Completed the rewriting all the picking stuff. Now the default is NOT using OpenGL. And it is actually faster on all the machines I have tested...

This commit is contained in:
Paolo Cignoni 2014-04-08 09:37:44 +00:00
parent 017e289d3e
commit 9f6d5f1d84
1 changed files with 257 additions and 394 deletions

View File

@ -20,16 +20,7 @@
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.10 2006/12/07 00:39:22 cignoni
Added a class prototype for avoiding the inclusion of tetra.h
Revision 1.9 2006/12/04 09:27:13 cignoni
Removed useless include <tetra.h>
****************************************************************************/
#ifndef __PICK______H
#define __PICK______H
@ -40,77 +31,125 @@ namespace vcg{
template <class MESH_TYPE>
class GLPickTri
{
typedef typename MESH_TYPE::FaceIterator FaceIterator;
typedef typename MESH_TYPE::FaceIterator FaceIterator;
typedef typename MESH_TYPE::VertexIterator VertexIterator;
typedef typename MESH_TYPE::FacePointer FacePointer;
typedef typename MESH_TYPE::VertexPointer VertexPointer;
typedef typename MESH_TYPE::VertexType VertexType;
public:
private:
static bool PickNearestFace(int x, int y, MESH_TYPE &m, FacePointer &fi,int width=4, int height=4)
static Point3f Proj(const Eigen::Matrix4f &M, const float * viewport, const Point3f &p)
{
std::vector<FacePointer> result;
int val=PickFace(x,y,m,result,width,height);
if(val!=0)
{
fi=result[0];
return true;
}
fi=NULL;
return false;
const float vx=viewport[0];
const float vy=viewport[1];
const float vw2=viewport[2]/2.0f;
const float vh2=viewport[3]/2.0f;
Eigen::Vector4f vp(p[0],p[1],p[2],1.0f);
Eigen::Vector4f vpp = M*vp;
Eigen::Vector4f ndc = vpp/vpp[3];
Point3f sc(
vw2*ndc[0] + vx+vw2,
vh2*ndc[1] + vy+vh2,
ndc[2]
);
return sc;
}
static void FillProjectedVector(MESH_TYPE &m, std::vector<Point3f> &pVec, const Eigen::Matrix4f &M, const float * viewportF)
{
pVec.resize(m.vert.size());
for(size_t i=0;i<m.vert.size();++i) if(!m.vert[i].IsD())
{
pVec[i] = Proj(M, viewportF,m.vert[i].P());
}
}
static Point3f Proj(const Eigen::Matrix4f &M, const float * viewport, Point3f &p)
{
const float vx=viewport[0];
const float vy=viewport[1];
const float vw2=viewport[2]/2.0f;
const float vh2=viewport[3]/2.0f;
Eigen::Vector4f vp(p[0],p[1],p[2],1.0f);
Eigen::Vector4f vpp = M*vp;
Eigen::Vector4f ndc = vpp/vpp[3];
static void glGetMatrixAndViewport(Eigen::Matrix4f &M, float *viewportF)
{
Eigen::Matrix4d mp,mm;
Point3f sc(
vw2*ndc[0] + vx+vw2,
vh2*ndc[1] + vy+vh2,
ndc[2]
);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
for(int i=0;i<4;++i) viewportF[i]=viewport[i];
return sc;
}
glGetDoublev(GL_PROJECTION_MATRIX, mp.data());
glGetDoublev(GL_MODELVIEW_MATRIX, mm.data());
static void FillProjectedVector(MESH_TYPE &m, std::vector<Point3f> &pVec, const Eigen::Matrix4f &M, const float * viewportF)
{
pVec.resize(m.vert.size());
for(size_t i=0;i<m.vert.size();++i) if(!m.vert[i].IsD())
{
pVec[i] = Proj(M, viewportF,m.vert[i].P());
}
}
M = (mp*mm).cast<float>();
}
static int PickVertSW(int x, int y, MESH_TYPE &m, std::vector<VertexPointer> &result, int width=4, int height=4,bool sorted=true)
// compute a bbox in Device Coordinate (with the z without the near far normalization and ranged in -1 1)
