vcglib/wrap/gl/picking.h

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#pragma once
/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
This file contains two function providing the standard way to do picking using opendgl:
- using the SELECT mode (first function)
- using the depth buffer and gluUnproject (second function)
History
$Log: not supported by cvs2svn $
2006-02-28 14:25:48 +01:00
Revision 1.2 2006/02/13 13:06:34 cignoni
Removed glut. Added ifdef guards and namespace.
Added bool return value to the pick function
Revision 1.1 2005/12/03 09:36:28 ganovelli
*** empty log message ***
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****************************************************************************/
#ifndef WRAP_GL_PICKING_H
#define WRAP_GL_PICKING_H
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#include <algorithm>
namespace vcg
{
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template <class TO_PICK_CONT_TYPE>
int Pick( const int & x, const int &y,
TO_PICK_CONT_TYPE &m,
std::vector<typename TO_PICK_CONT_TYPE::value_type*> &result,
void (draw_func)(typename TO_PICK_CONT_TYPE::value_type &),
int width=4,
int height=4)
{
result.clear();
long hits;
int sz=m.size()*5;
unsigned int *selectBuf =new unsigned int[sz];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
/* Because LoadName() won't work with no names on the stack */
glPushName(-1);
double mp[16];
int viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX ,mp);
glPushMatrix();
glLoadIdentity();
//gluPickMatrix(x, viewport[3]-y, 4, 4, viewport);
gluPickMatrix(x, y, width, height, viewport);
glMultMatrixd(mp);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int cnt=0;
typename TO_PICK_CONT_TYPE::iterator ei;
for(ei=m.begin();ei!=m.end();++ei)
{
glLoadName(cnt);
draw_func(*ei);
cnt++;
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
if (hits <= 0) return 0;
std::vector< std::pair<double,unsigned int> > H;
for(int ii=0;ii<hits;ii++){
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
std::sort(H.begin(),H.end());
result.resize(H.size());
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for(int ii=0;ii<hits;ii++){
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typename TO_PICK_CONT_TYPE::iterator ei=m.begin();
advance(ei ,H[ii].second);
result[ii]=&*ei;
}
delete [] selectBuf;
return result.size();
}
// 10/2/06 Slightly changed the interface.
// Return value is used to determine if the picked point was against the far plane
// (and therefore nothing was picked)
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template <class PointType>
bool Pick(const int & x, const int &y, PointType &pp){
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double res[3];
GLdouble mm[16],pm[16]; GLint vp[4];
glGetDoublev(GL_MODELVIEW_MATRIX,mm);
glGetDoublev(GL_PROJECTION_MATRIX,pm);
glGetIntegerv(GL_VIEWPORT,vp);
float pix;
glReadPixels(x,y,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&pix);
GLfloat depthrange[2]={0,0};
glGetFloatv(GL_DEPTH_RANGE,depthrange);
if(pix==depthrange[1]) return false;
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gluUnProject(x,y,pix,mm,pm,vp,&res[0],&res[1],&res[2]);
pp=PointType (res[0],res[1],res[2]);
return true;
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}
} // end namespace
#endif