2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
22 #include <dali/public-api/actors/layer.h>
23 #include <dali/public-api/math/vector2.h>
24 #include <dali/public-api/math/vector4.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/internal/event/actors/actor-impl.h>
27 #include <dali/internal/event/actors/camera-actor-impl.h>
28 #include <dali/internal/event/actors/layer-impl.h>
29 #include <dali/internal/event/actors/layer-list.h>
30 #include <dali/internal/event/common/stage-impl.h>
31 #include <dali/internal/event/common/projection.h>
32 #include <dali/internal/event/images/frame-buffer-image-impl.h>
33 #include <dali/internal/event/render-tasks/render-task-impl.h>
34 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
42 namespace HitTestAlgorithm
52 distance( std::numeric_limits<float>::max() ),
53 depth( std::numeric_limits<int>::min() )
57 Actor *actor; ///< The actor hit (if actor is hit, then this is initialised).
58 Vector2 hitPosition; ///< Position of hit (only valid if actor valid).
59 float distance; ///< Distance from ray origin to hit actor.
60 int32_t depth; ///< Depth index of this actor.
64 * Creates an Actor handle so that a HitTestFunction provided via the public API can be called.
66 struct HitTestFunctionWrapper : public HitTestInterface
71 * @param[in] func HitTestFunction to call with an Actor handle.
73 HitTestFunctionWrapper( Dali::HitTestAlgorithm::HitTestFunction func )
78 virtual bool IsActorHittable( Actor* actor )
80 return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::CHECK_ACTOR );
83 virtual bool DescendActorHierarchy( Actor* actor )
85 return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE );
88 virtual bool DoesLayerConsumeHit( Layer* layer )
90 // Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
91 // where the caller may want to check for something completely different.
92 // TODO: Should provide a means to let caller decide. For now do not allow layers to consume
96 Dali::HitTestAlgorithm::HitTestFunction mFunc;
100 * Used in the hit-test algorithm to check whether the actor is touchable.
101 * It is used by the touch event processor.
103 struct ActorTouchableCheck : public HitTestInterface
105 virtual bool IsActorHittable( Actor* actor )
107 return actor->GetTouchRequired() && // Does the Application or derived actor type require a touch event?
108 actor->IsHittable(); // Is actor sensitive, visible and on the scene?
111 virtual bool DescendActorHierarchy( Actor* actor )
113 return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
114 actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
117 virtual bool DoesLayerConsumeHit( Layer* layer )
119 return layer->IsTouchConsumed();
124 * Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
126 bool IsActorExclusiveToAnotherRenderTask( const Actor& actor,
127 const RenderTask& renderTask,
128 const Vector< RenderTaskList::Exclusive >& exclusives )
131 if( exclusives.Size() )
133 for( Vector< RenderTaskList::Exclusive >::Iterator exclusiveIt = exclusives.Begin(); exclusives.End() != exclusiveIt; ++exclusiveIt )
135 if( ( exclusiveIt->renderTaskPtr != &renderTask ) && ( exclusiveIt->actorPtr == &actor ) )
145 * Recursively hit test all the actors, without crossing into other layers.
146 * This algorithm performs a Depth-First-Search (DFS) on all Actors within Layer.
147 * Hit-Testing each Actor, noting the distance from the Ray-Origin (3D origin
148 * of touch vector). The closest Hit-Tested Actor is that which is returned.
149 * Exceptions to this rule are:
150 * - When comparing against renderable parents, if Actor is the same distance
151 * or closer than it's renderable parent, then it takes priority.
153 HitActor HitTestWithinLayer( Actor& actor,
154 const RenderTask& renderTask,
155 const Vector< RenderTaskList::Exclusive >& exclusives,
156 const Vector4& rayOrigin,
157 const Vector4& rayDir,
158 float& nearClippingPlane,
159 float& farClippingPlane,
160 HitTestInterface& hitCheck,
163 uint32_t clippingDepth,
164 uint32_t clippingBitPlaneMask )
168 if( IsActorExclusiveToAnotherRenderTask( actor, renderTask, exclusives ) )
173 // For clipping, regardless of whether we have hit this actor or not,
174 // we increase the clipping depth if we have hit a clipping actor.
175 // This is used later to ensure all nested clipped children have hit
176 // all clipping actors also for them to be counted as hit.