static Box3f ComputeDCBox(int x, int y, int width, int height)
{
Box3f bb;
bb.SetNull();
bb.Add(Point3f(x-width/2.0f,y-height/2.0f,-1.0f));
bb.Add(Point3f(x+width/2.0f,y+height/2.0f, 1.0f));
return bb;
}
public:
static bool PickClosestFace(int x, int y, MESH_TYPE &m, FacePointer &fp,int width=4, int height=4)
{
Eigen::Matrix4f M;
float viewportF[4];
glGetMatrixAndViewport(M,viewportF);
Box3f reg=ComputeDCBox(x,y,width,height);
float bzmin = std::numeric_limits<float>::max();
fp=0;
for(size_t i=0;i<m.face.size();++i) if(!m.face[i].IsD())
{
Point3f bary = vcg::Barycenter(m.face[i]);
Point3f bz = Proj(M, viewportF,bary);
if(bz[2]<bzmin && reg.IsIn(bz))
{
bzmin=bz[2];
fp = &m.face[i];
}
}
return fp!=0;
}
static bool PickClosestVert(int x, int y, MESH_TYPE &m, VertexPointer &vp,int width=4, int height=4)
{
Eigen::Matrix4f M;
float viewportF[4];
glGetMatrixAndViewport(M,viewportF);
float bzmin = std::numeric_limits<float>::max();
vp=0;
Box3f reg=ComputeDCBox(x,y,width,height);
for(size_t i=0;i<m.vert.size();++i) if(!m.vert[i].IsD())
{
Point3f bz = Proj(M, viewportF,m.vert[i].P());
if(bz[2]<bzmin && reg.IsIn(bz))
{
bzmin=bz[2];
vp = &m.vert[i];
}
}
return vp!=0;
}
static int PickVert(int x, int y, MESH_TYPE &m, std::vector<VertexPointer> &result, int width=4, int height=4)
{
result.clear();
Eigen::Matrix4d mp,mm;
Eigen::Matrix4f M;
static Eigen::Matrix4f lastM;
static MESH_TYPE *lastm=0;
static std::vector<Point3f> pVec;
GLint viewport[4];
Box2f reg;
reg.Add(Point2f(x-width/2.0f,y-height/2.0f));
reg.Add(Point2f(x+width/2.0f,y+height/2.0f));
glGetIntegerv(GL_VIEWPORT,viewport);
Eigen::Matrix4f M;
float viewportF[4];
for(int i=0;i<4;++i) viewportF[i]=viewport[i];
glGetMatrixAndViewport(M,viewportF);
glGetDoublev(GL_PROJECTION_MATRIX, mp.data());
glGetDoublev(GL_MODELVIEW_MATRIX, mm.data());
M = (mp*mm).cast<float>();
Box3f reg =ComputeDCBox(x,y,width,height);
if(M!=lastM || &m != lastm)
{
@ -121,99 +160,25 @@ public:
for(size_t i=0;i<m.vert.size();++i) if(!m.vert[i].IsD())
{
Point3f &pp = pVec[i];
if(pp[0]<reg.min[0]) continue;
if(pp[0]>reg.max[0]) continue;
if(pp[1]<reg.min[1]) continue;
if(pp[1]>reg.max[1]) continue;
result.push_back(&m.vert[i]);
if(reg.IsIn(pVec[i]))
result.push_back(&m.vert[i]);
}
return result.size();
}
static int PickVert(int x, int y, MESH_TYPE &m, std::vector<VertexPointer> &result, int width=4, int height=4,bool sorted=true)
static int PickFace(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &result, int width=4, int height=4)
{
result.clear();
if(width==0 ||height==0) return 0;
long hits;
int sz=m.vert.size()*5;
GLuint *selectBuf =new GLuint[sz];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
/* Because LoadName() won't work with no names on the stack */
glPushName(-1);
double mp[16];
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX ,mp);
glPushMatrix();
glLoadIdentity();
gluPickMatrix(x, y, width, height, viewport);
glMultMatrixd(mp);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int vcnt=0;
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi)
{
if(!(*vi).IsD())
{
glLoadName(vcnt);
glBegin(GL_POINTS);
glVertex( (*vi).P() );
glEnd();
}
vcnt++; // the counter should advance even for deleted faces!
