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- #ifndef IGL_UNPROJECT_TO_ZERO_PLANE_H
- #define IGL_UNPROJECT_TO_ZERO_PLANE_H
- #include "igl_inline.h"
- #include <Eigen/Core>
- 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 <typename Derivedwin, typename Derivedobj>
- IGL_INLINE int unproject_to_zero_plane(
- const Eigen::PlainObjectBase<Derivedwin> & win,
- Eigen::PlainObjectBase<Derivedobj> & obj);
- }
- #ifdef IGL_HEADER_ONLY
- # include "unproject_to_zero_plane.cpp"
- #endif
- #endif
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