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/****************************************************************************
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#include "qraycastingservice_p.h"
#include <Qt3DRender/private/qray3d_p.h>
#include <Qt3DRender/private/sphere_p.h>
#include <Qt3DRender/private/qboundingvolumeprovider_p.h>
#include <QtConcurrent>
#include "math.h"
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
namespace RayCasting {
namespace {
struct Hit
{
Hit()
: intersects(false)
, distance(-1.0f)
{}
bool intersects;
float distance;
Qt3DCore::QNodeId id;
Vector3D intersection;
Vector3D uvw;
};
bool compareHitsDistance(const Hit &a, const Hit &b)
{
return a.distance < b.distance;
}
Hit volumeRayIntersection(const QBoundingVolume *volume, const QRay3D &ray)
{
Hit hit;
if ((hit.intersects = volume->intersects(ray, &hit.intersection, &hit.uvw))) {
hit.distance = ray.projectedDistance(hit.intersection);
hit.id = volume->id();
}
return hit;
}
Hit reduceToFirstHit(Hit &result, const Hit &intermediate)
{
if (intermediate.intersects) {
if (result.distance == -1.0f ||
(intermediate.distance >= 0.0f &&
intermediate.distance < result.distance))
result = intermediate;
}
return result;
}
// Unordered
QVector<Hit> reduceToAllHits(QVector<Hit> &results, const Hit &intermediate)
{
if (intermediate.intersects)
results.push_back(intermediate);
return results;
}
struct CollisionGathererFunctor
{
QRay3D ray;
typedef Hit result_type;
Hit operator ()(const QBoundingVolume *volume) const
{
return volumeRayIntersection(volume, ray);
}
};
} // anonymous
QCollisionQueryResult QRayCastingServicePrivate::collides(const QRay3D &ray, QBoundingVolumeProvider *provider,
QAbstractCollisionQueryService::QueryMode mode, const QQueryHandle &handle)
{
Q_Q(QRayCastingService);
const QVector<QBoundingVolume *> volumes(provider->boundingVolumes());
QCollisionQueryResult result;
q->setResultHandle(result, handle);
CollisionGathererFunctor gathererFunctor;
gathererFunctor.ray = ray;
if (mode == QAbstractCollisionQueryService::FirstHit) {
#if QT_CONFIG(concurrent)
Hit firstHit = QtConcurrent::blockingMappedReduced<Hit>(volumes, gathererFunctor, reduceToFirstHit);
#else
Hit firstHit;
for (const QBoundingVolume *volume : volumes)
firstHit = reduceToFirstHit(firstHit, gathererFunctor(volume));
#endif
if (firstHit.intersects)
q->addEntityHit(result, firstHit.id, firstHit.intersection, firstHit.distance, firstHit.uvw);
} else {
#if QT_CONFIG(concurrent)
QVector<Hit> hits = QtConcurrent::blockingMappedReduced<QVector<Hit> >(volumes, gathererFunctor, reduceToAllHits);
#else
QVector<Hit> hits;
for (const QBoundingVolume *volume : volumes)
hits = reduceToAllHits(hits, gathererFunctor(volume));
#endif
std::sort(hits.begin(), hits.end(), compareHitsDistance);
for (const Hit &hit : qAsConst(hits))
q->addEntityHit(result, hit.id, hit.intersection, hit.distance, hit.uvw);
}
return result;
}
QCollisionQueryResult::Hit QRayCastingServicePrivate::collides(const QRay3D &ray, const QBoundingVolume *volume)
{
QCollisionQueryResult::Hit result;
Hit hit = volumeRayIntersection(volume, ray);
if (hit.intersects)
{
result.m_distance = hit.distance;
result.m_entityId = hit.id;
result.m_intersection = hit.intersection;
result.m_uvw = hit.uvw;
}
return result;
}
QRayCastingServicePrivate::QRayCastingServicePrivate(const QString &description)
: QAbstractCollisionQueryServicePrivate(description)
, m_handlesCount(0)
{
}
QRayCastingService::QRayCastingService()
: QAbstractCollisionQueryService(*new QRayCastingServicePrivate(QStringLiteral("Collision detection service using Ray Casting")))
{
}
QQueryHandle QRayCastingService::query(const QRay3D &ray,
QAbstractCollisionQueryService::QueryMode mode,
QBoundingVolumeProvider *provider)
{
Q_D(QRayCastingService);
QQueryHandle handle = d->m_handlesCount.fetchAndStoreOrdered(1);
// Blocking mapReduce
#if QT_CONFIG(concurrent)
FutureQueryResult future = QtConcurrent::run(d, &QRayCastingServicePrivate::collides,
ray, provider, mode, handle);
d->m_results.insert(handle, future);
#else
d->m_results.insert(handle, d->collides(ray, provider, mode, handle));
#endif
return handle;
}
QCollisionQueryResult::Hit QRayCastingService::query(const QRay3D &ray, const QBoundingVolume *volume)
{
Q_D(QRayCastingService);
return d->collides(ray, volume);
}
QCollisionQueryResult QRayCastingService::fetchResult(const QQueryHandle &handle)
{
Q_D(QRayCastingService);
#if QT_CONFIG(concurrent)
return d->m_results.value(handle).result();
#else
return d->m_results.value(handle);
#endif
}
QVector<QCollisionQueryResult> QRayCastingService::fetchAllResults() const
{
Q_D(const QRayCastingService);
QVector<QCollisionQueryResult> results;
results.reserve(d->m_results.size());
#if QT_CONFIG(concurrent)
for (const FutureQueryResult &future : d->m_results)
results.append(future.result());
#else
for (const QCollisionQueryResult &result : d->m_results)
results.append(result);
#endif
return results;
}
} // namespace RayCasting
} // namespace Qt3DRender
QT_END_NAMESPACE