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QuaternionEngine/docs/Picking.md
2025-12-17 01:43:13 +09:00

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