301 lines
8.8 KiB
Markdown
301 lines
8.8 KiB
Markdown
## Picking System: Object Selection and Interaction
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Unified picking system that handles single-click selection, hover detection, and drag-box multi-select. Supports both CPU ray-casting (via BVH) and GPU ID-buffer picking.
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### Components
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- `PickingSystem` (src/core/picking/picking_system.h/.cpp)
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- Main entry point for all picking operations.
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- Processes SDL mouse events (click, drag, release).
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- Maintains per-frame hover picks and last click selection.
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- Integrates with RenderGraph for async ID-buffer readback.
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- `SceneManager` picking helpers (src/scene/vk_scene_picking.cpp)
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- CPU ray-casting against `RenderObject` bounds.
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- BVH-accelerated mesh picking for precise triangle-level hits.
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- Rectangle selection in NDC space.
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### PickInfo Structure
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Result of any pick operation:
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```cpp
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struct PickInfo
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{
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MeshAsset *mesh = nullptr; // Source mesh asset
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LoadedGLTF *scene = nullptr; // Source glTF scene
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Node *node = nullptr; // glTF node that owns this surface
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RenderObject::OwnerType ownerType; // StaticGLTF, GLTFInstance, MeshInstance
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std::string ownerName; // Logical name (e.g., "player", "cube01")
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WorldVec3 worldPos; // Hit position in world space (double-precision)
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glm::mat4 worldTransform; // Object's world transform
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uint32_t indexCount; // Index count of picked surface
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uint32_t firstIndex; // First index of picked surface
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uint32_t surfaceIndex; // Surface index within mesh
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bool valid = false; // True if pick hit something
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};
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```
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### Picking Modes
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#### 1. CPU Ray Picking (Default)
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Uses camera ray against object bounds with BVH acceleration:
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- **Sphere bounds**: Quick bounding sphere test.
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- **Box bounds**: Ray-box intersection in local space.
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- **Capsule bounds**: Combined cylinder + sphere caps intersection.
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- **Mesh bounds**: Full BVH traversal for triangle-level precision.
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Advantages:
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- Immediate results (same frame).
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- No GPU readback latency.
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- Precise triangle-level hits with mesh BVH.
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#### 2. ID-Buffer Picking
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Renders object IDs to a GPU buffer and reads back single pixel:
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- Each `RenderObject` has a unique `objectID` assigned during draw.
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- Geometry pass writes IDs to an R32_UINT attachment.
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- `PickReadback` render pass copies single pixel to CPU-readable buffer.
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- Result resolved on next frame after GPU fence wait.
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Advantages:
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- Pixel-perfect accuracy (no false positives from bounds).
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- Handles complex overlapping geometry.
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- Works with any object shape.
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Enable via:
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```cpp
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picking_system.set_use_id_buffer_picking(true);
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```
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### PickingSystem API
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**Initialization:**
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```cpp
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void init(EngineContext *context);
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void cleanup();
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```
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**Frame Lifecycle:**
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```cpp
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void begin_frame(); // Resolve pending async picks after fence wait
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void process_event(const SDL_Event &event, bool ui_want_capture_mouse);
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void update_hover(); // Update hover pick each frame
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```
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**Results Access:**
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```cpp
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const PickInfo& last_pick() const; // Last click selection
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const PickInfo& hover_pick() const; // Current hover (under cursor)
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const std::vector<PickInfo>& drag_selection() const; // Multi-select results
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uint32_t last_pick_object_id() const; // Raw object ID of last pick
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```
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**Configuration:**
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```cpp
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bool use_id_buffer_picking() const;
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void set_use_id_buffer_picking(bool enabled);
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bool debug_draw_bvh() const;
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void set_debug_draw_bvh(bool enabled);
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```
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**Utilities:**
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```cpp
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// Clear picks for removed objects (call when deleting instances)
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void clear_owner_picks(RenderObject::OwnerType owner_type, const std::string &owner_name);
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// Mutable access for engine integration
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PickInfo* mutable_last_pick();
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PickInfo* mutable_hover_pick();
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```
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**RenderGraph Integration:**
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```cpp
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// Called during RenderGraph build when ID-buffer picking is enabled
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void register_id_buffer_readback(RenderGraph &graph,
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RGImageHandle id_buffer,
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VkExtent2D draw_extent,
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VkExtent2D swapchain_extent);
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```
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### SceneManager Picking API
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Lower-level picking functions for custom use:
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```cpp
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// Single-object ray pick
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bool pick(const glm::vec2 &mousePosPixels, RenderObject &outObject, WorldVec3 &outWorldPos);
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// Resolve ID from ID-buffer back to RenderObject
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bool resolveObjectID(uint32_t id, RenderObject &outObject) const;
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// Rectangle selection (drag-box)
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void selectRect(const glm::vec2 &p0, const glm::vec2 &p1,
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std::vector<RenderObject> &outObjects) const;
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```
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### Usage Examples
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**Basic Click Selection:**
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```cpp
