/**************************************************************************** * 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. * * * ****************************************************************************/ #ifndef __PICK______H #define __PICK______H #include #include namespace vcg{ template class GLPickTri { typedef typename MESH_TYPE::ScalarType ScalarType; typedef typename MESH_TYPE::CoordType CoordType; 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; private: static CoordType Proj(const Eigen::Matrix &M, const ScalarType * viewport, const CoordType &p) { const ScalarType vx=viewport[0]; const ScalarType vy=viewport[1]; const ScalarType vw2=viewport[2]/ScalarType(2.0); const ScalarType vh2=viewport[3]/ScalarType(2.0); Eigen::Matrix vp(p[0],p[1],p[2],ScalarType(1.0)); Eigen::Matrix vpp = M*vp; Eigen::Matrix ndc = vpp/vpp[3]; CoordType sc( vw2*ndc[0] + vx+vw2, vh2*ndc[1] + vy+vh2, ndc[2] ); return sc; } static void FillProjectedVector(MESH_TYPE &m, std::vector &pVec, const Eigen::Matrix &M, const ScalarType * viewportF) { pVec.resize(m.vert.size()); for(size_t i=0;i &M, ScalarType *viewportF) { Eigen::Matrix4d mp,mm; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); 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(); } // compute a bbox in Device Coordinate (with the z without the near far normalization and ranged in -1 1) static Box3 ComputeDCBox(int x, int y, int width, int height) { Box3 bb; bb.SetNull(); bb.Add(CoordType(x-width/ScalarType(2.0),y-height/ScalarType(2.0),ScalarType(-1.0))); bb.Add(CoordType(x+width/ScalarType(2.0),y+height/ScalarType(2.0), ScalarType(1.0))); return bb; } public: static bool PickClosestFace(int x, int y, MESH_TYPE &m, FacePointer &fp,int width=4, int height=4) { Eigen::Matrix M; ScalarType viewportF[4]; glGetMatrixAndViewport(M,viewportF); Box3 reg=ComputeDCBox(x,y,width,height); ScalarType bzmin = std::numeric_limits::max(); fp=0; for(size_t i=0;i M; ScalarType viewportF[4]; glGetMatrixAndViewport(M,viewportF); ScalarType bzmin = std::numeric_limits::max(); vp=0; Box3 reg=ComputeDCBox(x,y,width,height); for(size_t i=0;i &result, int width=4, int height=4) { result.clear(); static Eigen::Matrix lastM; static MESH_TYPE *lastm=0; static std::vector pVec; Eigen::Matrix M; ScalarType viewportF[4]; glGetMatrixAndViewport(M,viewportF); Box3 reg =ComputeDCBox(x,y,width,height); if(M!=lastM || &m != lastm) { FillProjectedVector(m,pVec,M,viewportF); lastM = M; lastm = &m; } for(size_t i=0;i &result, int width=4, int height=4) { static Eigen::Matrix lastM; static MESH_TYPE *lastm=0; static std::vector pVec; ScalarType viewportF[4]; Eigen::Matrix M; glGetMatrixAndViewport(M,viewportF); result.clear(); Box3 reg; reg.Add(CoordType(x-width/ScalarType(2.0),y-height/ScalarType(2.0),ScalarType(-1.0))); reg.Add(CoordType(x+width/ScalarType(2.0),y+height/ScalarType(2.0),ScalarType(1.0))); if(M!=lastM || &m != lastm) { FillProjectedVector(m,pVec,M,viewportF); lastM = M; lastm = &m; } for(size_t i=0;i-1.0f) && (p1[2]>-1.0f) && (p2[2]>-1.0f) && IntersectionTriangleBox(reg,p0,p1,p2)) result.push_back(&m.face[i]); } return result.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 PickVisibleFace(int x, int y, MESH_TYPE &m, std::vector &resultZ, int width=4, int height=4) { ScalarType vp[4]; Eigen::Matrix M; glGetMatrixAndViewport(M,vp); int screenW = (int)(vp[2]-vp[0]); int screenH = (int)(vp[3]-vp[1]); GL_TYPE::ScalarType *buffer = new GL_TYPE::ScalarType[screenW*screenH]; //I'm not sure glReadPixels can accept GL_DOUBLE tag //GLenum err = glGetError(); glReadPixels(vp[0],vp[1],vp[2],vp[3],GL_DEPTH_COMPONENT,GL_TYPE::SCALAR(),buffer); //err = glGetError(); std::vector result; PickFace(x,y,m,result,width,height); ScalarType LocalEpsilon(0.001); for(size_t i =0;i=0 && p[0]=0 && p[1]= ScalarType(p[2]+1.0)/2.0) 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 OldPickFaceVisible(int x, int y, MESH_TYPE &m, std::vector &resultZ, int width=4, int height=4, bool sorted=true) { // First step double mm[16]; double mp[16]; GLint vp[4]; glGetIntegerv(GL_VIEWPORT,vp); glGetDoublev(GL_MODELVIEW_MATRIX ,mm); glGetDoublev(GL_PROJECTION_MATRIX ,mp); int screenW = vp[2]-vp[0]; int screenH = vp[3]-vp[1]; GL_TYPE::ScalarType *buffer = new GL_TYPE::ScalarType[screenW*screenH]; //I'm not sure glReadPixels can accept GL_DOUBLE tag //GLenum err = glGetError(); glReadPixels(vp[0],vp[1],vp[2],vp[3],GL_DEPTH_COMPONENT,GL_TYPE::SCALAR(),buffer); //err = glGetError(); std::vector result; OldPickFace(x,y,m,result,width,height,sorted); ScalarType LocalEpsilon(0.001); for(size_t i =0;i=0 && tx=0 && ty= tz) resultZ.push_back(result[i]); } } delete [] buffer; return resultZ.size(); } static int OldPickFace(int x, int y, MESH_TYPE &m, std::vector &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(); /* 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 > H; for(long ii=0;ii(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 &result, int width=4, int height=4,bool sorted=true) { 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 > H; for(long ii=0;ii(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