#ifndef IGL_UNPROJECT_TO_ZERO_PLANE_H #define IGL_UNPROJECT_TO_ZERO_PLANE_H #include "igl_inline.h" #include namespace igl { // Wrapper for gluUnproject that uses the current GL_MODELVIEW_MATRIX, // GL_PROJECTION_MATRIX, and GL_VIEWPORT to unproject a screen postion // (winX,winY) to a 3d location at same depth as the current origin. // Inputs: // win* screen space x, y, and z coordinates respectively // Outputs: // obj* pointers to 3D objects' x, y, and z coordinates respectively // Returns return value of gluUnProject call IGL_INLINE int unproject_to_zero_plane( const double winX, const double winY, double* objX, double* objY, double* objZ); template IGL_INLINE int unproject_to_zero_plane( const Eigen::PlainObjectBase & win, Eigen::PlainObjectBase & obj); } #ifdef IGL_HEADER_ONLY # include "unproject_to_zero_plane.cpp" #endif #endif