1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #ifndef API_3D_UTIL_IPICKING_H
17 #define API_3D_UTIL_IPICKING_H
18
19 #include <limits>
20
21 #include <3d/namespace.h>
22 #include <base/containers/array_view.h>
23 #include <base/containers/refcnt_ptr.h>
24 #include <base/containers/vector.h>
25 #include <base/math/matrix.h>
26 #include <base/namespace.h>
27 #include <base/util/uid.h>
28 #include <core/namespace.h>
29 #include <core/plugin/intf_interface.h>
30
BASE_BEGIN_NAMESPACE()31 BASE_BEGIN_NAMESPACE()
32 namespace Math {
33 class Mat4X4;
34 } // namespace Math
35 BASE_END_NAMESPACE()
36
37 CORE_BEGIN_NAMESPACE()
38 class IEcs;
39 struct Entity;
40 CORE_END_NAMESPACE()
41
42 CORE3D_BEGIN_NAMESPACE()
43 class ISceneNode;
44
45 /** \addtogroup group_util_picking
46 * @{
47 */
48 struct MinAndMax {
49 #define CORE_FMAX std::numeric_limits<float>::max()
50 BASE_NS::Math::Vec3 minAABB { CORE_FMAX, CORE_FMAX, CORE_FMAX };
51 BASE_NS::Math::Vec3 maxAABB { -CORE_FMAX, -CORE_FMAX, -CORE_FMAX };
52 #undef CORE_FMAX
53 };
54
55 /** Raycast result. */
56 struct RayCastResult {
57 /** Node that was hit. */
58 ISceneNode* node { nullptr };
59
60 /** Distance to AABB center. */
61 float centerDistance { 0.0f };
62
63 /** Distance to the hit position. */
64 float distance { 0.0f };
65
66 /** Position of the hit. */
67 BASE_NS::Math::Vec3 worldPosition { 0.0f, 0.0f, 0.0f };
68 };
69
70 /** Raycast result for ray-triangle intersection. */
71 struct RayTriangleCastResult {
72 /** Distance to the hit position. */
73 float distance { 0.0f };
74
75 /** Position of the hit. */
76 BASE_NS::Math::Vec3 worldPosition { 0.0f, 0.0f, 0.0f };
77
78 /** Ray hit UV for ray-triangle intersection. */
79 BASE_NS::Math::Vec2 hitUv { 0.0f, 0.0f };
80
81 /** The index of the triangle hit. */
82 uint64_t triangleIndex { 0 };
83 };
84
85 class IPicking : public CORE_NS::IInterface {
86 public:
87 static constexpr auto UID = BASE_NS::Uid { "9a4791d7-19e2-4dc0-a4fd-b0804d153d70" };
88
89 using Ptr = BASE_NS::refcnt_ptr<IPicking>;
90
91 /** Projects normalized screen coordinates to world coordinates. Origin is at the top left corner. Z-value of the
92 * screen coordinate is interpreted so that 0.0 maps to the near plane and 1.0 to the far plane.
93 * @param ecs Entity component system where cameraEntity lives.
94 * @param cameraEntity Camera entity to be used for projection.
95 * @param screenCoordinate Normalized screen coordinates.
96 * @return Projected world coordinates.
97 */
98 virtual BASE_NS::Math::Vec3 ScreenToWorld(
99 CORE_NS::IEcs const& ecs, CORE_NS::Entity cameraEntity, BASE_NS::Math::Vec3 screenCoordinate) const = 0;
100
101 /** Projects world coordinates to normalized screen coordinates.
102 * @param ecs Entity component system where cameraEntity lives.
103 * @param cameraEntity Camera entity to be used for projection.
104 * @param worldCoordinate World coordinates to be projected.
105 * @return Projected screen coordinates.
106 */
107 virtual BASE_NS::Math::Vec3 WorldToScreen(
108 CORE_NS::IEcs const& ecs, CORE_NS::Entity cameraEntity, BASE_NS::Math::Vec3 worldCoordinate) const = 0;
109
110 /** Calculates a world space AABB from local min max values. */
111 virtual MinAndMax GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin,
112 const BASE_NS::Math::Vec3& aabbMax) const = 0;
113
114 /**
115 * Calculates a world space AABB for an entity and optionally all of it's children recursively. Uses the world
116 * matrix component for the calculations i.e. the values are only valid after the ECS has updated all the systems
117 * that manipulate the world matrix.
118 */
119 virtual MinAndMax GetWorldMatrixComponentAABB(
120 CORE_NS::Entity entity, bool isRecursive, CORE_NS::IEcs& ecs) const = 0;
121
122 /**
123 * Calculates a world space AABB for an entity and optionally all of it's children recursively. Uses only the
124 * transform component for the calculations. This way the call will also give valid results even when the ECS has
125 * not been updated. Does not take skinning or animations into account.
