float -> GLdouble for better compliance...
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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@ -9,7 +9,7 @@
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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@ -66,92 +66,92 @@ namespace vcg
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{
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template <class TO_PICK_CONT_TYPE>
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int Pick( const int & x, const int &y,
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TO_PICK_CONT_TYPE &m,
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std::vector<typename TO_PICK_CONT_TYPE::value_type*> &result,
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void (draw_func)(typename TO_PICK_CONT_TYPE::value_type &),
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int width=4,
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int height=4)
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{
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result.clear();
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long hits;
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int sz = int(m.size())*5;
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GLuint *selectBuf =new GLuint[sz];
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glSelectBuffer(sz, selectBuf);
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glRenderMode(GL_SELECT);
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glInitNames();
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int Pick( const int & x, const int &y,
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TO_PICK_CONT_TYPE &m,
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std::vector<typename TO_PICK_CONT_TYPE::value_type*> &result,
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void (draw_func)(typename TO_PICK_CONT_TYPE::value_type &),
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int width=4,
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int height=4)
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{
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result.clear();
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long hits;
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int sz = int(m.size())*5;
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GLuint *selectBuf =new GLuint[sz];
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glSelectBuffer(sz, selectBuf);
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glRenderMode(GL_SELECT);
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glInitNames();
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/* Because LoadName() won't work with no names on the stack */
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glPushName(-1);
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double mp[16];
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/* Because LoadName() won't work with no names on the stack */
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glPushName(-1);
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double mp[16];
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT,viewport);
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glPushAttrib(GL_TRANSFORM_BIT);
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glMatrixMode(GL_PROJECTION);
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glGetDoublev(GL_PROJECTION_MATRIX ,mp);
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glPushMatrix();
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glLoadIdentity();
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//gluPickMatrix(x, viewport[3]-y, 4, 4, viewport);
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gluPickMatrix(x, y, width, height, viewport);
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glMultMatrixd(mp);
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT,viewport);
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glPushAttrib(GL_TRANSFORM_BIT);
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glMatrixMode(GL_PROJECTION);
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glGetDoublev(GL_PROJECTION_MATRIX ,mp);
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glPushMatrix();
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glLoadIdentity();
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//gluPickMatrix(x, viewport[3]-y, 4, 4, viewport);
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gluPickMatrix(x, y, width, height, viewport);
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glMultMatrixd(mp);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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int cnt=0;
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typename TO_PICK_CONT_TYPE::iterator ei;
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for(ei=m.begin();ei!=m.end();++ei)
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{
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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int cnt=0;
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typename TO_PICK_CONT_TYPE::iterator ei;
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for(ei=m.begin();ei!=m.end();++ei)
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{
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glLoadName(cnt);
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draw_func(*ei);
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cnt++;
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}
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glLoadName(cnt);
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draw_func(*ei);
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cnt++;
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}
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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hits = glRenderMode(GL_RENDER);
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if (hits <= 0) return 0;
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std::vector< std::pair<double,unsigned int> > H;
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for(int ii=0;ii<hits;ii++){
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H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
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}
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std::sort(H.begin(),H.end());
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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hits = glRenderMode(GL_RENDER);
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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();
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std::advance(ei ,H[ii].second);
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result[ii]=&*ei;
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}
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glPopAttrib();
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delete [] selectBuf;
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return int(result.size());
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}
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if (hits <= 0) return 0;
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std::vector< std::pair<double,unsigned int> > H;
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for(int ii=0;ii<hits;ii++){
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H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
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}
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std::sort(H.begin(),H.end());
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// 10/2/06 Slightly changed the interface.
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// Return value is used to determine if the picked point was against the far plane
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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();
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std::advance(ei ,H[ii].second);
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result[ii]=&*ei;
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}
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glPopAttrib();
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delete [] selectBuf;
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return int(result.size());
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}
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// 10/2/06 Slightly changed the interface.
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// Return value is used to determine if the picked point was against the far plane
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// (and therefore nothing was picked)
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template <class PointType>
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bool Pick(const int & x, const int &y, PointType &pp){
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double res[3];
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GLdouble mm[16],pm[16]; GLint vp[4];
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glGetDoublev(GL_MODELVIEW_MATRIX,mm);
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glGetDoublev(GL_PROJECTION_MATRIX,pm);
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glGetIntegerv(GL_VIEWPORT,vp);
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float pix;
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glReadPixels(x,y,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&pix);
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GLdouble res[3];
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GLdouble mm[16],pm[16]; GLint vp[4];
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glGetDoublev(GL_MODELVIEW_MATRIX,mm);
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glGetDoublev(GL_PROJECTION_MATRIX,pm);
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glGetIntegerv(GL_VIEWPORT,vp);
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GLfloat pix;
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glReadPixels(x,y,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&pix);
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GLfloat depthrange[2]={0,0};
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glGetFloatv(GL_DEPTH_RANGE,depthrange);
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if(pix==depthrange[1]) return false;
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gluUnProject(x,y,pix,mm,pm,vp,&res[0],&res[1],&res[2]);
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pp=PointType (res[0],res[1],res[2]);
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gluUnProject(x,y,pix,mm,pm,vp,&res[0],&res[1],&res[2]);
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pp=PointType (res[0],res[1],res[2]);
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return true;
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}
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}
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} // end namespace
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