/**************************************************************************/ /* 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 &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 &p_mesh_ids) = 0; virtual void clear_mesh_filter() = 0; static Ref create(); }; #endif // STATIC_RAYCASTER_H