray to intersect actor
* @param: const Math::Ray & worldRay ray in world space
* @param: const GPtr<App::Actor>& actor the actor will intersect with worldRay
* @param: SelectMark selectMask only (the actor's layerID & selectMask) != 0 , the actor will be intersecting. use 0xFFFFFFFF for all Layer
* @param: bool onlyUseBBox if true, we only intersect actor's boundingbox; if false, we will use exact intersect(eg. triangle intersect), slow!!!!
* @param: Math::scalar & fout if intersected, is the nearest in worldRay
* @param: Math::scalar fTolerance tolerance, default is N_TINY
* @return: bool return true, if has the actor intersected with worldRay.
* @see:
* @remark:
*/
static bool IntersectActor( const Math::Ray& worldRay, const GPtr<App::Actor>& actor,
SelectMark selectMask,
bool onlyUseBBox,
Math::scalar& fout,
Math::scalar fTolerance = N_TINY,
IntersectTriangle* triAngle = NULL);
/**
* IntersectMesh use ray to intersect actor
* @param: const Math::Ray & localRay ray is mesh's space
* @param: const GPtr<Resources::MeshRes> & mesh the mesh will intersect with localRay
* @param: Math::scalar & fout if intersected, is the nearest in localRay
* @param: Math::scalar fTolerance tolerance, default is N_TINY
* @return: bool return true, if has the MeshRes intersected with localRay.
* @see:
* @remark:
*/
static bool IntersectMesh(const Math::Ray& localRay, const GPtr<Resources::MeshRes>& mesh,Math::scalar& fout, Math::scalar fTolerance = N_TINY, IntersectTriangle*triAngle = NULL);
static bool IntersectTerrainNode(const Math::Ray& localRay, RenderBase::PrimitiveTopology::Code type, App::TerrainNode* node, Math::scalar& fout, Math::scalar fTolerance, IntersectTriangle*triAngle = NULL );
static bool IntersectTerrainNode_Visbile(const Math::Ray& localRay, RenderBase::PrimitiveTopology::Code type, App::TerrainNode* node, Math::scalar& fout, Math::scalar fTolerance, IntersectTriangle*triAngle = NULL );
static bool IntersectTerrain(const Math::Ray& localRay, const GPtr<App::TerrainRenderComponent>& TRComponent,Math::scalar& fout, Math::scalar fTolerance, IntersectTriangle*triAngle = NULL );
static bool IntersectTerrainPos(const Math::Ray& worldRay, const GPtr<App::Actor>& actor, App::LayerID selectLayers, App::TagID selectTags ,
bool onlyUseBBox, Math::scalar& fout, Math::float3& pos, Math::scalar fTolerance = N_TINY, IntersectTriangle*triAngle = NULL );
// intersect primitive
static bool IntersectPrimitive(const Math::Ray& localRay,
RenderBase::PrimitiveTopology::Code type,
const Resources::PositionData::value_type* verticies,
SizeT numVertex,
Math::scalar& fout,
Math::scalar fTolerance = N_TINY,
IntersectTriangle* triAngle = NULL);
// intersect primitive index by 16 bit
static bool IntersectPrimitive(const Math::Ray& localRay,
RenderBase::PrimitiveTopology::Code type,
const Resources::PositionData::value_type* verticies,
const Resources::Index16Container::value_type* indicies,
SizeT indexCount,
Math::scalar& fout,
Math::scalar fTolerance = N_TINY,
IntersectTriangle* triAngle = NULL);
// intersect primitive index by 32 bit
static bool IntersectPrimitive(const Math::Ray& localRay,
RenderBase::PrimitiveTopology::Code type,
const Resources::PositionData::value_type* verticies,
const Resources::Index32Container::value_type* indicies,
SizeT indexCount,
Math::scalar& fout,
Math::scalar fTolerance = N_TINY,
IntersectTriangle* triAngle = NULL);
};
}
#endif // __intersectutil_H__