Closed gerardogc2378 closed 8 years ago
It's exactly the same. Just place your model's root node in the PICKING
layout. Then catch it with the mouseClick
signal.
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...
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?
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);
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
Thanks @promethe42 I will try this code and comment later.
Hi @promethe42 , I have another question, is there a way in minko to set a collision shape like this and make it touchable?
There are many things on that picture... what's supposed to be the collision shape? By "touchable", do you mean clickable with the touchscreen?
Hi @promethe42 again, collision shape is the blue-light cube, Of course touchable is clickable :-)
Just add the picking component to that shape. What's stopping you?
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
Hi, reading much of minko code I found picking example to pick only primitive shapes like cube and spheres, what about collada model picking? How to do picking with collada 3d models?