misc...
	* selection system: fixes of: selecting point behind point (not perfectly precise distance)
					selecting occluded objects and faces via direct and indirect hits
	* select models from back in 2d
This commit is contained in:
Garux
2017-08-02 09:53:56 +03:00
parent 6eee961fcc
commit 3f1c97ebeb
6 changed files with 158 additions and 142 deletions

View File

@@ -30,25 +30,54 @@
class SelectionIntersection
{
float m_depth;
//public:
double m_depth;
float m_distance;
double m_depth2;
bool m_direct;
public:
SelectionIntersection() : m_depth( 1 ), m_distance( 2 ){
SelectionIntersection() : m_depth( 1 ), m_distance( 2 ), m_depth2( -1 ), m_direct( false ){
}
SelectionIntersection( float depth, float distance ) : m_depth( depth ), m_distance( distance ){
SelectionIntersection( float depth, float distance ) : m_depth( depth ), m_distance( distance ), m_depth2( -1 ), m_direct( distance == 0.f ){
}
SelectionIntersection( float depth, float distance, float depth2 ) : m_depth( depth ), m_distance( distance ), m_depth2( depth2 ), m_direct( distance == 0.f ){
}
bool operator<( const SelectionIntersection& other ) const {
if ( m_distance != other.m_distance ) {
if ( ( m_direct ^ other.m_direct ) ||
( !m_direct && !other.m_direct && fabs( m_distance - other.m_distance ) > 1e-3f /*0.00002f*/ ) ) {
return m_distance < other.m_distance;
}
if( !m_direct && !other.m_direct ){
if( fabs( m_depth - other.m_depth ) > 1e-6 ){
return m_depth < other.m_depth;
}
else{
return m_depth2 > other.m_depth2;
}
}
if ( m_depth != other.m_depth ) {
return m_depth < other.m_depth;
}
return false;
}
bool equalEpsilon( const SelectionIntersection& other, float distanceEpsilon, float depthEpsilon ) const {
if ( m_direct ^ other.m_direct ) {
return false;
}
if( !m_direct && !other.m_direct ){
#if 1
return float_equal_epsilon( m_distance, other.m_distance, distanceEpsilon )
&& float_equal_epsilon( m_depth, other.m_depth, static_cast<double>( depthEpsilon ) )
&& float_equal_epsilon( m_depth2, other.m_depth2, 3e-7 );
#else
return ( m_distance == other.m_distance )
&& ( m_depth == other.m_depth )
&& ( m_depth2 == other.m_depth2 );
#endif
}
return float_equal_epsilon( m_distance, other.m_distance, distanceEpsilon )
&& float_equal_epsilon( m_depth, other.m_depth, depthEpsilon );
&& float_equal_epsilon( m_depth, other.m_depth, static_cast<double>( depthEpsilon ) )
&& float_equal_epsilon( m_depth2, other.m_depth2, static_cast<double>( depthEpsilon ) );
}
float depth() const {
return m_depth;
@@ -195,6 +224,8 @@ typedef BasicVector3<float> Vector3;
class Matrix4;
class VolumeTest;
typedef BasicVector3<double> DoubleVector3;
class SelectionTest
{
public:
@@ -203,7 +234,7 @@ virtual const VolumeTest& getVolume() const = 0;
virtual const Vector3& getNear() const = 0;
virtual const Vector3& getFar() const = 0;
virtual void TestPoint( const Vector3& point, SelectionIntersection& best ) = 0;
virtual void TestPolygon( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ) = 0;
virtual void TestPolygon( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best, const DoubleVector3 planepoints[3] ) = 0;
virtual void TestLineLoop( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ) = 0;
virtual void TestLineStrip( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ) = 0;
virtual void TestLines( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ) = 0;