177 uint32_t newClippingDepth = clippingDepth;
178 bool clippingActor = actor.GetClippingMode() != ClippingMode::DISABLED;
184 // If we are a clipping actor or hittable...
185 if( clippingActor || hitCheck.IsActorHittable( &actor ) )
187 Vector3 size( actor.GetCurrentSize() );
189 // Ensure the actor has a valid size.
190 // If so, perform a quick ray sphere test to see if our ray is close to the actor.
191 if( size.x > 0.0f && size.y > 0.0f && actor.RaySphereTest( rayOrigin, rayDir ) )
193 Vector2 hitPointLocal;
196 // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
197 if( actor.RayActorTest( rayOrigin, rayDir, hitPointLocal, distance ) )
199 if( distance >= nearClippingPlane && distance <= farClippingPlane )
201 // If the hit has happened on a clipping actor, then add this clipping depth to the mask of hit clipping depths.
202 // This mask shows all the actors that have been hit at different clipping depths.
205 clippingBitPlaneMask |= 1u << clippingDepth;
208 if( overlayHit && !actor.IsOverlay() )
210 // If we have already hit an overlay and current actor is not an overlay ignore current actor.
214 if( actor.IsOverlay() )
219 // At this point we have hit an actor.
220 // Now perform checks for clipping.
221 // Assume we have hit the actor first as if it is not clipped this would be the case.
222 bool haveHitActor = true;
224 // Check if we are performing clipping. IE. if any actors so far have clipping enabled - not necessarily this one.
225 // We can do this by checking the clipping depth has a value 1 or above.
226 if( newClippingDepth >= 1u )
228 // Now for us to count this actor as hit, we must have also hit
229 // all CLIPPING actors up to this point in the hierarchy as well.
230 // This information is stored in the clippingBitPlaneMask we updated above.
231 // Here we calculate a comparison mask by setting all the bits up to the current depth value.
232 // EG. a depth of 4 (10000 binary) = a mask of 1111 binary.
233 // This allows us a fast way of comparing all bits are set up to this depth.
234 // Note: If the current Actor has clipping, that is included in the depth mask too.
235 uint32_t clippingDepthMask = ( 1u << newClippingDepth ) - 1u;
237 // The two masks must be equal to be a hit, as we are already assuming a hit
238 // (for non-clipping mode) then they must be not-equal to disqualify the hit.
239 if( clippingBitPlaneMask != clippingDepthMask )
241 haveHitActor = false;
248 hit.hitPosition = hitPointLocal;
249 hit.distance = distance;
250 hit.depth = actor.GetSortingDepth() ;
252 if( actor.GetRendererCount() > 0 )
254 //Get renderer with maximum depth
255 int rendererMaxDepth(actor.GetRendererAt( 0 ).Get()->GetDepthIndex());
256 for( uint32_t i(1); i < actor.GetRendererCount(); ++i )
258 int depth = actor.GetRendererAt( i ).Get()->GetDepthIndex();
259 if( depth > rendererMaxDepth )
261 rendererMaxDepth = depth;
264 hit.depth += rendererMaxDepth;
273 // Find a child hit, until we run out of actors in the current layer.
275 if( actor.GetChildCount() > 0 )
277 childHit.distance = std::numeric_limits<float>::max();
278 childHit.depth = std::numeric_limits<int32_t>::min();
279 ActorContainer& children = actor.GetChildrenInternal();
281 // Hit test ALL children and calculate their distance.
282 bool parentIsRenderable = actor.IsRenderable();
284 for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
286 // Descend tree only if...
287 if ( !( *iter )->IsLayer() && // Child is NOT a layer, hit testing current layer only
288 ( hitCheck.DescendActorHierarchy( ( *iter ).Get() ) ) ) // We can descend into child hierarchy
290 HitActor currentHit( HitTestWithinLayer( ( *iter->Get() ),
301 clippingBitPlaneMask ) );
303 bool updateChildHit = false;
304 if( currentHit.distance >= 0.0f )
308 updateChildHit = ( ( currentHit.depth > childHit.depth ) ||
309 ( ( currentHit.depth == childHit.depth ) && ( currentHit.distance < childHit.distance ) ) );
313 updateChildHit = currentHit.depth >= childHit.depth;
319 if( !parentIsRenderable || currentHit.depth > hit.depth ||
320 ( layerIs3d && ( currentHit.depth == hit.depth && currentHit.distance < hit.distance )) )
322 childHit = currentHit;
329 return ( childHit.actor ) ? childHit : hit;
333 * Return true if actor is sourceActor or a descendent of sourceActor
335 bool IsWithinSourceActors( const Actor& sourceActor, const Actor& actor )
337 if ( &sourceActor == &actor )
342 Actor* parent = actor.GetParent();
345 return IsWithinSourceActors( sourceActor, *parent );
348 // Not within source actors
353 * Returns true if the layer and all of the layer's parents are visible and sensitive.
