vcglib/wrap/gl/pick.h

377 lines
11 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. *
* *
****************************************************************************/
/****************************************************************************
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
#include <vector>
#include <algorithm>
namespace vcg{
template <class MESH_TYPE>
class GLPickTri
{
typedef typename MESH_TYPE::FaceIterator FaceIterator;
typedef typename MESH_TYPE::FacePointer FacePointer;
typedef typename MESH_TYPE::VertexType VertexType;
public:
static bool PickNearestFace(int x, int y, MESH_TYPE &m, FacePointer &fi,int width=4, int height=4)
{
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;
}
static int PickFace(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();
}
// 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)
{
// 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];
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,sorted);
float LocalEpsilon = 0.001f;
for(int i =0;i<result.size();++i)
{
typename VertexType::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)
{
float 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 result.size();
}
};
//////////////////////////////////////////////////////////////////////////
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;
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;
}
// class prototype needed for avoid the inclusion of tetra.h
class Tetra;
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();
/* 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)
{
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());
}
glEnd();
tetracnt++;
}
}
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);
//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();
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