/* * Copyright (c) 2024 Huawei Device Co., Ltd. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "picking.h" #include <algorithm> #include <cinttypes> #include <limits> #include <3d/ecs/components/camera_component.h> #include <3d/ecs/components/joint_matrices_component.h> #include <3d/ecs/components/layer_component.h> #include <3d/ecs/components/mesh_component.h> #include <3d/ecs/components/render_mesh_component.h> #include <3d/ecs/components/transform_component.h> #include <3d/ecs/components/world_matrix_component.h> #include <3d/ecs/systems/intf_node_system.h> #include <base/containers/fixed_string.h> #include <base/math/mathf.h> #include <base/math/matrix_util.h> #include <base/math/vector_util.h> #include <core/ecs/intf_ecs.h> #include <core/implementation_uids.h> #include <core/namespace.h> #include <core/plugin/intf_class_factory.h> #include <core/plugin/intf_class_register.h> #include <core/plugin/intf_plugin_register.h> #include <core/property/intf_property_handle.h> #include "util/scene_util.h" CORE3D_BEGIN_NAMESPACE() using namespace BASE_NS; using namespace CORE_NS; using namespace RENDER_NS; namespace { MinAndMax GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) { // Based on https://gist.github.com/cmf028/81e8d3907035640ee0e3fdd69ada543f const auto center = (aabbMin + aabbMax) * 0.5f; const auto extents = aabbMax - center; const auto centerW = Math::MultiplyPoint3X4(world, center); Math::Mat3X3 absWorld; for (auto i = 0U; i < countof(absWorld.base); ++i) { absWorld.base[i].x = Math::abs(world.base[i].x); absWorld.base[i].y = Math::abs(world.base[i].y); absWorld.base[i].z = Math::abs(world.base[i].z); } Math::Vec3 extentsW; extentsW.x = absWorld.x.x * extents.x + absWorld.y.x * extents.y + absWorld.z.x * extents.z; extentsW.y = absWorld.x.y * extents.x + absWorld.y.y * extents.y + absWorld.z.y * extents.z; extentsW.z = absWorld.x.z * extents.x + absWorld.y.z * extents.y + absWorld.z.z * extents.z; return MinAndMax { centerW - extentsW, centerW + extentsW }; } constexpr bool IntersectAabb( Math::Vec3 aabbMin, Math::Vec3 aabbMax, Math::Vec3 start, Math::Vec3 invDirection, float& hitDistance) { const float tx1 = (aabbMin.x - start.x) * invDirection.x; const float tx2 = (aabbMax.x - start.x) * invDirection.x; float tmin = Math::min(tx1, tx2); float tmax = Math::max(tx1, tx2); const float ty1 = (aabbMin.y - start.y) * invDirection.y; const float ty2 = (aabbMax.y - start.y) * invDirection.y; tmin = Math::max(tmin, Math::min(ty1, ty2)); tmax = Math::min(tmax, Math::max(ty1, ty2)); const float tz1 = (aabbMin.z - start.z) * invDirection.z; const float tz2 = (aabbMax.z - start.z) * invDirection.z; tmin = Math::max(tmin, Math::min(tz1, tz2)); tmax = Math::min(tmax, Math::max(tz1, tz2)); hitDistance = tmin; // If hitDistance < 0, ray origin was inside the AABB. if (hitDistance < 0.0f) { hitDistance = tmax; // No hit, set distance to 0. if (hitDistance < 0.0f) { hitDistance = 0.0f; } } return tmax >= tmin && tmax > 0.0f; } bool IntersectTriangle(const Math::Vec3 triangle[3], const Math::Vec3 start, const Math::Vec3 direction, float& hitDistance, Math::Vec2& uv) { const Math::Vec3 v0v1 = triangle[1] - triangle[0]; const Math::Vec3 v0v2 = triangle[2] - triangle[0]; const Math::Vec3 pvec = Math::Cross(direction, v0v2); const float det = Math::Dot(v0v1, pvec); // ray and triangle are parallel and backface culling if (det < Math::EPSILON) { hitDistance = 0.f; return false; } const float invDet = 1.f / det; const Math::Vec3 tvec = start - triangle[0]; const float u = Math::Dot(tvec, pvec) * invDet; if (u < 0 || u > 1) { hitDistance = 0.f; uv = Math::Vec2(0, 0); return false; } const Math::Vec3 qvec = Math::Cross(tvec, v0v1); const float v = Math::Dot(direction, qvec) * invDet; if (v < 0 || u + v > 1) { hitDistance = 0.f; uv = Math::Vec2(0, 0); return false; } hitDistance = Math::Dot(v0v2, qvec) * invDet; uv = Math::Vec2(u, v); return true; } // Calculates AABB using WorldMatrixComponent. void UpdateRecursiveAABB(const IRenderMeshComponentManager& renderMeshComponentManager, const IWorldMatrixComponentManager& worldMatrixComponentManager, const IJointMatricesComponentManager& jointMatricesComponentManager, const IMeshComponentManager& meshManager, const ISceneNode& sceneNode, bool isRecursive, MinAndMax& mamInOut) { const Entity entity = sceneNode.GetEntity(); if (const auto jointMatrices = jointMatricesComponentManager.Read(entity); jointMatrices) { // Take skinning into account. mamInOut.minAABB = Math::min(mamInOut.minAABB, jointMatrices->jointsAabbMin); mamInOut.maxAABB = Math::max(mamInOut.maxAABB, jointMatrices->jointsAabbMax); } else { const auto worldMatrixId = worldMatrixComponentManager.GetComponentId(entity); const auto renderMeshId = renderMeshComponentManager.GetComponentId(entity); if (worldMatrixId != IComponentManager::INVALID_COMPONENT_ID && renderMeshId != IComponentManager::INVALID_COMPONENT_ID) { const Math::Mat4X4& worldMatrix = worldMatrixComponentManager.Get(worldMatrixId).matrix; const RenderMeshComponent rmc = renderMeshComponentManager.Get(renderMeshId); if (const auto meshHandle = meshManager.Read(rmc.mesh); meshHandle) { const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); mamInOut.minAABB = Math::min(mamInOut.minAABB, meshMam.minAABB); mamInOut.maxAABB = Math::max(mamInOut.maxAABB, meshMam.maxAABB); } } } if (isRecursive) { for (ISceneNode* child : sceneNode.GetChildren()) { if (child) { UpdateRecursiveAABB(renderMeshComponentManager, worldMatrixComponentManager, jointMatricesComponentManager, meshManager, *child, isRecursive, mamInOut); } } } } // Calculates AABB using TransformComponent. void UpdateRecursiveAABB(const IRenderMeshComponentManager& renderMeshComponentManager, const ITransformComponentManager& transformComponentManager, const IMeshComponentManager& meshManager, const ISceneNode& sceneNode, const Math::Mat4X4& parentWorld, bool isRecursive, MinAndMax& mamInOut) { const Entity entity = sceneNode.GetEntity(); Math::Mat4X4 worldMatrix = parentWorld; if (const auto transformId = transformComponentManager.GetComponentId(entity); transformId != IComponentManager::INVALID_COMPONENT_ID) { const TransformComponent tc = transformComponentManager.Get(transformId); const Math::Mat4X4 localMatrix = Math::Trs(tc.position, tc.rotation, tc.scale); worldMatrix = worldMatrix * localMatrix; } if (const auto renderMeshId = renderMeshComponentManager.GetComponentId(entity); renderMeshId != IComponentManager::INVALID_COMPONENT_ID) { const RenderMeshComponent rmc = renderMeshComponentManager.Get(renderMeshId); if (const auto meshHandle = meshManager.Read(rmc.mesh); meshHandle) { const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); mamInOut.minAABB = Math::min(mamInOut.minAABB, meshMam.minAABB); mamInOut.maxAABB = Math::max(mamInOut.maxAABB, meshMam.maxAABB); } } // Recurse to children. if (isRecursive) { for (ISceneNode* child : sceneNode.GetChildren()) { if (child) { UpdateRecursiveAABB(renderMeshComponentManager, transformComponentManager, meshManager, *child, worldMatrix, isRecursive, mamInOut); } } } } RayCastResult HitTestNode(ISceneNode& node, const MeshComponent& mesh, const Math::Mat4X4& matrix, const Math::Vec3& start, const Math::Vec3& invDir) { RayCastResult raycastResult; const auto direction = Math::Vec3(1.f / invDir.x, 1.f / invDir.y, 1.f / invDir.z); const MinAndMax meshMinMax = GetWorldAABB(matrix, mesh.aabbMin, mesh.aabbMax); float distance = 0; if (IntersectAabb(meshMinMax.minAABB, meshMinMax.maxAABB, start, invDir, distance)) { if (mesh.submeshes.size() > 1) { raycastResult.centerDistance = std::numeric_limits<float>::max(); for (auto const& submesh : mesh.submeshes) { const MinAndMax submeshMinMax = GetWorldAABB(matrix, submesh.aabbMin, submesh.aabbMax); if (IntersectAabb(submeshMinMax.minAABB, submeshMinMax.maxAABB, start, invDir, distance)) { const float centerDistance = Math::Magnitude((submeshMinMax.maxAABB + submeshMinMax.minAABB) / 2.f - start); if (centerDistance < raycastResult.centerDistance) { raycastResult.node = &node; raycastResult.centerDistance = centerDistance; raycastResult.distance = distance; raycastResult.worldPosition = start + direction * distance; } } } } else { raycastResult.centerDistance = Math::Magnitude((meshMinMax.minAABB + meshMinMax.maxAABB) / 2.f - start); raycastResult.distance = distance; raycastResult.node = &node; raycastResult.worldPosition = start + direction * raycastResult.distance; } } return raycastResult; } Math::Vec3 ScreenToWorld(const CameraComponent& cameraComponent, const WorldMatrixComponent& cameraWorldMatrixComponent, Math::Vec3 screenCoordinate) { screenCoordinate.x = (screenCoordinate.x - 0.5f) * 2.f; screenCoordinate.y = (screenCoordinate.y - 0.5f) * 2.f; bool isCameraNegative = false; Math::Mat4X4 projToView = Math::Inverse(CameraMatrixUtil::CalculateProjectionMatrix(cameraComponent, isCameraNegative)); auto const& worldFromView = cameraWorldMatrixComponent.matrix; const auto viewCoordinate = (projToView * Math::Vec4(screenCoordinate.x, screenCoordinate.y, screenCoordinate.z, 1.f)); auto worldCoordinate = worldFromView * viewCoordinate; worldCoordinate /= worldCoordinate.w; return Math::Vec3 { worldCoordinate.x, worldCoordinate.y, worldCoordinate.z }; } struct Ray { Math::Vec3 origin; Math::Vec3 direction; }; Ray RayFromCamera(const CameraComponent& cameraComponent, const WorldMatrixComponent& cameraWorldMatrixComponent, Math::Vec2 screenCoordinate) { if (cameraComponent.projection == CORE3D_NS::CameraComponent::Projection::ORTHOGRAPHIC) { const Math::Vec3 worldPos = CORE3D_NS::ScreenToWorld( cameraComponent, cameraWorldMatrixComponent, Math::Vec3(screenCoordinate.x, screenCoordinate.y, 0.0f)); const auto direction = cameraWorldMatrixComponent.matrix * Math::Vec4(0.0f, 0.0f, -1.0f, 0.0f); return Ray { worldPos, direction }; } // Ray origin is the camera world position. const Math::Vec3& rayOrigin = Math::Vec3(cameraWorldMatrixComponent.matrix.w); const Math::Vec3 targetPos = CORE3D_NS::ScreenToWorld( cameraComponent, cameraWorldMatrixComponent, Math::Vec3(screenCoordinate.x, screenCoordinate.y, 1.0f)); const Math::Vec3 direction = Math::Normalize(targetPos - rayOrigin); return Ray { rayOrigin, direction }; } } // namespace Math::Vec3 Picking::ScreenToWorld(IEcs const& ecs, Entity cameraEntity, Math::Vec3 screenCoordinate) const { if (!EntityUtil::IsValid(cameraEntity)) { return {}; } auto cameraComponentManager = GetManager<ICameraComponentManager>(ecs); const auto cameraId = cameraComponentManager->GetComponentId(cameraEntity); if (cameraId == IComponentManager::INVALID_COMPONENT_ID) { return {}; } auto worldMatrixComponentManager = GetManager<IWorldMatrixComponentManager>(ecs); const auto worldMatrixId = worldMatrixComponentManager->GetComponentId(cameraEntity); if (worldMatrixId == IComponentManager::INVALID_COMPONENT_ID) { return {}; } return CORE3D_NS::ScreenToWorld( *cameraComponentManager->Read(cameraId), worldMatrixComponentManager->Get(worldMatrixId), screenCoordinate); } Math::Vec3 Picking::WorldToScreen(IEcs const& ecs, Entity cameraEntity, Math::Vec3 worldCoordinate) const { if (!EntityUtil::IsValid(cameraEntity)) { return {}; } auto cameraComponentManager = GetManager<ICameraComponentManager>(ecs); const auto cameraId = cameraComponentManager->GetComponentId(cameraEntity); if (cameraId == IComponentManager::INVALID_COMPONENT_ID) { return {}; } auto worldMatrixComponentManager = GetManager<IWorldMatrixComponentManager>(ecs); const auto worldMatrixId = worldMatrixComponentManager->GetComponentId(cameraEntity); if (worldMatrixId == IComponentManager::INVALID_COMPONENT_ID) { return {}; } const CameraComponent cameraComponent = cameraComponentManager->Get(cameraId); bool isCameraNegative = false; Math::Mat4X4 viewToProj = CameraMatrixUtil::CalculateProjectionMatrix(cameraComponent, isCameraNegative); const WorldMatrixComponent worldMatrixComponent = worldMatrixComponentManager->Get(worldMatrixId); auto const worldToView = Math::Inverse(worldMatrixComponent.matrix); const auto viewCoordinate = worldToView * Math::Vec4(worldCoordinate.x, worldCoordinate.y, worldCoordinate.z, 1.f); auto screenCoordinate = viewToProj * viewCoordinate; // Give sane results also when the point is behind the camera. if (screenCoordinate.w < 0.0f) { screenCoordinate.x *= -1.0f; screenCoordinate.y *= -1.0f; screenCoordinate.z *= -1.0f; } screenCoordinate /= screenCoordinate.w; screenCoordinate.x = screenCoordinate.x * 0.5f + 0.5f; screenCoordinate.y = screenCoordinate.y * 0.5f + 0.5f; return Math::Vec3 { screenCoordinate.x, screenCoordinate.y, screenCoordinate.z }; } vector<RayCastResult> Picking::RayCast(const IEcs& ecs, const Math::Vec3& start, const Math::Vec3& direction) const { vector<RayCastResult> result; auto nodeSystem = GetSystem<INodeSystem>(ecs); auto const& renderMeshComponentManager = GetManager<IRenderMeshComponentManager>(ecs); auto const& worldMatrixComponentManager = GetManager<IWorldMatrixComponentManager>(ecs); auto const& jointMatricesComponentManager = GetManager<IJointMatricesComponentManager>(ecs); auto const& meshComponentManager = *GetManager<IMeshComponentManager>(ecs); float distance = 0; auto const invDir = DirectionVectorInverse(direction); for (IComponentManager::ComponentId i = 0; i < renderMeshComponentManager->GetComponentCount(); i++) { const Entity id = renderMeshComponentManager->GetEntity(i); if (auto node = nodeSystem->GetNode(id); node) { if (const auto jointMatrices = jointMatricesComponentManager->Read(id); jointMatrices) { // Use the skinned aabb's. const auto& jointMatricesComponent = *jointMatrices; if (IntersectAabb(jointMatricesComponent.jointsAabbMin, jointMatricesComponent.jointsAabbMax, start, invDir, distance)) { const float centerDistance = Math::Magnitude( (jointMatricesComponent.jointsAabbMax + jointMatricesComponent.jointsAabbMin) * 0.5f - start); const Math::Vec3 hitPosition = start + direction * distance; result.push_back(RayCastResult { node, centerDistance, distance, hitPosition }); } continue; } else { if (const auto worldMatrixId = worldMatrixComponentManager->GetComponentId(id); worldMatrixId != IComponentManager::INVALID_COMPONENT_ID) { auto const renderMeshComponent = renderMeshComponentManager->Get(i); if (const auto meshHandle = meshComponentManager.Read(renderMeshComponent.mesh); meshHandle) { auto const worldMatrixComponent = worldMatrixComponentManager->Get(worldMatrixId); const auto raycastResult = HitTestNode(*node, *meshHandle, worldMatrixComponent.matrix, start, invDir); if (raycastResult.node) { result.push_back(raycastResult); } } else { CORE_LOG_W("no mesh resource for entity %" PRIx64 ", resource %" PRIx64, id.id, renderMeshComponent.mesh.id); continue; } } } } } std::sort( result.begin(), result.end(), [](const auto& lhs, const auto& rhs) { return (lhs.distance < rhs.distance); }); return result; } vector<RayCastResult> Picking::RayCast( const IEcs& ecs, const Math::Vec3& start, const Math::Vec3& direction, uint64_t layerMask) const { vector<RayCastResult> result; auto nodeSystem = GetSystem<INodeSystem>(ecs); auto const& renderMeshComponentManager = GetManager<IRenderMeshComponentManager>(ecs); auto const& layerComponentManager = GetManager<ILayerComponentManager>(ecs); auto const& worldMatrixComponentManager = GetManager<IWorldMatrixComponentManager>(ecs); auto const& jointMatricesComponentManager = GetManager<IJointMatricesComponentManager>(ecs); auto const& meshComponentManager = *GetManager<IMeshComponentManager>(ecs); auto const invDir = DirectionVectorInverse(direction); float distance = 0; for (IComponentManager::ComponentId i = 0; i < renderMeshComponentManager->GetComponentCount(); i++) { const Entity id = renderMeshComponentManager->GetEntity(i); if (auto node = nodeSystem->GetNode(id); node) { if (layerComponentManager->Get(id).layerMask & layerMask) { if (const auto jointMatrices = jointMatricesComponentManager->Read(id); jointMatrices) { // Use the skinned aabb's. const auto& jointMatricesComponent = *jointMatrices; if (IntersectAabb(jointMatricesComponent.jointsAabbMin, jointMatricesComponent.jointsAabbMax, start, invDir, distance)) { const float centerDistance = Math::Magnitude( (jointMatricesComponent.jointsAabbMax + jointMatricesComponent.jointsAabbMin) * 0.5f - start); const Math::Vec3 hitPosition = start + direction * distance; result.push_back(RayCastResult { node, centerDistance, distance, hitPosition }); } } else { if (const auto worldMatrixId = worldMatrixComponentManager->GetComponentId(id); worldMatrixId != IComponentManager::INVALID_COMPONENT_ID) { auto const renderMeshComponent = renderMeshComponentManager->Get(i); if (const auto meshHandle = meshComponentManager.Read(renderMeshComponent.mesh); meshHandle) { auto const worldMatrixComponent = worldMatrixComponentManager->Get(worldMatrixId); const auto raycastResult = HitTestNode(*node, *meshHandle, worldMatrixComponent.matrix, start, invDir); if (raycastResult.node) { result.push_back(raycastResult); } } else { CORE_LOG_W("no mesh resource for entity %" PRIx64 ", resource %" PRIx64, id.id, renderMeshComponent.mesh.id); } } } } } } std::sort( result.begin(), result.end(), [](const auto& lhs, const auto& rhs) { return (lhs.distance < rhs.distance); }); return result; } BASE_NS::vector<RayTriangleCastResult> Core3D::Picking::RayCast(const BASE_NS::Math::Vec3& start, const BASE_NS::Math::Vec3& direction, BASE_NS::array_view<const BASE_NS::Math::Vec3> triangles) const { vector<RayTriangleCastResult> result; if (triangles.size() % 3 != 0) { // 3 :param CORE_LOG_W("Number of triangles vertices not divisible by 3!"); return result; } float distance = 0.f; Math::Vec2 uv; for (size_t ii = 0; ii < triangles.size(); ii += 3) { // 3 :param if (IntersectTriangle(&triangles[ii], start, direction, distance, uv)) { const Math::Vec3 hitPosition = start + direction * distance; result.push_back(RayTriangleCastResult { distance, hitPosition, uv, static_cast<uint64_t>(ii / 3) }); } } return result; } vector<RayCastResult> Picking::RayCastFromCamera(IEcs const& ecs, Entity camera, const Math::Vec2& screenPos) const { const auto* worldMatrixManager = GetManager<IWorldMatrixComponentManager>(ecs); const auto* cameraManager = GetManager<ICameraComponentManager>(ecs); if (!worldMatrixManager || !cameraManager) { return vector<RayCastResult>(); } const auto wmcId = worldMatrixManager->GetComponentId(camera); const auto ccId = cameraManager->GetComponentId(camera); if (wmcId != IComponentManager::INVALID_COMPONENT_ID && ccId != IComponentManager::INVALID_COMPONENT_ID) { const auto cameraComponent = cameraManager->Read(ccId); const auto worldMatrixComponent = worldMatrixManager->Get(wmcId); const Ray ray = RayFromCamera(*cameraComponent, worldMatrixComponent, screenPos); return