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![Georges Basile Stavracas Neto](/assets/img/avatar_default.png)
This commit introduces a few important changes in order to acommodate graphene_ray_t. Most of them are positive changes, so don't panic :) The first very visible change is that neither the actor box nor the clip rectangles are projected before being pushed. This required changing the parameters of the related functions at both ClutterPickContext, and ClutterPickStack, to receive boxes instead of vertices. These rectangles are projected on demand now, so in the best case (first actor picked) only one projection happens; and in the worst case, it projects as much as it does now. The second important change is that there are no more checks for axis-alignment anymore. That's because picking now happens in 3D space, using triangles. Talking about triangles in 3D space, this is what is used now for picking. We break down each actor rectangle in 2 triangles, and check if the projected pick point is inside any one of them, of if the ray intersects any one of them. The same check happens for the clip rectangles. Checking the projected pick point is both an optimization for the 2D case, and a workaround to graphene_ray_t problems with float precision, which is specially visible on edges such as the top bar. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1509
386 lines
10 KiB
C
386 lines
10 KiB
C
/*
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* Copyright (C) 2020 Endless OS Foundation, LLC
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "clutter-pick-stack-private.h"
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#include "clutter-private.h"
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typedef struct
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{
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graphene_point3d_t vertices[4];
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CoglMatrixEntry *matrix_entry;
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ClutterActorBox rect;
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gboolean projected;
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} Record;
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typedef struct
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{
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Record base;
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ClutterActor *actor;
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int clip_index;
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} PickRecord;
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typedef struct
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{
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Record base;
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int prev;
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} PickClipRecord;
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struct _ClutterPickStack
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{
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grefcount ref_count;
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CoglMatrixStack *matrix_stack;
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GArray *vertices_stack;
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GArray *clip_stack;
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int current_clip_stack_top;
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gboolean sealed : 1;
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};
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G_DEFINE_BOXED_TYPE (ClutterPickStack, clutter_pick_stack,
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clutter_pick_stack_ref, clutter_pick_stack_unref)
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static void
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project_vertices (CoglMatrixEntry *matrix_entry,
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const ClutterActorBox *box,
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graphene_point3d_t vertices[4])
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{
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graphene_matrix_t m;
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int i;
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cogl_matrix_entry_get (matrix_entry, &m);
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graphene_point3d_init (&vertices[0], box->x1, box->y1, 0.f);
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graphene_point3d_init (&vertices[1], box->x2, box->y1, 0.f);
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graphene_point3d_init (&vertices[2], box->x2, box->y2, 0.f);
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graphene_point3d_init (&vertices[3], box->x1, box->y2, 0.f);
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for (i = 0; i < 4; i++)
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{
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float w = 1.f;
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cogl_graphene_matrix_project_point (&m,
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&vertices[i].x,
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&vertices[i].y,
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&vertices[i].z,
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&w);
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}
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}
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static void
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maybe_project_record (Record *rec)
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{
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if (!rec->projected)
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{
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project_vertices (rec->matrix_entry, &rec->rect, rec->vertices);
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rec->projected = TRUE;
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}
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}
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static gboolean
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ray_intersects_input_region (Record *rec,
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const graphene_ray_t *ray,
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const graphene_point3d_t *point)
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{
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graphene_triangle_t t0, t1;
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maybe_project_record (rec);
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/*
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* Degrade the projected quad into the following triangles:
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*
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* 0 -------------- 1
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* | • |
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* | • t0 |
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* | • |
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* | t1 • |
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* | • |
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* 3 -------------- 2
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*/
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graphene_triangle_init_from_point3d (&t0,
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&rec->vertices[0],
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&rec->vertices[1],
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&rec->vertices[2]);
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graphene_triangle_init_from_point3d (&t1,
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&rec->vertices[0],
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&rec->vertices[2],
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&rec->vertices[3]);
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if (graphene_triangle_contains_point (&t0, point) ||
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graphene_triangle_contains_point (&t1, point) ||
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graphene_ray_intersects_triangle (ray, &t0) ||
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graphene_ray_intersects_triangle (ray, &t1))
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return TRUE;
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return FALSE;
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}
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static gboolean
