dust3d/third_party/libigl/include/igl/unproject_in_mesh.h

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