Beispiel #1
0
bool Web3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) {
    //// Make sure position and rotation is updated.
    applyTransformTo(_transform, true);
    vec2 size = _resolution / _dpi * INCHES_TO_METERS * vec2(getDimensions());
    // Produce the dimensions of the overlay based on the image's aspect ratio and the overlay's scale.
    return findRayRectangleIntersection(origin, direction, getRotation(), getPosition(), size, distance);
}
Beispiel #2
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bool Image3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                                         float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precisionPicking) {
    if (_texture && _texture->isLoaded()) {
        Transform transform = getTransform();

        // Produce the dimensions of the overlay based on the image's aspect ratio and the overlay's scale.
        bool isNull = _fromImage.isNull();
        float width = isNull ? _texture->getWidth() : _fromImage.width();
        float height = isNull ? _texture->getHeight() : _fromImage.height();
        float maxSize = glm::max(width, height);
        glm::vec2 dimensions = _dimensions * glm::vec2(width / maxSize, height / maxSize);
        glm::quat rotation = transform.getRotation();

        if (findRayRectangleIntersection(origin, direction, rotation, transform.getTranslation(), dimensions, distance)) {
            glm::vec3 forward = rotation * Vectors::FRONT;
            if (glm::dot(forward, direction) > 0.0f) {
                face = MAX_Z_FACE;
                surfaceNormal = -forward;
            } else {
                face = MIN_Z_FACE;
                surfaceNormal = forward;
            }
            return true;
        }
    }

    return false;
}
Beispiel #3
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bool BillboardOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                                                        float& distance, BoxFace& face) {

    if (_texture) {
        glm::quat rotation;
        if (_isFacingAvatar) {
            // rotate about vertical to face the camera
            rotation = Application::getInstance()->getCamera()->getRotation();
            rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
        } else {
            rotation = _rotation;
        }

        // Produce the dimensions of the billboard based on the image's aspect ratio and the overlay's scale.
        bool isNull = _fromImage.isNull();
        float width = isNull ? _texture->getWidth() : _fromImage.width();
        float height = isNull ? _texture->getHeight() : _fromImage.height();
        float maxSize = glm::max(width, height);
        glm::vec2 dimensions = _scale * glm::vec2(width / maxSize, height / maxSize);

        return findRayRectangleIntersection(origin, direction, rotation, _position, dimensions, distance);
    }

    return false;
}
Beispiel #4
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bool Web3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, glm::vec3& surfaceNormal) {
    // FIXME - face and surfaceNormal not being returned

    // Don't call applyTransformTo() or setTransform() here because this code runs too frequently.

    // Produce the dimensions of the overlay based on the image's aspect ratio and the overlay's scale.
    return findRayRectangleIntersection(origin, direction, getRotation(), getPosition(), getSize(), distance);
}
Beispiel #5
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bool WebEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                     bool& keepSearching, OctreeElementPointer& element, float& distance, 
                     BoxFace& face, glm::vec3& surfaceNormal,
                     void** intersectedObject, bool precisionPicking) const {
    glm::vec3 dimensions = getDimensions();
    glm::vec2 xyDimensions(dimensions.x, dimensions.y);
    glm::quat rotation = getRotation();
    glm::vec3 position = getPosition() + rotation * 
            (dimensions * (getRegistrationPoint() - ENTITY_ITEM_DEFAULT_REGISTRATION_POINT));
    // FIXME - should set face and surfaceNormal
    return findRayRectangleIntersection(origin, direction, rotation, position, xyDimensions, distance);
}
Beispiel #6
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bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                     OctreeElementPointer& element, float& distance,
                     BoxFace& face, glm::vec3& surfaceNormal,
                     QVariantMap& extraInfo, bool precisionPicking) const {
    glm::vec3 dimensions = getScaledDimensions();
    glm::vec2 xyDimensions(dimensions.x, dimensions.y);
    glm::quat rotation = getWorldOrientation();
    glm::vec3 position = getWorldPosition() + rotation *
            (dimensions * (ENTITY_ITEM_DEFAULT_REGISTRATION_POINT - getRegistrationPoint()));

    // FIXME - should set face and surfaceNormal
    return findRayRectangleIntersection(origin, direction, rotation, position, xyDimensions, distance);
}
Beispiel #7
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bool Image3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                                         float& distance, BoxFace& face) {
    if (_texture && _texture->isLoaded()) {
        // Make sure position and rotation is updated.
        applyTransformTo(_transform, true);

        // Produce the dimensions of the overlay based on the image's aspect ratio and the overlay's scale.
        bool isNull = _fromImage.isNull();
        float width = isNull ? _texture->getWidth() : _fromImage.width();
        float height = isNull ? _texture->getHeight() : _fromImage.height();
        float maxSize = glm::max(width, height);
        glm::vec2 dimensions = _dimensions * glm::vec2(width / maxSize, height / maxSize);

        return findRayRectangleIntersection(origin, direction, getRotation(), getPosition(), dimensions, distance);
    }

    return false;
}
bool Circle3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, 
                                            BoxFace& face, glm::vec3& surfaceNormal) {

    // Scale the dimensions by the diameter
    glm::vec2 dimensions = getOuterRadius() * 2.0f * getDimensions();
    bool intersects = findRayRectangleIntersection(origin, direction, getRotation(), getPosition(), dimensions, distance);

    if (intersects) {
        glm::vec3 hitPosition = origin + (distance * direction);
        glm::vec3 localHitPosition = glm::inverse(getRotation()) * (hitPosition - getPosition());
        localHitPosition.x /= getDimensions().x;
        localHitPosition.y /= getDimensions().y;
        float distanceToHit = glm::length(localHitPosition);

        intersects = getInnerRadius() <= distanceToHit && distanceToHit <= getOuterRadius();
    }

    return intersects;
}
Beispiel #9
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bool WebEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                                                OctreeElementPointer& element, float& distance,
                                                BoxFace& face, glm::vec3& surfaceNormal,
                                                QVariantMap& extraInfo, bool precisionPicking) const {
    glm::vec3 dimensions = getScaledDimensions();
    glm::vec2 xyDimensions(dimensions.x, dimensions.y);
    glm::quat rotation = getWorldOrientation();
    glm::vec3 position = getWorldPosition() + rotation * (dimensions * (ENTITY_ITEM_DEFAULT_REGISTRATION_POINT - getRegistrationPoint()));
    rotation = EntityItem::getBillboardRotation(position, rotation, _billboardMode, EntityItem::getPrimaryViewFrustumPosition());

    if (findRayRectangleIntersection(origin, direction, rotation, position, xyDimensions, distance)) {
        glm::vec3 forward = rotation * Vectors::FRONT;
        if (glm::dot(forward, direction) > 0.0f) {
            face = MAX_Z_FACE;
            surfaceNormal = -forward;
        } else {
            face = MIN_Z_FACE;
            surfaceNormal = forward;
        }
        return true;
    } else {
        return false;
    }
}
Beispiel #10
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bool Planar3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
                                                        float& distance, BoxFace& face, glm::vec3& surfaceNormal) {
    // FIXME - face and surfaceNormal not being returned
    return findRayRectangleIntersection(origin, direction, getRotation(), getPosition(), getDimensions(), distance);
}