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ray_intersects_record (ClutterPickStack *pick_stack,
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PickRecord *rec,
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const graphene_point3d_t *point,
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const graphene_ray_t *ray)
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{
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int clip_index;
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if (!ray_intersects_input_region (&rec->base, ray, point))
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return FALSE;
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clip_index = rec->clip_index;
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while (clip_index >= 0)
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{
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PickClipRecord *clip =
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&g_array_index (pick_stack->clip_stack, PickClipRecord, clip_index);
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if (!ray_intersects_input_region (&clip->base, ray, point))
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return FALSE;
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clip_index = clip->prev;
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}
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return TRUE;
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}
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static void
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add_pick_stack_weak_refs (ClutterPickStack *pick_stack)
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{
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int i;
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g_assert (!pick_stack->sealed);
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for (i = 0; i < pick_stack->vertices_stack->len; i++)
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{
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PickRecord *rec =
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&g_array_index (pick_stack->vertices_stack, PickRecord, i);
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if (rec->actor)
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g_object_add_weak_pointer (G_OBJECT (rec->actor),
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(gpointer) &rec->actor);
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}
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}
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static void
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remove_pick_stack_weak_refs (ClutterPickStack *pick_stack)
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{
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int i;
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for (i = 0; i < pick_stack->vertices_stack->len; i++)
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{
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PickRecord *rec =
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&g_array_index (pick_stack->vertices_stack, PickRecord, i);
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if (rec->actor)
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g_object_remove_weak_pointer (G_OBJECT (rec->actor),
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(gpointer) &rec->actor);
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}
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}
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static void
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clutter_pick_stack_dispose (ClutterPickStack *pick_stack)
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{
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remove_pick_stack_weak_refs (pick_stack);
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g_clear_pointer (&pick_stack->matrix_stack, cogl_object_unref);
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g_clear_pointer (&pick_stack->vertices_stack, g_array_unref);
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g_clear_pointer (&pick_stack->clip_stack, g_array_unref);
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}
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static void
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clear_pick_record (gpointer data)
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{
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PickRecord *rec = data;
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g_clear_pointer (&rec->base.matrix_entry, cogl_matrix_entry_unref);
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}
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static void
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clear_clip_record (gpointer data)
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{
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PickClipRecord *clip = data;
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g_clear_pointer (&clip->base.matrix_entry, cogl_matrix_entry_unref);
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}
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/**
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* clutter_pick_stack_new:
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* @context: a #CoglContext
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*
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* Creates a new #ClutterPickStack.
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*
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* Returns: (transfer full): A newly created #ClutterPickStack
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*/
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ClutterPickStack *
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clutter_pick_stack_new (CoglContext *context)
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{
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ClutterPickStack *pick_stack;
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pick_stack = g_new0 (ClutterPickStack, 1);
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g_ref_count_init (&pick_stack->ref_count);
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pick_stack->matrix_stack = cogl_matrix_stack_new (context);
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pick_stack->vertices_stack = g_array_new (FALSE, FALSE, sizeof (PickRecord));
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pick_stack->clip_stack = g_array_new (FALSE, FALSE, sizeof (PickClipRecord));
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pick_stack->current_clip_stack_top = -1;
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g_array_set_clear_func (pick_stack->vertices_stack, clear_pick_record);
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g_array_set_clear_func (pick_stack->clip_stack, clear_clip_record);
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return pick_stack;
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}
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/**
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* clutter_pick_stack_ref:
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* @pick_stack: A #ClutterPickStack
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*
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* Increments the reference count of @pick_stack by one.
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*
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* Returns: (transfer full): @pick_stack
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*/
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ClutterPickStack *
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clutter_pick_stack_ref (ClutterPickStack *pick_stack)
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{
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g_ref_count_inc (&pick_stack->ref_count);
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return pick_stack;
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}
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/**
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* clutter_pick_stack_unref:
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* @pick_stack: A #ClutterPickStack
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*
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* Decrements the reference count of @pick_stack by one, freeing the structure
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* when the reference count reaches zero.