126 */
127 virtual MinAndMax GetTransformComponentAABB(CORE_NS::Entity entity, bool isRecursive, CORE_NS::IEcs& ecs) const = 0;
128
129 /**
130 * Get all nodes hit by ray.
131 * @param ecs Entity component system where hit test is done.
132 * @param start Starting point of the ray.
133 * @param direction Direction of the ray.
134 * @return Array of raycast results that describe node that was hit and distance to intersection (ordered by
135 * distance).
136 */
137 virtual BASE_NS::vector<RayCastResult> RayCast(
138 CORE_NS::IEcs const& ecs, const BASE_NS::Math::Vec3& start, const BASE_NS::Math::Vec3& direction) const = 0;
139
140 /**
141 * Get nodes hit by ray. Only entities included in the given layer mask are in the result. Entities without
142 * LayerComponent default to LayerConstants::DEFAULT_LAYER_MASK.
143 * @param ecs Entity component system where hit test is done.
144 * @param start Starting point of the ray.
145 * @param direction Direction of the ray.
146 * @param layerMask Layer mask for limiting the returned result.
147 * @return Array of raycast results that describe node that was hit and distance to intersection (ordered by
148 * distance).
149 */
150 virtual BASE_NS::vector<RayCastResult> RayCast(CORE_NS::IEcs const& ecs, const BASE_NS::Math::Vec3& start,
151 const BASE_NS::Math::Vec3& direction, uint64_t layerMask) const = 0;
152
153 /**
154 * Raycast against a triangle.
155 * @param start Starting point of the ray.
156 * @param direction Direction of the ray.
157 * @param triangles A list of triangles defined by 3 corner vertices. Must be TRIANGLE_LIST.
158 * @return Array of ray-triangle cast results that describe the intersection against triangles.
159 */
160 virtual BASE_NS::vector<RayTriangleCastResult> RayCast(const BASE_NS::Math::Vec3& start,
161 const BASE_NS::Math::Vec3& direction, BASE_NS::array_view<const BASE_NS::Math::Vec3> triangles) const = 0;
162
163 /**
164 * Get all nodes hit by ray using a camera and 2D screen coordinates as input.
165 * @param ecs EntityComponentSystem where hit test is done.
166 * @param camera Camera entity to be used for the hit test.
167 * @param screenPos screen coordinates for hit test. Where (0, 0) is the upper left corner of the screen and (1, 1)
168 * the lower left corner.
169 * @return Array of raycast results that describe node that was hit and distance to intersection (ordered by
170 * distance).
171 */
172 virtual BASE_NS::vector<RayCastResult> RayCastFromCamera(
173 CORE_NS::IEcs const& ecs, CORE_NS::Entity camera, const BASE_NS::Math::Vec2& screenPos) const = 0;
174
175 /**
176 * Get nodes hit by ray using a camera and 2D screen coordinates as input. Only entities included in the given layer
177 * mask are in the result. Entities without LayerComponent default to LayerConstants::DEFAULT_LAYER_MASK.
178 * @param ecs EntityComponentSystem where hit test is done.
179 * @param camera Camera entity to be used for the hit test.
180 * @param screenPos screen coordinates for hit test. Where (0, 0) is the upper left corner of the screen and (1, 1)
181 * the lower left corner.
182 * @param layerMask Layer mask for limiting the returned result.
183 * @return Array of raycast results that describe node that was hit and distance to intersection (ordered by
184 * distance).
185 */
186 virtual BASE_NS::vector<RayCastResult> RayCastFromCamera(CORE_NS::IEcs const& ecs, CORE_NS::Entity camera,
187 const BASE_NS::Math::Vec2& screenPos, uint64_t layerMask) const = 0;
188
189 /**
190 * Calculates the ray-triangle intersection between a ray and a triangle.
191 * @param ecs EntityComponentSystem where hit test is done.
192 * @param camera Camera entity to be used for the hit test.
193 * @param screenPos screen coordinates for hit test. Where (0, 0) is the upper left corner of the screen and (1, 1)
194 * the lower left corner.
195 * @param triangles Triangle list where every triangle is defined by 3 corner vertices. Must be TRIANGLE_LIST.
196 * @return Array of ray-triangle cast results.
197 */
198 virtual BASE_NS::vector<RayTriangleCastResult> RayCastFromCamera(CORE_NS::IEcs const& ecs, CORE_NS::Entity camera,
199 const BASE_NS::Math::Vec2& screenPos, BASE_NS::array_view<const BASE_NS::Math::Vec3> triangles) const = 0;
200
201 protected:
202 IPicking() = default;
203 virtual ~IPicking() = default;
204 };
205
206 /** @} */
207 CORE3D_END_NAMESPACE()
208
209 #endif // API_3D_UTIL_IPICKING_H
210