/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// CLASS HEADER
#include <dali/internal/event/events/ray-test.h>
+// EXTERNAL INCLUDES
+#include <algorithm> ///< for std::min, std::max
+
// INTERNAL INCLUDES
#include <dali/internal/event/actors/actor-impl.h>
#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/update/nodes/node.h>
+#include <dali/public-api/math/compile-time-math.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/math/vector4.h>
using Dali::Internal::SceneGraph::Node;
+namespace
+{
+constexpr float RAY_TEST_ABSOLUTE_EPSILON = Dali::Epsilon<10>::value; ///< 0.0000011920928955078125
+constexpr float RAY_TEST_RELATIVE_EPSILON = Dali::Epsilon<1000>::value; ///< 0.00011920928955078125
+
+/**
+ * @brief Get the epsilon value that we allow to test.
+ * It will be used when some numeric error occured.
+ *
+ * @param targetScale Scale of target value
+ * @return The epsilon value for target scale touch case.
+ */
+constexpr float GetEpsilon(const float targetScale)
+{
+ return std::max(RAY_TEST_ABSOLUTE_EPSILON, RAY_TEST_RELATIVE_EPSILON * targetScale);
+}
+} // namespace
+
namespace Dali
{
namespace Internal
return false;
}
- const Node& node = actor.GetNode();
- const BufferIndex bufferIndex = EventThreadServices::Get().GetEventBufferIndex();
- const Vector3& translation = node.GetWorldPosition(bufferIndex);
- const Vector3& size = node.GetSize(bufferIndex);
- const Vector3& scale = node.GetWorldScale(bufferIndex);
+ const Node& node = actor.GetNode();
+ const BufferIndex bufferIndex = EventThreadServices::Get().GetEventBufferIndex();
+ const Vector3& translation = node.GetWorldPosition(bufferIndex);
+ const Vector3& size = node.GetSize(bufferIndex);
+ const Vector3& scale = node.GetWorldScale(bufferIndex);
+ const Rect<int>& touchAreaOffset = actor.GetTouchAreaOffset(); // (left, right, bottom, top)
// Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.
- const Vector3 rayOriginLocal(rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z);
+ const Vector3 rayOriginLocal(rayOrigin.x - translation.x - (touchAreaOffset.left + touchAreaOffset.right) * 0.5, rayOrigin.y - translation.y - (touchAreaOffset.top + touchAreaOffset.bottom) * 0.5, rayOrigin.z - translation.z);
// Computing the radius is not needed, a square radius is enough so can just use size but we do need to scale the sphere
- const float width = size.width * scale.width;
- const float height = size.height * scale.height;
+ const float width = size.width * scale.width + touchAreaOffset.right - touchAreaOffset.left;
+ const float height = size.height * scale.height + touchAreaOffset.bottom - touchAreaOffset.top;
- float squareSphereRadius = 0.5f * (width * width + height * height);
+ // Correction numeric error.
+ const float epsilon = GetEpsilon(std::max(width, height));
+
+ float squareSphereRadius = 0.5f * (width * width + height * height) + epsilon;
float a = rayDir.Dot(rayDir); // a
float b2 = rayDir.Dot(rayOriginLocal); // b/2
// Ray travels distance * rayDirLocal to intersect with plane.
distance = a / b;
- const Vector2& size = actor.GetTouchArea() == Vector2::ZERO ? Vector2(node.GetSize(EventThreadServices::Get().GetEventBufferIndex())) : actor.GetTouchArea();
- hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
- hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
+ const Vector2& size = Vector2(node.GetSize(EventThreadServices::Get().GetEventBufferIndex()));
+ const Rect<int>& touchAreaOffset = actor.GetTouchAreaOffset(); // (left, right, bottom, top)
+ hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
+ hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
+
+ // Correction numeric error.
+ const float epsilon = GetEpsilon(std::max(size.x, size.y));
// Test with the actor's geometry.
- hit = (hitPointLocal.x >= 0.f) && (hitPointLocal.x <= size.x) && (hitPointLocal.y >= 0.f) && (hitPointLocal.y <= size.y);
+ hit = (hitPointLocal.x >= touchAreaOffset.left - epsilon) && (hitPointLocal.x <= (size.x + touchAreaOffset.right + epsilon) && (hitPointLocal.y >= touchAreaOffset.top - epsilon) && (hitPointLocal.y <= (size.y + touchAreaOffset.bottom + epsilon)));
}
}