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			111 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  static_raycaster.h                                                   */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef STATIC_RAYCASTER_H
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| #define STATIC_RAYCASTER_H
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| 
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| #include "core/object/ref_counted.h"
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| 
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| #if !defined(__aligned)
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| 
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| #if defined(_WIN32) && defined(_MSC_VER)
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| #define __aligned(...) __declspec(align(__VA_ARGS__))
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| #else
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| #define __aligned(...) __attribute__((aligned(__VA_ARGS__)))
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| #endif
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| 
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| #endif
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| 
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| class StaticRaycaster : public RefCounted {
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| 	GDCLASS(StaticRaycaster, RefCounted)
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| protected:
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| 	static StaticRaycaster *(*create_function)();
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| 
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| public:
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| 	// compatible with embree3 rays
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| 	struct __aligned(16) Ray {
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| 		const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
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| 
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| 		/*! Default construction does nothing. */
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| 		_FORCE_INLINE_ Ray() :
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| 				geomID(INVALID_GEOMETRY_ID) {}
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| 
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| 		/*! Constructs a ray from origin, direction, and ray segment. Near
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| 		 *  has to be smaller than far. */
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| 		_FORCE_INLINE_ Ray(const Vector3 &org,
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| 				const Vector3 &dir,
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| 				float tnear = 0.0f,
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| 				float tfar = INFINITY) :
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| 				org(org),
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| 				tnear(tnear),
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| 				dir(dir),
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| 				time(0.0f),
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| 				tfar(tfar),
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| 				mask(-1),
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| 				u(0.0),
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| 				v(0.0),
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| 				primID(INVALID_GEOMETRY_ID),
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| 				geomID(INVALID_GEOMETRY_ID),
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| 				instID(INVALID_GEOMETRY_ID) {}
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| 
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| 		/*! Tests if we hit something. */
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| 		_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
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| 
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| 	public:
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| 		Vector3 org; //!< Ray origin + tnear
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| 		float tnear; //!< Start of ray segment
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| 		Vector3 dir; //!< Ray direction + tfar
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| 		float time; //!< Time of this ray for motion blur.
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| 		float tfar; //!< End of ray segment
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| 		unsigned int mask; //!< used to mask out objects during traversal
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| 		unsigned int id; //!< ray ID
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| 		unsigned int flags; //!< ray flags
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| 
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| 		Vector3 normal; //!< Not normalized geometry normal
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| 		float u; //!< Barycentric u coordinate of hit
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| 		float v; //!< Barycentric v coordinate of hit
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| 		unsigned int primID; //!< primitive ID
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| 		unsigned int geomID; //!< geometry ID
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| 		unsigned int instID; //!< instance ID
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| 	};
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| 
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| 	virtual bool intersect(Ray &p_ray) = 0;
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| 	virtual void intersect(Vector<Ray> &r_rays) = 0;
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| 
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| 	virtual void add_mesh(const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices, unsigned int p_id) = 0;
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| 	virtual void commit() = 0;
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| 
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| 	virtual void set_mesh_filter(const HashSet<int> &p_mesh_ids) = 0;
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| 	virtual void clear_mesh_filter() = 0;
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| 
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| 	static Ref<StaticRaycaster> create();
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| };
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| 
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| #endif // STATIC_RAYCASTER_H
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