1 | // Copyright (C) 2008-2012 NVIDIA Corporation. |
2 | // Copyright (C) 2019 The Qt Company Ltd. |
3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
4 | |
5 | #ifndef QSSG_RENDER_RAY_H |
6 | #define QSSG_RENDER_RAY_H |
7 | |
8 | // |
9 | // W A R N I N G |
10 | // ------------- |
11 | // |
12 | // This file is not part of the Qt API. It exists purely as an |
13 | // implementation detail. This header file may change from version to |
14 | // version without notice, or even be removed. |
15 | // |
16 | // We mean it. |
17 | // |
18 | |
19 | #include <QtQuick3DUtils/private/qssgbounds3_p.h> |
20 | #include <QtQuick3DUtils/private/qssgplane_p.h> |
21 | |
22 | #include <QtGui/QVector2D> |
23 | #include <QtGui/QVector3D> |
24 | #include <QtGui/QMatrix4x4> |
25 | |
26 | #include <optional> |
27 | |
28 | QT_BEGIN_NAMESPACE |
29 | struct QSSGMeshBVHNode; |
30 | struct QSSGRenderMesh; |
31 | struct QSSGMeshBVHTriangle; |
32 | enum class QSSGRenderBasisPlanes |
33 | { |
34 | XY, |
35 | YZ, |
36 | XZ, |
37 | }; |
38 | |
39 | struct Q_AUTOTEST_EXPORT QSSGRenderRay |
40 | { |
41 | QVector3D origin; |
42 | QVector3D direction; |
43 | QSSGRenderRay() = default; |
44 | QSSGRenderRay(const QVector3D &inOrigin, const QVector3D &inDirection) |
45 | : origin(inOrigin), direction(inDirection) |
46 | { |
47 | } |
48 | // If we are parallel, then no intersection of course. |
49 | static std::optional<QVector3D> intersect(const QSSGPlane &inPlane, const QSSGRenderRay &ray); |
50 | |
51 | // Perform an intersection aslo returning Barycentric Coordinates |
52 | static bool triangleIntersect(const QSSGRenderRay &ray, |
53 | const QVector3D &v0, |
54 | const QVector3D &v1, |
55 | const QVector3D &v2, |
56 | float &u, |
57 | float &v, |
58 | QVector3D &normal); |
59 | |
60 | struct IntersectionResult |
61 | { |
62 | bool intersects = false; |
63 | float rayLengthSquared = 0.; // Length of the ray in world coordinates for the hit. |
64 | QVector2D relXY; // UV coords for further mouse picking against a offscreen-rendered object. |
65 | QVector3D scenePosition; |
66 | QVector3D localPosition; |
67 | QVector3D faceNormal; |
68 | IntersectionResult() = default; |
69 | inline constexpr IntersectionResult(float rl, |
70 | const QVector2D &relxy, |
71 | const QVector3D &scenePosition, |
72 | const QVector3D &localPosition, |
73 | const QVector3D &normal) |
74 | : intersects(true) |
75 | , rayLengthSquared(rl) |
76 | , relXY(relxy) |
77 | , scenePosition(scenePosition) |
78 | , localPosition(localPosition) |
79 | , faceNormal(normal) |
80 | {} |
81 | }; |
82 | |
83 | struct HitResult |
84 | { |
85 | float min; |
86 | float max; |
87 | const QSSGBounds3 *bounds; |
88 | inline bool intersects() const { return bounds && max >= std::max(a: min, b: 0.0f); } |
89 | }; |
90 | |
91 | struct RayData |
92 | { |
93 | enum class DirectionOp : quint8 |
94 | { |
95 | Normal, |
96 | Swap, |
97 | Zero = 0x10 |
98 | }; |
99 | |
100 | const QMatrix4x4 &globalTransform; |
101 | const QSSGRenderRay &ray; |
102 | // Cached data calculated from the global transform and the ray |
103 | const QVector3D origin; |
104 | const QVector3D directionInvers; |
105 | const QVector3D direction; |
106 | const DirectionOp dirOp[3]; |
107 | }; |
108 | |
109 | static RayData createRayData(const QMatrix4x4 &globalTransform, |
110 | const QSSGRenderRay &ray); |
111 | static IntersectionResult createIntersectionResult(const RayData &data, |
112 | const HitResult &hit); |
113 | |
114 | static HitResult intersectWithAABBv2(const RayData &data, |
115 | const QSSGBounds3 &bounds); |
116 | |
117 | static void intersectWithBVH(const RayData &data, |
118 | const QSSGMeshBVHNode *bvh, |
119 | const QSSGRenderMesh *mesh, |
120 | QVector<IntersectionResult> &intersections, |
121 | int depth = 0); |
122 | |
123 | static QVector<IntersectionResult> intersectWithBVHTriangles(const RayData &data, |
124 | const QVector<QSSGMeshBVHTriangle *> &bvhTriangles, |
125 | int triangleOffset, |
126 | int triangleCount); |
127 | |
128 | std::optional<QVector2D> relative(const QMatrix4x4 &inGlobalTransform, |
129 | const QSSGBounds3 &inBounds, |
130 | QSSGRenderBasisPlanes inPlane) const; |
131 | |
132 | std::optional<QVector2D> relativeXY(const QMatrix4x4 &inGlobalTransform, const QSSGBounds3 &inBounds) const |
133 | { |
134 | return relative(inGlobalTransform, inBounds, inPlane: QSSGRenderBasisPlanes::XY); |
135 | } |
136 | }; |
137 | QT_END_NAMESPACE |
138 | #endif |
139 | |