89 lines
3.1 KiB
C
89 lines
3.1 KiB
C
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_UNPROJECT_IN_MESH
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#define IGL_UNPROJECT_IN_MESH
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#include "igl_inline.h"
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#include <Eigen/Core>
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#include <vector>
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#include "Hit.h"
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namespace igl
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{
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// Unproject a screen location (using current opengl viewport, projection, and
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// model view) to a 3D position _inside_ a given mesh. If the ray through the
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// given screen location (x,y) _hits_ the mesh more than twice then the 3D
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// midpoint between the first two hits is return. If it hits once, then that
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// point is return. If it does not hit the mesh then obj is not set.
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//
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// Inputs:
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// pos screen space coordinates
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// model model matrix
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// proj projection matrix
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// viewport vieweport vector
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// V #V by 3 list of mesh vertex positions
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// F #F by 3 list of mesh triangle indices into V
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// Outputs:
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// obj 3d unprojected mouse point in mesh
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// hits vector of hits
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// Returns number of hits
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//
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template < typename DerivedV, typename DerivedF, typename Derivedobj>
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IGL_INLINE int unproject_in_mesh(
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const Eigen::Vector2f& pos,
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const Eigen::Matrix4f& model,
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const Eigen::Matrix4f& proj,
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const Eigen::Vector4f& viewport,
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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Eigen::PlainObjectBase<Derivedobj> & obj,
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std::vector<igl::Hit > & hits);
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//
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// Inputs:
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// pos screen space coordinates
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// model model matrix
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// proj projection matrix
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// viewport vieweport vector
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// shoot_ray function handle that outputs first hit of a given ray
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// against a mesh (embedded in function handles as captured
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// variable/data)
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// Outputs:
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// obj 3d unprojected mouse point in mesh
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// hits vector of hits
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// Returns number of hits
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//
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template < typename Derivedobj>
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IGL_INLINE int unproject_in_mesh(
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const Eigen::Vector2f& pos,
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const Eigen::Matrix4f& model,
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const Eigen::Matrix4f& proj,
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const Eigen::Vector4f& viewport,
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const std::function<
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void(
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const Eigen::Vector3f&,
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const Eigen::Vector3f&,
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std::vector<igl::Hit> &)
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> & shoot_ray,
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Eigen::PlainObjectBase<Derivedobj> & obj,
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std::vector<igl::Hit > & hits);
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template < typename DerivedV, typename DerivedF, typename Derivedobj>
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IGL_INLINE int unproject_in_mesh(
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const Eigen::Vector2f& pos,
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const Eigen::Matrix4f& model,
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const Eigen::Matrix4f& proj,
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const Eigen::Vector4f& viewport,
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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Eigen::PlainObjectBase<Derivedobj> & obj);
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "unproject_in_mesh.cpp"
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#endif
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#endif
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