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Collada model picking? about minko HOT 11 CLOSED

gerardogc2378 avatar gerardogc2378 commented on September 28, 2024
Collada model picking?

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Comments (11)

warrenseine avatar warrenseine commented on September 28, 2024

It's exactly the same. Just place your model's root node in the PICKING layout. Then catch it with the mouseClick signal.

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gerardogc2378 avatar gerardogc2378 commented on September 28, 2024

Hi @warrenseine, I have this simple code:

auto daeModel = sceneManager->assets()->symbol(DAE_MODEL);
daeModel->layout(scene::BuiltinLayout::DEFAULT | scene::BuiltinLayout::PICKING);
root->addChild(daeModel);

root->addComponent(Picking::create(camera, false, true));
pickingMouseClick = root->component<Picking>()->mouseClick()->connect([=](scene::Node::Ptr node)
{                                                                         
    std::cout << "Mouse Click: " << node->name() << std::endl;
}

Clicking it's not working...

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warrenseine avatar warrenseine commented on September 28, 2024

Sounds like the right way to do it. Does it work in your code if you replace the Collada model by a simple native shape?

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gerardogc2378 avatar gerardogc2378 commented on September 28, 2024

Yes working with simple native shapes on branch master

auto ground = scene::Node::create("ground")                               
        ->addComponent(Surface::create(                                         
            geometry::QuadGeometry::create(sceneManager->assets()->context()),  
            material::BasicMaterial::create()->diffuseColor(vec4(1.f, .5f, .5f, 1.f)),
            sceneManager->assets()->effect("effect/Phong.effect")))             
        ->addComponent(Transform::create(scale(vec3(4.f)) * rotate(static_cast<float>(-M_PI_2), vec3(1.f, 0.f, 0.f))))
        ->layout(scene::BuiltinLayout::DEFAULT | scene::BuiltinLayout::PICKING) 
      ;                                                                         
      root->addChild(ground);

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JMLX42 avatar JMLX42 commented on September 28, 2024
auto daeModel = sceneManager->assets()->symbol(DAE_MODEL);
daeModel->layout(scene::BuiltinLayout::DEFAULT | scene::BuiltinLayout::PICKING);

Picking is done using a GPU picking map rendered by a Renderer working on all the Surface components that are in the scene::BuiltinLayout::PICKING layout. So I think you need to add the meshes to the scene::BuiltinLayout::PICKING layout, not just the root of the model.

You can define your own file::Options::nodeFunction that will be called on all node upon loading to make sure the relevant ones are in the right layout:

fileOptions->nodeFunction([](scene::Node::Ptr n)
{
  if (n->hasComponent<component::Surface>())
    n->layout(n->layout() | scene::BuiltinLayout::PICKING);
}
// load the dae with those options

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gerardogc2378 avatar gerardogc2378 commented on September 28, 2024

Thanks @promethe42 I will try this code and comment later.

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gerardogc2378 avatar gerardogc2378 commented on September 28, 2024

Hi @promethe42 , I have another question, is there a way in minko to set a collision shape like this and make it touchable?

screenshot from 2016-07-08 21-56-20

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JMLX42 avatar JMLX42 commented on September 28, 2024

There are many things on that picture... what's supposed to be the collision shape?
By "touchable", do you mean clickable with the touchscreen?

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gerardogc2378 avatar gerardogc2378 commented on September 28, 2024

Hi @promethe42 again, collision shape is the blue-light cube, Of course touchable is clickable :-)

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JMLX42 avatar JMLX42 commented on September 28, 2024

Just add the picking component to that shape. What's stopping you?

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gerardogc2378 avatar gerardogc2378 commented on September 28, 2024

Hi @promethe42 thanks again for your support. One and mainly is my spare time to learn minko (minko is awesome technology) but I have had progress step by step :D

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