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
std::vector< std::pair<double,unsigned int> > H;
for(long ii=0;ii<hits;ii++){
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
if(sorted)
std::sort(H.begin(),H.end());
result.resize(H.size());
for(long ii=0;ii<hits;ii++){
VertexIterator vi=m.vert.begin();
advance(vi ,H[ii].second);
result[ii]=&*vi;
}
delete [] selectBuf;
return result.size();
}
static int PickFaceSW(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &result, int width=4, int height=4)
{
result.clear();
Eigen::Matrix4d mp,mm;
Eigen::Matrix4f M;
static Eigen::Matrix4f lastM;
static MESH_TYPE *lastm=0;
static std::vector<Point3f> pVec;
GLint viewport[4];
float viewportF[4];
Eigen::Matrix4f M;
glGetMatrixAndViewport(M,viewportF);
result.clear();
Box3f reg;
reg.Add(Point3f(x-width/2.0f,y-height/2.0f,-1.0f));
reg.Add(Point3f(x+width/2.0f,y+height/2.0f,1.0f));
glGetIntegerv(GL_VIEWPORT,viewport);
float viewportF[4];
for(int i=0;i<4;++i) viewportF[i]=viewport[i];
glGetDoublev(GL_PROJECTION_MATRIX, mp.data());
glGetDoublev(GL_MODELVIEW_MATRIX, mm.data());
M = (mp*mm).cast<float>();
if(M!=lastM || &m != lastm)
{
@ -227,84 +192,50 @@ public:
const Point3f &p0 = pVec[tri::Index(m,m.face[i].V(0))];
const Point3f &p1 = pVec[tri::Index(m,m.face[i].V(1))];
const Point3f &p2 = pVec[tri::Index(m,m.face[i].V(2))];
if(IntersectionTriangleBox(reg,p0,p1,p2))
if( (p0[2]>-1.0f) && (p1[2]>-1.0f) && (p2[2]>-1.0f) && IntersectionTriangleBox(reg,p0,p1,p2))
result.push_back(&m.face[i]);
}
return result.size();
}
static int PickFace(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &result, int width=4, int height=4,bool sorted=true)
// Same of above but it also assumes that you want only visible faces.
// Visibility is computed according to the current depth buffer.
static int PickVisibleFace(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &resultZ, int width=4, int height=4)
{
float vp[4];
Eigen::Matrix4f M;
glGetMatrixAndViewport(M,vp);
int screenW = (int)(vp[2]-vp[0]);
int screenH = (int)(vp[3]-vp[1]);
GLfloat *buffer = new GLfloat[screenW*screenH];
glReadPixels(vp[0],vp[1],vp[2],vp[3],GL_DEPTH_COMPONENT,GL_FLOAT,buffer);
std::vector<FacePointer> result;
PickFace(x,y,m,result,width,height);
float LocalEpsilon = 0.001f;
for(size_t i =0;i<result.size();++i)
{
result.clear();
if(width==0 ||height==0) return 0;
long hits;
int sz=m.face.size()*5;
GLuint *selectBuf =new GLuint[sz];
// static unsigned int selectBuf[16384];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
/* Because LoadName() won't work with no names on the stack */
glPushName(-1);
double mp[16];
GLint 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 fcnt=0;
FaceIterator fi;
for(fi=m.face.begin();fi!=m.face.end();++fi)
{
if(!(*fi).IsD())
{
glLoadName(fcnt);
glBegin(GL_TRIANGLES);
glVertex( (*fi).V(0)->P() );
glVertex( (*fi).V(1)->P() );
glVertex( (*fi).V(2)->P() );
glEnd();
}
fcnt++; // the counter should advance even for deleted faces!
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
//xstring buf;
//if (hits <= 0) return 0;
std::vector< std::pair<double,unsigned int> > H;
for(long ii=0;ii<hits;ii++){
//TRACE("%ui %ui %ui %ui\n",selectBuf[ii*4],selectBuf[ii*4+1],selectBuf[ii*4+2],selectBuf[ii*4+3]);
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
if(sorted)
std::sort(H.begin(),H.end());
// if(H.size()>0) TRACE("\n Closest is %i\n",H[0].second);
result.resize(H.size());
for(long ii=0;ii<hits;ii++){
FaceIterator fi=m.face.begin();
advance(fi ,H[ii].second);
result[ii]=&*fi;
}
delete [] selectBuf;
return result.size();
Point3f p = Proj(M,vp,Barycenter(*(result[i])));
if(p[0] >=0 && p[0]<screenW && p[1] >=0 && p[1]<screenH)
{
float bufZ = buffer[int(p[0])+int(p[1])*screenW];
//qDebug("face %i txyz (%f %f %f) bufz %f",i,tx,ty,tz,bufZ);
if(bufZ + LocalEpsilon >= (p[2]+1.0)/2.0f)
resultZ.push_back(result[i]);
}
}
delete [] buffer;
return resultZ.size();
}
// Same of above but it also assumes that you want only visible faces.
