OrcaSlicer/src/libigl/igl/unproject_in_mesh.h
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
2019-06-19 14:52:55 +02:00

88 lines
3.1 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_UNPROJECT_IN_MESH
#define IGL_UNPROJECT_IN_MESH
#include "igl_inline.h"
#include <Eigen/Core>
#include <vector>
#include "Hit.h"
namespace igl
{
// Unproject a screen location (using current opengl viewport, projection, and
// model view) to a 3D position _inside_ a given mesh. If the ray through the
// given screen location (x,y) _hits_ the mesh more than twice then the 3D
// midpoint between the first two hits is return. If it hits once, then that
// point is return. If it does not hit the mesh then obj is not set.
//
// Inputs:
// pos screen space coordinates
// model model matrix
// proj projection matrix
// viewport vieweport vector
// V #V by 3 list of mesh vertex positions
// F #F by 3 list of mesh triangle indices into V
// Outputs:
// obj 3d unprojected mouse point in mesh
// hits vector of hits
// Returns number of hits
//
template < typename DerivedV, typename DerivedF, typename Derivedobj>
IGL_INLINE int unproject_in_mesh(
const Eigen::Vector2f& pos,
const Eigen::Matrix4f& model,
const Eigen::Matrix4f& proj,
const Eigen::Vector4f& viewport,
const Eigen::PlainObjectBase<DerivedV> & V,
const Eigen::PlainObjectBase<DerivedF> & F,
Eigen::PlainObjectBase<Derivedobj> & obj,
std::vector<igl::Hit > & hits);
//
// Inputs:
// pos screen space coordinates
// model model matrix
// proj projection matrix
// viewport vieweport vector
// shoot_ray function handle that outputs first hit of a given ray
// against a mesh (embedded in function handles as captured
// variable/data)
// Outputs:
// obj 3d unprojected mouse point in mesh
// hits vector of hits
// Returns number of hits
//
template < typename Derivedobj>
IGL_INLINE int unproject_in_mesh(
const Eigen::Vector2f& pos,
const Eigen::Matrix4f& model,
const Eigen::Matrix4f& proj,
const Eigen::Vector4f& viewport,
const std::function<
void(
const Eigen::Vector3f&,
const Eigen::Vector3f&,
std::vector<igl::Hit> &)
> & shoot_ray,
Eigen::PlainObjectBase<Derivedobj> & obj,
std::vector<igl::Hit > & hits);
template < typename DerivedV, typename DerivedF, typename Derivedobj>
IGL_INLINE int unproject_in_mesh(
const Eigen::Vector2f& pos,
const Eigen::Matrix4f& model,
const Eigen::Matrix4f& proj,
const Eigen::Vector4f& viewport,
const Eigen::PlainObjectBase<DerivedV> & V,
const Eigen::PlainObjectBase<DerivedF> & F,
Eigen::PlainObjectBase<Derivedobj> & obj);
}
#ifndef IGL_STATIC_LIBRARY
# include "unproject_in_mesh.cpp"
#endif
#endif