RayCast(ecs, ray.origin, ray.direction); } return vector<RayCastResult>(); } vector<RayCastResult> Picking::RayCastFromCamera( IEcs const& ecs, Entity camera, const Math::Vec2& screenPos, uint64_t layerMask) const { const auto* worldMatrixManager = GetManager<IWorldMatrixComponentManager>(ecs); const auto* cameraManager = GetManager<ICameraComponentManager>(ecs); if (!worldMatrixManager || !cameraManager) { return vector<RayCastResult>(); } const auto wmcId = worldMatrixManager->GetComponentId(camera); const auto ccId = cameraManager->GetComponentId(camera); if (wmcId != IComponentManager::INVALID_COMPONENT_ID && ccId != IComponentManager::INVALID_COMPONENT_ID) { const auto cameraComponent = cameraManager->Read(ccId); const auto worldMatrixComponent = worldMatrixManager->Get(wmcId); const Ray ray = RayFromCamera(*cameraComponent, worldMatrixComponent, screenPos); return RayCast(ecs, ray.origin, ray.direction, layerMask); } return vector<RayCastResult>(); } BASE_NS::vector<RayTriangleCastResult> Core3D::Picking::RayCastFromCamera(CORE_NS::IEcs const& ecs, CORE_NS::Entity camera, const BASE_NS::Math::Vec2& screenPos, BASE_NS::array_view<const BASE_NS::Math::Vec3> triangles) const { const auto* worldMatrixManager = GetManager<IWorldMatrixComponentManager>(ecs); const auto* cameraManager = GetManager<ICameraComponentManager>(ecs); if (!worldMatrixManager || !cameraManager) { return vector<RayTriangleCastResult>(); } const auto wmcId = worldMatrixManager->GetComponentId(camera); const auto ccId = cameraManager->GetComponentId(camera); if (wmcId != IComponentManager::INVALID_COMPONENT_ID && ccId != IComponentManager::INVALID_COMPONENT_ID) { const auto cameraComponent = cameraManager->Read(ccId); const auto worldMatrixComponent = worldMatrixManager->Get(wmcId); const Ray ray = RayFromCamera(*cameraComponent, worldMatrixComponent, screenPos); return RayCast(ray.origin, ray.direction, triangles); } return BASE_NS::vector<RayTriangleCastResult>(); } MinAndMax Picking::GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) const { return CORE3D_NS::GetWorldAABB(world, aabbMin, aabbMax); } MinAndMax Picking::GetWorldMatrixComponentAABB(Entity entity, bool isRecursive, IEcs& ecs) const { MinAndMax mam; if (ISceneNode* node = GetSystem<INodeSystem>(ecs)->GetNode(entity); node) { auto& renderMeshComponentManager = *GetManager<IRenderMeshComponentManager>(ecs); auto& worldMatrixComponentManager = *GetManager<IWorldMatrixComponentManager>(ecs); auto& jointworldMatrixComponentManager = *GetManager<IJointMatricesComponentManager>(ecs); auto& meshComponentManager = *GetManager<IMeshComponentManager>(ecs); UpdateRecursiveAABB(renderMeshComponentManager, worldMatrixComponentManager, jointworldMatrixComponentManager, meshComponentManager, *node, isRecursive, mam); } return mam; } MinAndMax Picking::GetTransformComponentAABB(Entity entity, bool isRecursive, IEcs& ecs) const { MinAndMax mam; if (ISceneNode* node = GetSystem<INodeSystem>(ecs)->GetNode(entity); node) { auto& renderMeshComponentManager = *GetManager<IRenderMeshComponentManager>(ecs); auto& transformComponentManager = *GetManager<ITransformComponentManager>(ecs); auto& meshComponentManager = *GetManager<IMeshComponentManager>(ecs); UpdateRecursiveAABB(renderMeshComponentManager, transformComponentManager, meshComponentManager, *node, Math::Mat4X4(1.0f), isRecursive, mam); } return mam; } const IInterface* Picking::GetInterface(const Uid& uid) const { if ((uid == IPicking::UID) || (uid == IInterface::UID)) { return this; } return nullptr; } IInterface* Picking::GetInterface(const Uid& uid) { if ((uid == IPicking::UID) || (uid == IInterface::UID)) { return this; } return nullptr; } void Picking::Ref() {} void Picking::Unref() {} CORE3D_END_NAMESPACE()