123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 |
- /**************************************************************************/
- /* static_raycaster.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef STATIC_RAYCASTER_H
- #define STATIC_RAYCASTER_H
- #include "core/object/ref_counted.h"
- #if !defined(__aligned)
- #if defined(_WIN32) && defined(_MSC_VER)
- #define __aligned(...) __declspec(align(__VA_ARGS__))
- #else
- #define __aligned(...) __attribute__((aligned(__VA_ARGS__)))
- #endif
- #endif
- class StaticRaycaster : public RefCounted {
- GDCLASS(StaticRaycaster, RefCounted)
- protected:
- static StaticRaycaster *(*create_function)();
- public:
- // compatible with embree3 rays
- struct __aligned(16) Ray {
- const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
- /*! Default construction does nothing. */
- _FORCE_INLINE_ Ray() :
- geomID(INVALID_GEOMETRY_ID) {}
- /*! Constructs a ray from origin, direction, and ray segment. Near
- * has to be smaller than far. */
- _FORCE_INLINE_ Ray(const Vector3 &p_org,
- const Vector3 &p_dir,
- float p_tnear = 0.0f,
- float p_tfar = INFINITY) :
- org(p_org),
- tnear(p_tnear),
- dir(p_dir),
- time(0.0f),
- tfar(p_tfar),
- mask(-1),
- u(0.0),
- v(0.0),
- primID(INVALID_GEOMETRY_ID),
- geomID(INVALID_GEOMETRY_ID),
- instID(INVALID_GEOMETRY_ID) {}
- /*! Tests if we hit something. */
- _FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
- public:
- Vector3 org; //!< Ray origin + tnear
- float tnear; //!< Start of ray segment
- Vector3 dir; //!< Ray direction + tfar
- float time; //!< Time of this ray for motion blur.
- float tfar; //!< End of ray segment
- unsigned int mask; //!< used to mask out objects during traversal
- unsigned int id; //!< ray ID
- unsigned int flags; //!< ray flags
- Vector3 normal; //!< Not normalized geometry normal
- float u; //!< Barycentric u coordinate of hit
- float v; //!< Barycentric v coordinate of hit
- unsigned int primID; //!< primitive ID
- unsigned int geomID; //!< geometry ID
- unsigned int instID; //!< instance ID
- };
- virtual bool intersect(Ray &p_ray) = 0;
- virtual void intersect(Vector<Ray> &r_rays) = 0;
- virtual void add_mesh(const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices, unsigned int p_id) = 0;
- virtual void commit() = 0;
- virtual void set_mesh_filter(const HashSet<int> &p_mesh_ids) = 0;
- virtual void clear_mesh_filter() = 0;
- static Ref<StaticRaycaster> create();
- };
- #endif // STATIC_RAYCASTER_H
|