#include "unproject_in_mesh.h" #include "EmbreeIntersector.h" #include #include template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3, typename Derivedobj> int igl::unproject_in_mesh( const int x, const int y, const igl::EmbreeIntersector & ei, Eigen::PlainObjectBase & obj) { std::vector hits; return igl::unproject_in_mesh(x,y,ei,obj,hits); } template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3, typename Derivedobj> int igl::unproject_in_mesh( const int x, const int y, const igl::EmbreeIntersector & ei, Eigen::PlainObjectBase & obj, std::vector & hits) { using namespace igl; using namespace std; using namespace Eigen; // Source and direction on screen Vector3d win_s = Vector3d(x,y,0); Vector3d win_d(x,y,1); // Source, destination and direction in world Vector3d s,d,dir; unproject(win_s,s); unproject(win_d,d); dir = d-s; // Shoot ray, collect all hits (could just collect first two) int num_rays_shot; hits.clear(); ei.intersectRay(s,dir,hits,num_rays_shot); switch(hits.size()) { case 0: break; case 1: { obj = s + dir*hits[0].t; break; } case 2: default: { obj = 0.5*((s + dir*hits[0].t) + (s + dir*hits[1].t)); break; } } return hits.size(); } #ifndef IGL_HEADER_ONLY template int igl::unproject_in_mesh, Eigen::Matrix, Eigen::Matrix, Eigen::Matrix >(int, int, igl::EmbreeIntersector, Eigen::Matrix, Eigen::Matrix > const&, Eigen::PlainObjectBase >&); #endif