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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.
63 lines
2.6 KiB
C++
63 lines
2.6 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#include "unproject.h"
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#include "model_proj_viewport.h"
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#include "../unproject.h"
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#include "gl.h"
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#include <Eigen/Dense>
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#include <Eigen/LU>
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IGL_INLINE void igl::opengl2::unproject(
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const double winX,
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const double winY,
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const double winZ,
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double* objX,
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double* objY,
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double* objZ)
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{
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Eigen::Vector3d obj;
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igl::opengl2::unproject(Eigen::Vector3d(winX,winY,winZ),obj);
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*objX = obj(0);
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*objY = obj(1);
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*objZ = obj(2);
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}
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template <typename Derivedwin, typename Derivedobj>
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IGL_INLINE void igl::opengl2::unproject(
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const Eigen::PlainObjectBase<Derivedwin> & win,
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Eigen::PlainObjectBase<Derivedobj> & obj)
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{
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const auto ret = igl::opengl2::unproject(win);
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obj = ret.template cast<typename Derivedobj::Scalar>();
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}
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template <typename Derivedwin>
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IGL_INLINE Derivedwin igl::opengl2::unproject(
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const Eigen::PlainObjectBase<Derivedwin> & win)
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{
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using namespace Eigen;
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typedef typename Derivedwin::Scalar Scalar;
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Matrix4d MV,P;
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Vector4d VPd;
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model_proj_viewport(MV,P,VPd);
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Vector3d wind = win.template cast<double>();
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Vector3d objd = igl::unproject(wind,MV,P,VPd);
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return objd.template cast<Scalar>();
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}
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#ifdef IGL_STATIC_LIBRARY
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// Explicit template instantiation
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// generated by autoexplicit.sh
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template void igl::opengl2::unproject<Eigen::Matrix<double, 3, 1, 0, 3, 1>, Eigen::Matrix<float, 3, 1, 0, 3, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> >&);
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template void igl::opengl2::unproject<Eigen::Matrix<float, 3, 1, 0, 3, 1>, Eigen::Matrix<float, 3, 1, 0, 3, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> >&);
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template Eigen::Matrix<float, 3, 1, 0, 3, 1> igl::opengl2::unproject<Eigen::Matrix<float, 3, 1, 0, 3, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<float, 3, 1, 0, 3, 1> > const&);
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template Eigen::Matrix<double, 3, 1, 0, 3, 1> igl::opengl2::unproject<Eigen::Matrix<double, 3, 1, 0, 3, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&);
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template void igl::opengl2::unproject<Eigen::Matrix<double, 3, 1, 0, 3, 1>, Eigen::Matrix<double, 3, 1, 0, 3, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> >&);
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#endif
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