// Visibility is computed according to the current depth buffer.
static int PickFaceVisible(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &resultZ, int width=4, int height=4, bool sorted=true)
static int OldPickFaceVisible(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &resultZ, int width=4, int height=4, bool sorted=true)
{
// First step
@ -321,7 +252,7 @@ public:
glReadPixels(vp[0],vp[1],vp[2],vp[3],GL_DEPTH_COMPONENT,GL_FLOAT,buffer);
std::vector<FacePointer> result;
PickFace(x,y,m,result,width,height,sorted);
OldPickFace(x,y,m,result,width,height,sorted);
float LocalEpsilon = 0.001f;
for(size_t i =0;i<result.size();++i)
{
@ -341,209 +272,141 @@ public:
return resultZ.size();
}
};
static int OldPickFace(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &result, int width=4, int height=4,bool sorted=true)
{
result.clear();
if(width==0 ||height==0) return 0;
long hits;
int sz=m.face.size()*5;
GLuint *selectBuf =new GLuint[sz];
// static unsigned int selectBuf[16384];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
//////////////////////////////////////////////////////////////////////////
template <class TETRA_MESH_TYPE>
class GLPickTetra
{
typedef typename TETRA_MESH_TYPE::TetraIterator TetraIterator;
typedef typename TETRA_MESH_TYPE::TetraPointer TetraPointer;
typedef typename TETRA_MESH_TYPE::VertexType VertexType;
/* Because LoadName() won't work with no names on the stack */
glPushName(-1);
double mp[16];
public:
static bool PickNearestTetra(int x, int y,TETRA_MESH_TYPE &m, TetraIterator &ti,int width=4, int height=4)
{
std::vector<TetraPointer> result;
int val=PickTetra(x,y,m,result,width,height);
if(val!=0)
{
ti=result[0];
return true;
}
ti=0;
return false;
}
GLint 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 fcnt=0;
FaceIterator fi;
for(fi=m.face.begin();fi!=m.face.end();++fi)
{
if(!(*fi).IsD())
{
glLoadName(fcnt);
glBegin(GL_TRIANGLES);
glVertex( (*fi).V(0)->P() );
glVertex( (*fi).V(1)->P() );
glVertex( (*fi).V(2)->P() );
glEnd();
}
fcnt++; // the counter should advance even for deleted faces!
}
// class prototype needed for avoid the inclusion of tetra.h
class Tetra;
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
//xstring buf;
//if (hits <= 0) return 0;
std::vector< std::pair<double,unsigned int> > H;
for(long ii=0;ii<hits;ii++){
//TRACE("%ui %ui %ui %ui\n",selectBuf[ii*4],selectBuf[ii*4+1],selectBuf[ii*4+2],selectBuf[ii*4+3]);
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
if(sorted)
std::sort(H.begin(),H.end());
// if(H.size()>0) TRACE("\n Closest is %i\n",H[0].second);
result.resize(H.size());
for(long ii=0;ii<hits;ii++){
FaceIterator fi=m.face.begin();
advance(fi ,H[ii].second);
result[ii]=&*fi;
}
static int PickTetra(int x, int y, TETRA_MESH_TYPE &m, std::vector<TetraPointer> &result, int width=4, int height=4)
{
result.clear();
long hits;
int sz=m.tetra.size()*5;
unsigned int *selectBuf =new unsigned int[sz];
// static unsigned int selectBuf[16384];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
delete [] selectBuf;
return result.size();
}
/* 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 tetracnt=0;
TetraIterator ti;
for(ti=m.tetra.begin();ti!=m.tetra.end();++ti)
static int OldPickVert(int x, int y, MESH_TYPE &m, std::vector<VertexPointer> &result, int width=4, int height=4,bool sorted=true)
{
if(!(*ti).IsD())
{
glLoadName(tetracnt);
glBegin(GL_TRIANGLES);
for (int face=0;face<4;face++)
{
//glLoadName(tetracnt);
VertexType *v0=ti->V(Tetra::VofF(face,0));
VertexType *v1=ti->V(Tetra::VofF(face,1));
VertexType *v2=ti->V(Tetra::VofF(face,2));
glVertex(v0->P());
glVertex(v1->P());
glVertex(v2->P());
result.clear();
if(width==0 ||height==0) return 0;
long hits;
int sz=m.vert.size()*5;
GLuint *selectBuf =new GLuint[sz];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
}
/* Because LoadName() won't work with no names on the stack */
glPushName(-1);
double mp[16];
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX ,mp);
glPushMatrix();
glLoadIdentity();
gluPickMatrix(x, y, width, height, viewport);
glMultMatrixd(mp);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int vcnt=0;
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi)
{
if(!(*vi).IsD())
{
glLoadName(vcnt);
glBegin(GL_POINTS);
glVertex( (*vi).P() );
glEnd();
tetracnt++;
}
vcnt++; // the counter should advance even for deleted faces!
