122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PICKING_H
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#define PICKING_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "extensions/PxD6Joint.h"
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#include "extensions/PxSphericalJoint.h"
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#include "PhysXSample.h"
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#include "RendererProjection.h"
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#define USE_D6_JOINT_FOR_MOUSE 1 // PT: please keep it 0 for interactive tests where one needs to rotate objects
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#define USE_SPHERICAL_JOINT_FOR_MOUSE 0
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//#define VISUALIZE_PICKING_RAYS
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namespace physx
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{
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class PxActor;
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class PxDistanceJoint;
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class PxRigidDynamic;
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class PxScene;
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class PxPhysics;
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}
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namespace physx {
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struct PickingCommands
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{
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enum Enum
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{
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PICK_START, //Bound to mouse 1 down
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PICK_STOP, //bound to mouse 1 up
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SCREEN_MOTION_CURSOR, //See DefaultMovementStrategy
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SCREEN_MOTION_CURSOR_DEPTH, //See DefaultMovementStrategy
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};
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};
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class Picking
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{
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public:
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Picking(PhysXSample& frame);
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~Picking();
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PX_FORCE_INLINE void lazyPick() { pick(mMouseScreenX, mMouseScreenY); }
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bool isPicked() const;
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bool pick(int x, int y);
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void moveCursor(PxI32 x, PxI32 y);
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// void moveCursor(PxReal deltaDepth);
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void computeCameraRay(PxVec3& orig, PxVec3& dir, PxI32 x, PxI32 y) const;
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// returns picked actor
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PxActor* letGo();
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void tick();
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void project(const physx::PxVec3& v, int& xi, int& yi, float& depth) const;
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#ifdef VISUALIZE_PICKING_RAYS
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struct Ray
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{
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PxVec3 origin;
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PxVec3 dir;
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};
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PX_FORCE_INLINE const std::vector<Ray>& getRays() const { return mRays; }
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#endif
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private:
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void grabActor(const PxVec3& worldImpact, const PxVec3& rayOrigin);
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void moveActor(int x, int y);
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PxVec3 unProject( int x, int y, float depth) const;
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PxActor* mSelectedActor;
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#if USE_D6_JOINT_FOR_MOUSE
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PxD6Joint* mMouseJoint; // was PxDistanceJoint, PxSphericalJoint, PxD6Joint
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#elif USE_SPHERICAL_JOINT_FOR_MOUSE
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PxSphericalJoint* mMouseJoint;
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#else
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PxDistanceJoint* mMouseJoint;
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#endif
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PxRigidDynamic* mMouseActor;
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PxRigidDynamic* mMouseActorToDelete;
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PxReal mDistanceToPicked;
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int mMouseScreenX, mMouseScreenY;
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PhysXSample& mFrame;
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#ifdef VISUALIZE_PICKING_RAYS
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std::vector<Ray> mRays;
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#endif
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};
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}
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#endif
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