vcglib/wrap/gl/pick.h

423 lines
14 KiB
C++

/****************************************************************************
* 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 <vector>
#include <algorithm>
namespace vcg{
template <class MESH_TYPE>
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<ScalarType,4,4> &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<ScalarType,4,1> vp(p[0],p[1],p[2],ScalarType(1.0));
Eigen::Matrix<ScalarType,4,1> vpp = M*vp;
Eigen::Matrix<ScalarType,4,1> 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<CoordType> &pVec, const Eigen::Matrix<ScalarType,4,4> &M, const ScalarType * 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,CoordType::Construct(m.vert[i].P()));
}
}
static void glGetMatrixAndViewport(Eigen::Matrix<ScalarType,4,4> &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<ScalarType>();
}
// compute a bbox in Device Coordinate (with the z without the near far normalization and ranged in -1 1)
static Box3<ScalarType> ComputeDCBox(int x, int y, int width, int height)
{
Box3<ScalarType> 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<ScalarType,4,4> M;
ScalarType viewportF[4];
glGetMatrixAndViewport(M,viewportF);
Box3<ScalarType> reg=ComputeDCBox(x,y,width,height);
ScalarType bzmin = std::numeric_limits<ScalarType>::max();
fp=0;
for(size_t i=0;i<m.face.size();++i) if(!m.face[i].IsD())
{
CoordType bary = vcg::Barycenter(m.face[i]);
CoordType 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::Matrix<ScalarType,4,4> M;
ScalarType viewportF[4];
glGetMatrixAndViewport(M,viewportF);
ScalarType bzmin = std::numeric_limits<ScalarType>::max();
vp=0;
Box3<ScalarType> reg=ComputeDCBox(x,y,width,height);
for(size_t i=0;i<m.vert.size();++i) if(!m.vert[i].IsD())
{
CoordType 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();
static Eigen::Matrix<ScalarType,4,4> lastM;
static MESH_TYPE *lastm=0;
static std::vector<CoordType> pVec;
Eigen::Matrix<ScalarType,4,4> M;
ScalarType viewportF[4];
glGetMatrixAndViewport(M,viewportF);
Box3<ScalarType> 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<m.vert.size();++i) if(!m.vert[i].IsD())
{
if(reg.IsIn(pVec[i]))
result.push_back(&m.vert[i]);
}
return result.size();
}
static int PickFace(int x, int y, MESH_TYPE &m, std::vector<FacePointer> &result, int width=4, int height=4)
{
static Eigen::Matrix<ScalarType,4,4> lastM;
static MESH_TYPE *lastm=0;
static std::vector<CoordType> pVec;
ScalarType viewportF[4];
Eigen::Matrix<ScalarType,4,4> M;
glGetMatrixAndViewport(M,viewportF);
result.clear();
Box3<ScalarType> 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<m.face.size();++i) if(!m.face[i].IsD())
{
const CoordType &p0 = pVec[tri::Index(m,m.face[i].V(0))];
const CoordType &p1 = pVec[tri::Index(m,m.face[i].V(1))];
const CoordType &p2 = pVec[tri::Index(m,m.face[i].V(2))];
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();
}
// 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)
{
ScalarType vp[4];
Eigen::Matrix<ScalarType,4,4> M;
glGetMatrixAndViewport(M,vp);
int screenW = (int)(vp[2]-vp[0]);
int screenH = (int)(vp[3]-vp[1]);
GL_TYPE_NM<Scalarm>::ScalarType *buffer = new GL_TYPE_NM<Scalarm>::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_NM<Scalarm>::SCALAR(),buffer);
//err = glGetError();
std::vector<FacePointer> result;
PickFace(x,y,m,result,width,height);
ScalarType LocalEpsilon(0.001);
for(size_t i =0;i<result.size();++i)
{
CoordType p = Proj(M,vp,CoordType::Construct(Barycenter(*(result[i])))) ;
if(p[0] >=0 && p[0]<screenW && p[1] >=0 && p[1]<screenH)
{
ScalarType 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 >= 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<FacePointer> &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_NM<Scalarm>::ScalarType *buffer = new GL_TYPE_NM<Scalarm>::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_NM<Scalarm>::SCALAR(),buffer);
//err = glGetError();
std::vector<FacePointer> result;
OldPickFace(x,y,m,result,width,height,sorted);
ScalarType LocalEpsilon(0.001);
for(size_t i =0;i<result.size();++i)
{
CoordType v=Barycenter(*(result[i]));
GLdouble tx,ty,tz;
gluProject(v.X(),v.Y(),v.Z(), mm,mp,vp, &tx,&ty,&tz);
if(tx >=0 && tx<screenW && ty >=0 && ty<screenH)
{
ScalarType bufZ(buffer[int(tx)+int(ty)*screenW]);
//qDebug("face %i txyz (%f %f %f) bufz %f",i,tx,ty,tz,bufZ);
if(bufZ + LocalEpsilon >= tz)
resultZ.push_back(result[i]);
}
}
delete [] buffer;
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();
/* 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();
}
static int OldPickVert(int x, int y, MESH_TYPE &m, std::vector<VertexPointer> &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<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();
}
};
}
#endif