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*/
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void
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clutter_pick_stack_unref (ClutterPickStack *pick_stack)
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{
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if (g_ref_count_dec (&pick_stack->ref_count))
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{
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clutter_pick_stack_dispose (pick_stack);
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g_free (pick_stack);
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}
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}
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void
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clutter_pick_stack_seal (ClutterPickStack *pick_stack)
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{
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g_assert (!pick_stack->sealed);
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add_pick_stack_weak_refs (pick_stack);
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pick_stack->sealed = TRUE;
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}
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void
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clutter_pick_stack_log_pick (ClutterPickStack *pick_stack,
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const ClutterActorBox *box,
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ClutterActor *actor)
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{
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PickRecord rec;
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g_return_if_fail (actor != NULL);
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g_assert (!pick_stack->sealed);
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rec.actor = actor;
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rec.clip_index = pick_stack->current_clip_stack_top;
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rec.base.rect = *box;
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rec.base.projected = FALSE;
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rec.base.matrix_entry = cogl_matrix_stack_get_entry (pick_stack->matrix_stack);
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cogl_matrix_entry_ref (rec.base.matrix_entry);
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g_array_append_val (pick_stack->vertices_stack, rec);
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}
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void
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clutter_pick_stack_push_clip (ClutterPickStack *pick_stack,
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const ClutterActorBox *box)
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{
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PickClipRecord clip;
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g_assert (!pick_stack->sealed);
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clip.prev = pick_stack->current_clip_stack_top;
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clip.base.rect = *box;
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clip.base.projected = FALSE;
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clip.base.matrix_entry = cogl_matrix_stack_get_entry (pick_stack->matrix_stack);
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cogl_matrix_entry_ref (clip.base.matrix_entry);
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g_array_append_val (pick_stack->clip_stack, clip);
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pick_stack->current_clip_stack_top = pick_stack->clip_stack->len - 1;
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}
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void
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clutter_pick_stack_pop_clip (ClutterPickStack *pick_stack)
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{
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const PickClipRecord *top;
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g_assert (!pick_stack->sealed);
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g_assert (pick_stack->current_clip_stack_top >= 0);
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/* Individual elements of clip_stack are not freed. This is so they can
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* be shared as part of a tree of different stacks used by different
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* actors in the pick_stack. The whole clip_stack does however get
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* freed later in clutter_pick_stack_dispose.
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*/
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top = &g_array_index (pick_stack->clip_stack,
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PickClipRecord,
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pick_stack->current_clip_stack_top);
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pick_stack->current_clip_stack_top = top->prev;
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}
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void
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clutter_pick_stack_push_transform (ClutterPickStack *pick_stack,
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const graphene_matrix_t *transform)
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{
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cogl_matrix_stack_push (pick_stack->matrix_stack);
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cogl_matrix_stack_multiply (pick_stack->matrix_stack, transform);
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}
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void
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clutter_pick_stack_get_transform (ClutterPickStack *pick_stack,
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graphene_matrix_t *out_transform)
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{
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cogl_matrix_stack_get (pick_stack->matrix_stack, out_transform);
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}
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void
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clutter_pick_stack_pop_transform (ClutterPickStack *pick_stack)
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{
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cogl_matrix_stack_pop (pick_stack->matrix_stack);
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}
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ClutterActor *
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clutter_pick_stack_search_actor (ClutterPickStack *pick_stack,
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const graphene_point3d_t *point,
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const graphene_ray_t *ray)
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{
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int i;
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/* Search all "painted" pickable actors from front to back. A linear search
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* is required, and also performs fine since there is typically only
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* on the order of dozens of actors in the list (on screen) at a time.
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*/
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for (i = pick_stack->vertices_stack->len - 1; i >= 0; i--)
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{
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PickRecord *rec =
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&g_array_index (pick_stack->vertices_stack, PickRecord, i);
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if (rec->actor && ray_intersects_record (pick_stack, rec, point, ray))
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return rec->actor;
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}
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return NULL;
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}
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