initial commit, 4.5 stable
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98
core/math/static_raycaster.h
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98
core/math/static_raycaster.h
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/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "core/object/ref_counted.h"
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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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public:
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// Compatible with embree4 rays.
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struct alignas(16) Ray {
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const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
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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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/*! 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 &p_org,
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const Vector3 &p_dir,
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float p_tnear = 0.0f,
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float p_tfar = Math::INF) :
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org(p_org),
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tnear(p_tnear),
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dir(p_dir),
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time(0.0f),
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tfar(p_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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/*! Tests if we hit something. */
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_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
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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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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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virtual bool intersect(Ray &p_ray) = 0;
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virtual void intersect(Vector<Ray> &r_rays) = 0;
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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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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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static Ref<StaticRaycaster> create();
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};
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