Tech ENABLE_RAYCAST_PICKING - Method GLCanvas3D::_mouse_to_3d() modified to use the new scene raycaster instead of reading data from the depth buffer

(cherry picked from commit prusa3d/PrusaSlicer@a7af73795d)
This commit is contained in:
enricoturri1966 2023-10-29 12:46:58 +08:00 committed by Noisyfox
parent d2d77456ac
commit e4ec0cfc2e

View file

@ -8393,21 +8393,17 @@ Vec3d GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
if (m_canvas == nullptr)
return Vec3d(DBL_MAX, DBL_MAX, DBL_MAX);
const Camera& camera = wxGetApp().plater()->get_camera();
Matrix4d modelview = camera.get_view_matrix().matrix();
Matrix4d projection= camera.get_projection_matrix().matrix();
Vec4i viewport(camera.get_viewport().data());
GLint y = viewport[3] - (GLint)mouse_pos(1);
GLfloat mouse_z;
if (z == nullptr)
glsafe(::glReadPixels((GLint)mouse_pos(0), y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)&mouse_z));
else
mouse_z = *z;
Vec3d out;
igl::unproject(Vec3d(mouse_pos(0), y, mouse_z), modelview, projection, viewport, out);
return out;
if (z == nullptr) {
const SceneRaycaster::HitResult hit = m_scene_raycaster.hit(mouse_pos.cast<double>(), wxGetApp().plater()->get_camera(), nullptr);
return hit.is_valid() ? hit.position.cast<double>() : _mouse_to_bed_3d(mouse_pos);
}
else {
const Camera& camera = wxGetApp().plater()->get_camera();
const Vec4i viewport(camera.get_viewport().data());
Vec3d out;
igl::unproject(Vec3d(mouse_pos.x(), viewport[3] - mouse_pos.y(), *z), camera.get_view_matrix().matrix(), camera.get_projection_matrix().matrix(), viewport, out);
return out;
}
}
Vec3d GLCanvas3D::_mouse_to_bed_3d(const Point& mouse_pos)