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void Game::handle_selection(PickingSystem& picking)
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{
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const PickingSystem::PickInfo& pick = picking.last_pick();
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if (pick.valid)
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{
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fmt::println("Selected: {} at ({}, {}, {})",
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pick.ownerName,
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pick.worldPos.x, pick.worldPos.y, pick.worldPos.z);
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// Handle different owner types
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switch (pick.ownerType)
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{
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case RenderObject::OwnerType::GLTFInstance:
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select_actor(pick.ownerName);
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break;
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case RenderObject::OwnerType::MeshInstance:
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select_prop(pick.ownerName);
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break;
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default:
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break;
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}
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}
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}
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```
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**Hover Tooltips:**
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```cpp
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void Game::update_ui(PickingSystem& picking)
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{
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const PickingSystem::PickInfo& hover = picking.hover_pick();
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if (hover.valid)
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{
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show_tooltip(hover.ownerName);
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}
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}
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```
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**Multi-Select with Drag Box:**
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```cpp
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void Game::process_drag_selection(PickingSystem& picking)
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{
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const auto& selection = picking.drag_selection();
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for (const PickingSystem::PickInfo& pick : selection)
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{
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if (pick.valid)
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{
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add_to_selection(pick.ownerName);
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}
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}
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}
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```
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**Custom Ray Pick:**
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```cpp
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void Game::custom_pick(SceneManager& scene, const glm::vec2& screen_pos)
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{
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RenderObject hit_object{};
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WorldVec3 hit_pos{};
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if (scene.pick(screen_pos, hit_object, hit_pos))
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{
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// hit_object contains the picked render object
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// hit_pos is the precise world-space hit position
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spawn_effect_at(hit_pos);
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}
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}
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```
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### Bounds Types
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Objects can use different bounds types for picking:
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```cpp
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enum class BoundsType : uint8_t
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{
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None = 0, // Not pickable
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Box = 1, // AABB (default for most objects)
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Sphere = 2, // Bounding sphere
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Capsule = 3, // Cylinder + hemisphere caps
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Mesh = 4, // Full BVH mesh intersection
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};
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```
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Set bounds type when adding instances:
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```cpp
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scene->addMeshInstance("capsule_enemy", mesh, transform, BoundsType::Capsule);
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```
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### Mesh BVH Picking
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For precise triangle-level picking on complex meshes:
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1. Mesh assets automatically build a BVH during loading.
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2. `BoundsType::Mesh` triggers BVH traversal instead of simple bounds test.
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3. Returns exact triangle hit position, not just bounding box intersection.
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4. `PickInfo::firstIndex` and `indexCount` are refined to the exact triangle.
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Debug BVH visualization:
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```cpp
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picking.set_debug_draw_bvh(true); // Shows BVH nodes in debug overlay
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```
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### Coordinate Space Handling
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The picking system handles multiple coordinate transformations:
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1. **Window pixels** (SDL event coordinates, top-left origin)
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2. **Swapchain pixels** (scaled for HiDPI displays)
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3. **Logical render pixels** (internal render resolution)
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4. **NDC** (normalized device coordinates, -1 to 1)
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5. **World space** (double-precision `WorldVec3`)
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The `window_to_swapchain_pixels()` helper handles HiDPI scaling. Letterboxing is accounted for when render resolution differs from swapchain size.
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### Frame Flow
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1. `begin_frame()` — Resolve pending async ID-buffer picks from previous frame.
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2. `process_event()` — Handle mouse events (click start/end, motion).
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3. `update_hover()` — CPU ray-cast for current hover under cursor.
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4. RenderGraph build — If ID-buffer picking enabled, register readback pass.
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5. Next frame — Async pick result becomes available.
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### Integration with ImGui
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The picking system respects ImGui's input capture:
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```cpp
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// In event loop
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bool ui_capture = imgui_system.want_capture_mouse();
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picking_system.process_event(event, ui_capture);
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```
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When `ui_want_capture_mouse` is true:
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- Click events are ignored (no picks started).
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- Mouse motion still updates cursor position for future picks.
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- Hover picking is not affected.
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### Tips
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- Use CPU ray picking (`set_use_id_buffer_picking(false)`) for immediate feedback.
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- Use ID-buffer picking for pixel-perfect selection in dense scenes.
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- Call `clear_owner_picks()` when removing instances to avoid stale picks.
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- For mesh BVH to work, ensure the mesh was loaded with BVH generation enabled.
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- The drag selection threshold is 3 pixels — smaller motions are treated as clicks. |