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Picker.cpp
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163 lines (127 loc) · 5.82 KB
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#include "Picker.h"
#include "Physics.h"
#include "Math.h"
#include <glm/gtc/matrix_transform.hpp>
#include <stdio.h>
Picker::Picker(Camera* camera)
{
_camera = camera;
_projectionMatrix = camera->getProjectionMatrix();
_viewMatrix = _camera->getProjectionMatrix();
}
Picker::Picker()
{
}
Picker::~Picker()
{
}
glm::vec3 Picker::screenToWorldCoords(float mouseX, float mouseY)
{
glm::vec2 ndCoords = getNDCoords(mouseX,mouseY);
glm::vec4 rayStartNDC(ndCoords.x, ndCoords.y, -1.0f, 1.0f);
glm::vec4 rayEndNDC(ndCoords.x, ndCoords.y, 1.0f, 1.0f);
glm::mat4 inverseProjMat = glm::inverse(_camera->getProjectionMatrix());
glm::mat4 inverseViewMat = glm::inverse(_camera->getViewMatrix());
glm::vec4 rayStartCamera = inverseProjMat * rayStartNDC;
rayStartCamera /= rayStartCamera.w;
glm::vec4 rayStartWorld = inverseViewMat * rayStartCamera;
rayStartWorld /= rayStartWorld.w;
glm::vec4 rayEndCamera = inverseProjMat * rayEndNDC;
rayEndCamera /= rayEndCamera.w;
glm::vec4 rayEndWorld = inverseViewMat * rayEndCamera;
rayEndWorld /= rayEndWorld.w;
glm::vec4 rayDirWorld = rayEndWorld - rayStartWorld;
rayDirWorld = glm::normalize(rayDirWorld);
return glm::vec3(rayStartWorld);
}
void Picker::update(std::vector<Primitive*> primitives, TransformController* controller)
{
_viewMatrix = _camera->getViewMatrix();
glm::vec3 rayOrigin, rayDirection;
calculateRay(&rayOrigin, &rayDirection);
//Check transform controller
float dist;
Cube* xControl = controller->getXController();
glm::mat4 model = Math::createTransformationMatrix(controller->getAxisPosition(TC_AXIS_X), xControl->getRotation(), xControl->getScale());
bool colliding = Physics::TestIntersectionRayAABB(rayOrigin, rayDirection, xControl->getBoundingBox().aabbMin,
xControl->getBoundingBox().aabbMax, model, dist);
xControl->isInSelectRange = colliding;
Cube* yControl = controller->getYController();
model = Math::createTransformationMatrix(controller->getAxisPosition(TC_AXIS_Y), yControl->getRotation(), yControl->getScale());
colliding = Physics::TestIntersectionRayAABB(rayOrigin, rayDirection, yControl->getBoundingBox().aabbMin,
yControl->getBoundingBox().aabbMax, model, dist);
yControl->isInSelectRange = colliding;
Cube* zControl = controller->getZController();
model = Math::createTransformationMatrix(controller->getAxisPosition(TC_AXIS_Z), zControl->getRotation(), zControl->getScale());
colliding = Physics::TestIntersectionRayAABB(rayOrigin, rayDirection, zControl->getBoundingBox().aabbMin,
zControl->getBoundingBox().aabbMax, model, dist);
zControl->isInSelectRange = colliding;
controller->distance = dist;
//Check objects
for(Primitive* obj : primitives) {
glm::mat4 modelMatrix = Math::createTransformationMatrix(obj->getPosition(), obj->getRotation(), obj->getScale());
obj->setModelMatrix(modelMatrix);
float intersectDist;
bool isColliding = Physics::TestIntersectionRayAABB(rayOrigin, rayDirection, obj->getBoundingBox().aabbMin,
obj->getBoundingBox().aabbMax, modelMatrix, intersectDist);
obj->isInSelectRange = isColliding;
}
}
bool Picker::rayPlaneIntersection(glm::vec3 vectorOrigin, glm::vec3 vectorNormal, Plane plane, glm::vec3* location)
{
if(glm::dot(vectorNormal, plane.normal) == 0)
return false;
float distance = glm::dot(plane.normal, plane.origin-vectorOrigin) / glm::dot(plane.normal,vectorNormal);
glm::vec3 intersect = vectorOrigin + (vectorNormal * distance);
*location = intersect;
return true;
}
void Picker::calculateRay(glm::vec3* rayOrigin, glm::vec3* rayDirection, glm::vec2 mouseCoords)
{
float mouseX = mouseCoords.x;
float mouseY = mouseCoords.y;
//Get normalized device coordinates from viewspace
glm::vec2 ndCoords = getNDCoords(mouseX,mouseY);
glm::vec4 rayStartNDC(ndCoords.x, ndCoords.y, -1.0f, 1.0f);
glm::vec4 rayEndNDC(ndCoords.x, ndCoords.y, 1.0f, 1.0f);
glm::mat4 inverseProjMat = glm::inverse(_camera->getProjectionMatrix());
glm::mat4 inverseViewMat = glm::inverse(_camera->getViewMatrix());
glm::vec4 rayStartCamera = inverseProjMat * rayStartNDC;
rayStartCamera /= rayStartCamera.w;
glm::vec4 rayStartWorld = inverseViewMat * rayStartCamera;
rayStartWorld /= rayStartWorld.w;
glm::vec4 rayEndCamera = inverseProjMat * rayEndNDC;
rayEndCamera /= rayEndCamera.w;
glm::vec4 rayEndWorld = inverseViewMat * rayEndCamera;
rayEndWorld /= rayEndWorld.w;
glm::vec4 rayDirWorld = rayEndWorld - rayStartWorld;
rayDirWorld = glm::normalize(rayDirWorld);
*rayOrigin = glm::vec3(rayStartWorld);
*rayDirection = rayDirWorld;
}
void Picker::calculateRay(glm::vec3* rayOrigin, glm::vec3* rayDirection)
{
float mouseX = _camera->getMouseCoords().x;
float mouseY = _camera->getMouseCoords().y;
calculateRay(rayOrigin, rayDirection, glm::vec2(mouseX,mouseY));
}
glm::vec2 Picker::getNDCoords(float mouseX, float mouseY)
{
float x = (2.0f * mouseX) / (_camera->getScreenWidth() - 0.5f);
float y = (2.0f * mouseY) / (_camera->getScreenHeight() - 0.5f);
return glm::vec2(x-1,-y+1);
}
glm::vec4 Picker::getEyeCoords(glm::vec4 clipCoords)
{
glm::mat4 invertedProjection = glm::inverse(_projectionMatrix);
glm::vec4 eyeCoords = clipCoords * invertedProjection; //may not work
return glm::vec4(eyeCoords.x, eyeCoords.y, -1.0f, 0.0f);
}
glm::vec3 Picker::getWorldCoords(glm::vec4 eyeCoords)
{
glm::mat4 invertedView = glm::inverse(_viewMatrix);
glm::vec4 rayWorld = eyeCoords * invertedView;
glm::vec3 mouseRay(rayWorld.x, rayWorld.y, rayWorld.z);
mouseRay = glm::normalize(mouseRay);
return mouseRay;
}