}
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
//xstring buf;
//if (hits <= 0) return 0;
std::vector< std::pair<double,unsigned int> > H;
int ii;
for(ii=0;ii<hits;ii++){
//TRACE("%ui %ui %ui %ui\n",selectBuf[ii*4],selectBuf[ii*4+1],selectBuf[ii*4+2],selectBuf[ii*4+3]);
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
std::sort(H.begin(),H.end());
// if(H.size()>0) TRACE("\n Closest is %i\n",H[0].second);
result.resize(H.size());
for(ii=0;ii<hits;ii++){
TetraIterator ti=m.tetra.begin();
advance(ti ,H[ii].second);
result[ii]=&*ti;
}
delete [] selectBuf;
return result.size();
}
static bool PickNearestTetraFace(int x, int y,TETRA_MESH_TYPE &m, TetraIterator &ti,int &face,int width=4, int height=4)
{
std::vector<std::pair<TetraPointer,int> > result;
int val=PickTetraFace(x,y,m,result,width,height);
if(val!=0)
{
ti=result[0].first;
face=result[0].second;
return true;
}
ti=0;
face=-1;
return false;
}
static int PickTetraFace(int x, int y, TETRA_MESH_TYPE &m, std::vector<std::pair<TetraPointer,int> > &result, int width=4, int height=4)
{
result.clear();
long hits;
int sz=(m.tetra.size()*4)*5;
unsigned int *selectBuf =new unsigned int[sz];
// static unsigned int selectBuf[16384];
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 tetracnt=0;
TetraIterator ti;
VertexType *v0;
VertexType *v1;
VertexType *v2;
int face;
for(ti=m.tetra.begin();ti!=m.tetra.end();++ti)
{
if(!(*ti).IsD())
{
for (face=0;face<4;face++){
v0=ti->V(Tetra::VofF(face,0));
v1=ti->V(Tetra::VofF(face,1));
v2=ti->V(Tetra::VofF(face,2));
glLoadName(tetracnt);
glBegin(GL_TRIANGLES);
glVertex(v0->P());
glVertex(v1->P());
glVertex(v2->P());
glEnd();
tetracnt++;
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
std::vector< std::pair<double,unsigned int> > H;
for(long ii=0;ii<hits;ii++){
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
if(sorted)
std::sort(H.begin(),H.end());
result.resize(H.size());
for(long ii=0;ii<hits;ii++){
VertexIterator vi=m.vert.begin();
advance(vi ,H[ii].second);
result[ii]=&*vi;
}
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
//xstring buf;
//if (hits <= 0) return 0;
std::vector< std::pair<double,unsigned int> > H;
int ii;
for(ii=0;ii<hits;ii++){
//TRACE("%ui %ui %ui %ui\n",selectBuf[ii*4],selectBuf[ii*4+1],selectBuf[ii*4+2],selectBuf[ii*4+3]);
H.push_back( std::pair<double,unsigned int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
delete [] selectBuf;
return result.size();
}
std::sort(H.begin(),H.end());
// if(H.size()>0) TRACE("\n Closest is %i\n",H[0].second);
result.resize(H.size());
for(ii=0;ii<hits;ii++){
TetraIterator ti=m.tetra.begin();
int index=H[ii].second;
advance(ti ,(int)(index/4));
result[ii]=std::pair<TetraPointer,int>(&*ti,index%4);
}
delete [] selectBuf;
return result.size();
}
};
}
#endif