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// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#ifndef QSSG_RENDER_RAY_H
#define QSSG_RENDER_RAY_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtQuick3DUtils/private/qssgplane_p.h>
#include <QtQuick3DUtils/private/qssgrenderbasetypes_p.h>
#include <QtGui/QVector2D>
#include <QtGui/QVector3D>
#include <QtGui/QMatrix4x4>
#include <optional>
QT_BEGIN_NAMESPACE
class QSSGMeshBVHNode;
struct QSSGRenderMesh;
struct QSSGMeshBVHTriangle;
enum class QSSGRenderBasisPlanes
{
XY,
YZ,
XZ,
};
struct Q_AUTOTEST_EXPORT QSSGRenderRay
{
QVector3D origin;
QVector3D direction;
QSSGRenderRay() = default;
QSSGRenderRay(const QVector3D &inOrigin, const QVector3D &inDirection)
: origin(inOrigin), direction(inDirection)
{
}
// If we are parallel, then no intersection of course.
static std::optional<QVector3D> intersect(const QSSGPlane &inPlane, const QSSGRenderRay &ray);
// Perform an intersection aslo returning Barycentric Coordinates
static bool triangleIntersect(const QSSGRenderRay &ray,
const QVector3D &v0,
const QVector3D &v1,
const QVector3D &v2,
float &u,
float &v,
QVector3D &normal,
QSSGCullFaceMode cullMode = QSSGCullFaceMode::Back);
struct IntersectionResult
{
bool intersects = false;
float rayLengthSquared = 0.; // Length of the ray in world coordinates for the hit.
QVector2D relXY; // UV coords for further mouse picking against a offscreen-rendered object.
QVector3D scenePosition;
QVector3D localPosition;
QVector3D faceNormal;
QVector3D sceneFaceNormal;
IntersectionResult() = default;
inline constexpr IntersectionResult(float rl,
const QVector2D &relxy,
const QVector3D &scenePosition,
const QVector3D &localPosition,
const QVector3D &normal,
const QVector3D &sceneNormal)
: intersects(true)
, rayLengthSquared(rl)
, relXY(relxy)
, scenePosition(scenePosition)
, localPosition(localPosition)
, faceNormal(normal)
, sceneFaceNormal(sceneNormal)
{}
};
struct HitResult
{
float min;
float max;
const QSSGBounds3 *bounds;
inline bool intersects() const { return bounds && max >= std::max(min, 0.0f); }
};
struct RayData
{
enum class DirectionOp : quint8
{
Normal,
Swap,
Zero = 0x10
};
const QMatrix4x4 &globalTransform;
const QSSGRenderRay &ray;
// Cached data calculated from the global transform and the ray
const QVector3D origin;
const QVector3D directionInvers;
const QVector3D direction;
const DirectionOp dirOp[3];
};
static RayData createRayData(const QMatrix4x4 &globalTransform,
const QSSGRenderRay &ray);
static IntersectionResult createIntersectionResult(const RayData &data,
const HitResult &hit);
static HitResult intersectWithAABBv2(const RayData &data,
const QSSGBounds3 &bounds);
static void intersectWithBVH(const RayData &data,
const QSSGMeshBVHNode *bvh,
const QSSGRenderMesh *mesh,
QVector<IntersectionResult> &intersections,
QSSGCullFaceMode cullMode = QSSGCullFaceMode::Back,
int depth = 0);
static QVector<IntersectionResult> intersectWithBVHTriangles(const RayData &data,
const std::vector<QSSGMeshBVHTriangle> &bvhTriangles,
int triangleOffset,
int triangleCount,
QSSGCullFaceMode cullMode = QSSGCullFaceMode::Back);
std::optional<QVector2D> relative(const QMatrix4x4 &inGlobalTransform,
const QSSGBounds3 &inBounds,
QSSGRenderBasisPlanes inPlane) const;
std::optional<QVector2D> relativeXY(const QMatrix4x4 &inGlobalTransform, const QSSGBounds3 &inBounds) const
{
return relative(inGlobalTransform, inBounds, QSSGRenderBasisPlanes::XY);
}
};
QT_END_NAMESPACE
#endif