355 inline bool IsActuallyHittable( Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck )
357 bool hittable( true );
359 if( layer.IsClipping() )
361 ClippingBox box = layer.GetClippingBox();
363 if( screenCoordinates.x < static_cast<float>( box.x )||
364 screenCoordinates.x > static_cast<float>( box.x + box.width )||
365 screenCoordinates.y < stageSize.y - static_cast<float>( box.y + box.height ) ||
366 screenCoordinates.y > stageSize.y - static_cast<float>( box.y ) )
368 // Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
375 Actor* actor( &layer );
377 // Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
378 while( actor && hittable )
380 if( ! hitCheck.DescendActorHierarchy( actor ) )
385 actor = actor->GetParent();
393 * Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
395 void GetCameraClippingPlane( RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane )
397 CameraActor* cameraActor = renderTask.GetCameraActor();
398 nearClippingPlane = cameraActor->GetNearClippingPlane();
399 farClippingPlane = cameraActor->GetFarClippingPlane();
403 * Hit test a RenderTask
405 bool HitTestRenderTask( const Vector< RenderTaskList::Exclusive >& exclusives,
408 RenderTask& renderTask,
409 Vector2 screenCoordinates,
411 HitTestInterface& hitCheck )
413 if ( renderTask.IsHittable( screenCoordinates ) )
416 renderTask.GetViewport( viewport );
417 if( screenCoordinates.x < static_cast<float>( viewport.x ) ||
418 screenCoordinates.x > static_cast<float>( viewport.x + viewport.width ) ||
419 screenCoordinates.y < static_cast<float>( viewport.y ) ||
420 screenCoordinates.y > static_cast<float>( viewport.y + viewport.height ) )
422 // The screen coordinate is outside the viewport of render task. The viewport clips all layers.
426 float nearClippingPlane, farClippingPlane;
427 GetCameraClippingPlane( renderTask, nearClippingPlane, farClippingPlane );
429 // Determine the layer depth of the source actor
430 Actor* sourceActor( renderTask.GetSourceActor() );
433 Dali::Layer layer( sourceActor->GetLayer() );
436 const uint32_t sourceActorDepth( layer.GetDepth() );
438 CameraActor* cameraActor = renderTask.GetCameraActor();
439 bool pickingPossible = cameraActor->BuildPickingRay(
443 results.rayDirection );
444 if( !pickingPossible )
449 // Hit test starting with the top layer, working towards the bottom layer.
451 bool overlayHit = false;
452 bool layerConsumesHit = false;
453 const Vector2& stageSize = stage.GetSize();
455 for( int32_t i = layers.GetLayerCount() - 1; i >= 0 && !( hit.actor ); --i )
457 Layer* layer( layers.GetLayer( i ) );
460 // Ensure layer is touchable (also checks whether ancestors are also touchable)
461 if( IsActuallyHittable( *layer, screenCoordinates, stageSize, hitCheck ) )
463 // Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
464 if( sourceActorDepth == static_cast<uint32_t>( i ) )
466 // Recursively hit test the source actor & children, without crossing into other layers.
467 hit = HitTestWithinLayer( *sourceActor,
471 results.rayDirection,
476 layer->GetBehavior() == Dali::Layer::LAYER_3D,
480 else if( IsWithinSourceActors( *sourceActor, *layer ) )
482 // Recursively hit test all the actors, without crossing into other layers.
