// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2015 Alec Jacobson // // 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 #include #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 & V, const Eigen::PlainObjectBase & F, Eigen::PlainObjectBase & obj, std::vector & 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 &) > & shoot_ray, Eigen::PlainObjectBase & obj, std::vector & 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 & V, const Eigen::PlainObjectBase & F, Eigen::PlainObjectBase & obj); } #ifndef IGL_STATIC_LIBRARY # include "unproject_in_mesh.cpp" #endif #endif