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++ // Copyright (C) 2018 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "abstractpickingjob_p.h"
++ #include <Qt3DRender/qgeometryrenderer.h>
++ #include <Qt3DRender/private/nodemanagers_p.h>
++ #include <Qt3DRender/private/entity_p.h>
++ #include <Qt3DRender/private/objectpicker_p.h>
++ #include <Qt3DRender/private/managers_p.h>
++ #include <Qt3DRender/private/geometryrenderer_p.h>
++ #include <Qt3DRender/private/rendersettings_p.h>
++ #include <Qt3DRender/private/trianglesvisitor_p.h>
++ #include <Qt3DRender/private/job_common_p.h>
++ #include <QtGui/qoffscreensurface.h>
++ #include <QtGui/qwindow.h>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DRender {
++
++ namespace Render {
++
++ AbstractPickingJob::AbstractPickingJob()
++ : Qt3DCore::QAspectJob()
++ , m_manager(nullptr)
++ , m_node(nullptr)
++ , m_frameGraphRoot(nullptr)
++ , m_renderSettings(nullptr)
++ , m_oneEnabledAtLeast(false)
++ {
++ }
++
++ AbstractPickingJob::AbstractPickingJob(Qt3DCore::QAspectJobPrivate &dd)
++ : Qt3DCore::QAspectJob(dd)
++ , m_manager(nullptr)
++ , m_node(nullptr)
++ , m_frameGraphRoot(nullptr)
++ , m_renderSettings(nullptr)
++ , m_oneEnabledAtLeast(false)
++ {
++
++ }
++
++ void AbstractPickingJob::setRoot(Entity *root)
++ {
++ m_node = root;
++ }
++
++ void AbstractPickingJob::setFrameGraphRoot(FrameGraphNode *frameGraphRoot)
++ {
++ m_frameGraphRoot = frameGraphRoot;
++ }
++
++ void AbstractPickingJob::setRenderSettings(RenderSettings *settings)
++ {
++ m_renderSettings = settings;
++ }
++
++ void AbstractPickingJob::setManagers(NodeManagers *manager)
++ {
++ m_manager = manager;
++ }
++
++ void AbstractPickingJob::run()
++ {
++ Q_ASSERT(m_frameGraphRoot && m_renderSettings && m_node && m_manager);
++ runHelper();
++ }
++
++ RayCasting::QRay3D AbstractPickingJob::intersectionRay(const QPoint &pos, const Matrix4x4 &viewMatrix,
++ const Matrix4x4 &projectionMatrix, const QRect &viewport)
++ {
++ Vector3D nearPos = Vector3D(pos.x(), pos.y(), 0.0f);
++ nearPos = nearPos.unproject(viewMatrix, projectionMatrix, viewport);
++ Vector3D farPos = Vector3D(pos.x(), pos.y(), 1.0f);
++ farPos = farPos.unproject(viewMatrix, projectionMatrix, viewport);
++
++ return RayCasting::QRay3D(nearPos,
++ (farPos - nearPos).normalized(),
++ (farPos - nearPos).length());
++ }
++
++ QRect AbstractPickingJob::windowViewport(const QSize &area, const QRectF &relativeViewport) const
++ {
++ if (area.isValid()) {
++ const int areaWidth = area.width();
++ const int areaHeight = area.height();
++ return QRect(relativeViewport.x() * areaWidth,
++ (1.0 - relativeViewport.y() - relativeViewport.height()) * areaHeight,
++ relativeViewport.width() * areaWidth,
++ relativeViewport.height() * areaHeight);
++ }
++ return relativeViewport.toRect();
++ }
++
++ RayCasting::QRay3D AbstractPickingJob::rayForViewportAndCamera(const PickingUtils::ViewportCameraAreaDetails &vca,
++ QObject *eventSource,
++ const QPoint &pos) const
++ {
++ static RayCasting::QRay3D invalidRay({}, {}, 0.f);
++
++ if (!vca.area.isValid())
++ return invalidRay;
++
++ Matrix4x4 viewMatrix;
++ Matrix4x4 projectionMatrix;
++ Render::CameraLens::viewMatrixForCamera(m_manager->renderNodesManager(),
++ vca.cameraId,
++ viewMatrix,
++ projectionMatrix);
++ // Returns viewport rect in GL coordinates (y inverted)
++ const QRect viewport = windowViewport(vca.area, vca.viewport);
++ // In GL the y is inverted compared to Qt
++ const QPoint glCorrectPos = QPoint(pos.x(), vca.area.height() - pos.y());
++
++ if (!viewport.contains(glCorrectPos))
++ return invalidRay;
++ if (vca.surface) {
++ QSurface *surface = nullptr;
++ if (eventSource) {
++ QWindow *window = qobject_cast<QWindow *>(eventSource);
++ if (window) {
++ surface = static_cast<QSurface *>(window);
++ } else {
++ QOffscreenSurface *offscreen = qobject_cast<QOffscreenSurface *>(eventSource);
++ if (offscreen)
++ surface = static_cast<QSurface *>(offscreen);
++ }
++ }
++ if (surface && vca.surface != surface)
++ return invalidRay;
++ }
++
++ const auto ray = intersectionRay(glCorrectPos, viewMatrix, projectionMatrix, viewport);
++ return ray;
++ }
++
++ } // namespace Render
++
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE