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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
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