483 hit = HitTestWithinLayer( *layer,
487 results.rayDirection,
492 layer->GetBehavior() == Dali::Layer::LAYER_3D,
497 // If this layer is set to consume the hit, then do not check any layers behind it
498 if( hitCheck.DoesLayerConsumeHit( layer ) )
500 layerConsumesHit = true;
508 results.renderTask = RenderTaskPtr( &renderTask );
509 results.actor = Dali::Actor( hit.actor );
510 results.actorCoordinates = hit.hitPosition;
512 return true; // Success
515 if( layerConsumesHit )
517 return true; // Also success if layer is consuming the hit
526 * Iterate through the RenderTaskList and perform hit testing.
528 * @param[in] stage The stage the tests will be performed in
529 * @param[in] layers The list of layers to test
530 * @param[in] taskList The list of render tasks
531 * @param[out] results Ray information calculated by the camera
532 * @param[in] hitCheck The hit testing interface object to use
533 * @param[in] onScreen True to test on-screen, false to test off-screen
534 * @return True if we have a hit, false otherwise
536 bool HitTestRenderTaskList( Stage& stage,
538 RenderTaskList& taskList,
539 const Vector2& screenCoordinates,
541 HitTestInterface& hitCheck,
544 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
545 RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
546 const Vector< RenderTaskList::Exclusive >& exclusives = taskList.GetExclusivesList();
548 for( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
550 RenderTask& renderTask = *iter->Get();
551 bool isOffscreenRenderTask = ( renderTask.GetTargetFrameBuffer() || renderTask.GetFrameBuffer() );
552 if( (onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask) )
558 if( HitTestRenderTask( exclusives, stage, layers, renderTask, screenCoordinates, results, hitCheck ) )
560 // Return true when an actor is hit (or layer in our render-task consumes the hit)
561 return true; // don't bother checking off screen tasks
569 * Iterate through the RenderTaskList and perform hit testing for both on-screen and off-screen.
571 * @param[in] stage The stage the tests will be performed in
572 * @param[in] layers The list of layers to test
573 * @param[in] taskList The list of render tasks
574 * @param[out] results Ray information calculated by the camera
575 * @param[in] hitCheck The hit testing interface object to use
576 * @param[in] onScreen True to test on-screen, false to test off-screen
577 * @return True if we have a hit, false otherwise
579 bool HitTestForEachRenderTask( Stage& stage,
581 RenderTaskList& taskList,
582 const Vector2& screenCoordinates,
584 HitTestInterface& hitCheck )
588 // Check on-screen tasks before off-screen ones.
589 // Hit test order should be reverse of draw order (see ProcessRenderTasks() where off-screen tasks are drawn first).
590 if( HitTestRenderTaskList( stage, layers, taskList, screenCoordinates, results, hitCheck, true ) ||
591 HitTestRenderTaskList( stage, layers, taskList, screenCoordinates, results, hitCheck, false ) )
600 } // unnamed namespace
602 HitTestInterface::~HitTestInterface()
606 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
608 bool wasHit( false );
609 // Hit-test the regular on-stage actors
610 RenderTaskList& taskList = stage.GetRenderTaskList();
611 LayerList& layerList = stage.GetLayerList();
613 Results hitTestResults;
614 HitTestFunctionWrapper hitTestFunctionWrapper( func );
615 if( HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
617 results.actor = hitTestResults.actor;
618 results.actorCoordinates = hitTestResults.actorCoordinates;
624 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface )
626 bool wasHit( false );
628 // Hit-test the regular on-stage actors
631 RenderTaskList& taskList = stage.GetRenderTaskList();
632 LayerList& layerList = stage.GetLayerList();
634 wasHit = HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, results, hitTestInterface );
639 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results )
641 ActorTouchableCheck actorTouchableCheck;
642 return HitTest( stage, screenCoordinates, results, actorTouchableCheck );
645 bool HitTest( Stage& stage, RenderTask& renderTask, const Vector2& screenCoordinates,
646 Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
648 bool wasHit( false );
649 Results hitTestResults;
651 const Vector< RenderTaskList::Exclusive >& exclusives = stage.GetRenderTaskList().GetExclusivesList();
652 HitTestFunctionWrapper hitTestFunctionWrapper( func );
653 if( HitTestRenderTask( exclusives, stage, stage.GetLayerList(), renderTask, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
655 results.actor = hitTestResults.actor;
656 results.actorCoordinates = hitTestResults.actorCoordinates;
663 } // namespace HitTestAlgorithm
665 } // namespace Internal