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- #include "unproject_in_mesh.h"
- #include "EmbreeIntersector.h"
- #include <igl/unproject.h>
- #include <vector>
- template <
- typename PointMatrixType,
- typename FaceMatrixType,
- typename RowVector3,
- typename Derivedobj>
- bool igl::unproject_in_mesh(
- const int x,
- const int y,
- const igl::EmbreeIntersector<PointMatrixType,FaceMatrixType,RowVector3> & ei,
- Eigen::PlainObjectBase<Derivedobj> & obj)
- {
- 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;
- vector<embree::Hit > hits;
- ei.intersectRay(s,dir,hits,num_rays_shot);
- switch(hits.size())
- {
- case 0:
- return false;
- case 1:
- {
- obj = s + dir*hits[0].t;
- break;
- }
- case 2:
- default:
- {
- obj = 0.5*((s + dir*hits[0].t) + (s + dir*hits[hits.size()-1].t));
- break;
- }
- }
- return true;
- }
- #ifndef IGL_HEADER_ONLY
- template bool igl::unproject_in_mesh<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, 3, 1, 0, 3, 1>, Eigen::Matrix<double, 3, 1, 0, 3, 1> >(int, int, igl::EmbreeIntersector<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> >&);
- #endif
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