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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/Picking.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PICKING_H
+#define PICKING_H
+
+#include "foundation/PxSimpleTypes.h"
+#include "foundation/PxVec3.h"
+#include "extensions/PxD6Joint.h"
+#include "extensions/PxSphericalJoint.h"
+
+#include "PhysXSample.h"
+#include "RendererProjection.h"
+
+#define USE_D6_JOINT_FOR_MOUSE 1 // PT: please keep it 0 for interactive tests where one needs to rotate objects
+#define USE_SPHERICAL_JOINT_FOR_MOUSE 0
+//#define VISUALIZE_PICKING_RAYS
+
+namespace physx
+{
+ class PxActor;
+ class PxDistanceJoint;
+ class PxRigidDynamic;
+ class PxScene;
+ class PxPhysics;
+}
+
+namespace physx {
+
+ struct PickingCommands
+ {
+ enum Enum
+ {
+ PICK_START, //Bound to mouse 1 down
+ PICK_STOP, //bound to mouse 1 up
+ SCREEN_MOTION_CURSOR, //See DefaultMovementStrategy
+ SCREEN_MOTION_CURSOR_DEPTH, //See DefaultMovementStrategy
+ };
+ };
+
+ class Picking
+ {
+ public:
+ Picking(PhysXSample& frame);
+ ~Picking();
+
+ PX_FORCE_INLINE void lazyPick() { pick(mMouseScreenX, mMouseScreenY); }
+ bool isPicked() const;
+ bool pick(int x, int y);
+ void moveCursor(PxI32 x, PxI32 y);
+// void moveCursor(PxReal deltaDepth);
+
+ void computeCameraRay(PxVec3& orig, PxVec3& dir, PxI32 x, PxI32 y) const;
+
+ // returns picked actor
+ PxActor* letGo();
+ void tick();
+ void project(const physx::PxVec3& v, int& xi, int& yi, float& depth) const;
+
+#ifdef VISUALIZE_PICKING_RAYS
+ struct Ray
+ {
+ PxVec3 origin;
+ PxVec3 dir;
+ };
+ PX_FORCE_INLINE const std::vector<Ray>& getRays() const { return mRays; }
+#endif
+
+ private:
+ void grabActor(const PxVec3& worldImpact, const PxVec3& rayOrigin);
+ void moveActor(int x, int y);
+ PxVec3 unProject( int x, int y, float depth) const;
+
+ PxActor* mSelectedActor;
+
+#if USE_D6_JOINT_FOR_MOUSE
+ PxD6Joint* mMouseJoint; // was PxDistanceJoint, PxSphericalJoint, PxD6Joint
+#elif USE_SPHERICAL_JOINT_FOR_MOUSE
+ PxSphericalJoint* mMouseJoint;
+#else
+ PxDistanceJoint* mMouseJoint;
+#endif
+ PxRigidDynamic* mMouseActor;
+ PxRigidDynamic* mMouseActorToDelete;
+ PxReal mDistanceToPicked;
+ int mMouseScreenX, mMouseScreenY;
+ PhysXSample& mFrame;
+#ifdef VISUALIZE_PICKING_RAYS
+ std::vector<Ray> mRays;
+#endif
+ };
+}
+
+#endif