MeshRaycaster class is now used in SLA gizmo when selecting by rectangle
This commit is contained in:
parent
3694bf3da9
commit
1dfd8a0e62
3 changed files with 63 additions and 70 deletions
|
@ -479,76 +479,28 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
|
|||
GLSelectionRectangle::EState rectangle_status = m_selection_rectangle.get_state();
|
||||
|
||||
// First collect positions of all the points in world coordinates.
|
||||
const Transform3d& instance_matrix = m_model_object->instances[m_active_instance]->get_transformation().get_matrix();
|
||||
Geometry::Transformation trafo = m_model_object->instances[m_active_instance]->get_transformation();
|
||||
trafo.set_offset(trafo.get_offset() + Vec3d(0., 0., m_z_shift));
|
||||
std::vector<Vec3d> points;
|
||||
for (unsigned int i=0; i<m_editing_cache.size(); ++i) {
|
||||
const sla::SupportPoint &support_point = m_editing_cache[i].support_point;
|
||||
points.push_back(instance_matrix * support_point.pos.cast<double>());
|
||||
points.back()(2) += m_z_shift;
|
||||
}
|
||||
for (unsigned int i=0; i<m_editing_cache.size(); ++i)
|
||||
points.push_back(trafo.get_matrix() * m_editing_cache[i].support_point.pos.cast<double>());
|
||||
|
||||
// Now ask the rectangle which of the points are inside.
|
||||
const Camera& camera = m_parent.get_camera();
|
||||
std::vector<unsigned int> selected_idxs = m_selection_rectangle.stop_dragging(m_parent, points);
|
||||
std::vector<Vec3f> points_inside;
|
||||
std::vector<unsigned int> points_idxs = m_selection_rectangle.stop_dragging(m_parent, points);
|
||||
for (size_t idx : points_idxs)
|
||||
points_inside.push_back((trafo.get_matrix() * points[idx]).cast<float>());
|
||||
|
||||
// we'll recover current look direction (in world coords) and transform it to model coords.
|
||||
const Selection& selection = m_parent.get_selection();
|
||||
const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin());
|
||||
const Transform3d& instance_matrix_no_translation_no_scaling = volume->get_instance_transformation().get_matrix(true,false,true);
|
||||
Vec3f direction_to_camera = -camera.get_dir_forward().cast<float>();
|
||||
Vec3f direction_to_camera_mesh = (instance_matrix_no_translation_no_scaling.inverse().cast<float>() * direction_to_camera).normalized().eval();
|
||||
Vec3f scaling = volume->get_instance_scaling_factor().cast<float>();
|
||||
direction_to_camera_mesh = Vec3f(direction_to_camera_mesh(0)*scaling(0), direction_to_camera_mesh(1)*scaling(1), direction_to_camera_mesh(2)*scaling(2));
|
||||
|
||||
// Iterate over all points in the rectangle and check that they are neither clipped by the
|
||||
// clipping plane nor obscured by the mesh.
|
||||
for (const unsigned int i : selected_idxs) {
|
||||
const sla::SupportPoint &support_point = m_editing_cache[i].support_point;
|
||||
// Only select/deselect points that are actually visible
|
||||
for (size_t idx : m_mesh_raycaster->get_unobscured_idxs(trafo, m_parent.get_camera(), points_inside,
|
||||
[this](const Vec3f& pt) { return is_point_clipped(pt.cast<double>()); }))
|
||||
{
|
||||
const sla::SupportPoint &support_point = m_editing_cache[points_idxs[idx]].support_point;
|
||||
if (! is_point_clipped(support_point.pos.cast<double>())) {
|
||||
bool is_obscured = false;
|
||||
// Cast a ray in the direction of the camera and look for intersection with the mesh:
|
||||
std::vector<igl::Hit> hits;
|
||||
// Offset the start of the ray to the front of the ball + EPSILON to account for numerical inaccuracies.
|
||||
if (m_AABB.intersect_ray(
|
||||
MapMatrixXfUnaligned(m_its->vertices.front().data(), m_its->vertices.size(), 3),
|
||||
MapMatrixXiUnaligned(m_its->indices.front().data(), m_its->indices.size(), 3),
|
||||
support_point.pos + direction_to_camera_mesh * (support_point.head_front_radius + EPSILON), direction_to_camera_mesh, hits)) {
|
||||
std::sort(hits.begin(), hits.end(), [](const igl::Hit& h1, const igl::Hit& h2) { return h1.t < h2.t; });
|
||||
|
||||
if (m_clipping_plane_distance != 0.f) {
|
||||
// If the closest hit facet normal points in the same direction as the ray,
|
||||
// we are looking through the mesh and should therefore discard the point:
|
||||
int fid = hits.front().id; // facet id
|
||||
Vec3f a = (m_its->vertices[m_its->indices[fid](1)] - m_its->vertices[m_its->indices[fid](0)]);
|
||||
Vec3f b = (m_its->vertices[m_its->indices[fid](2)] - m_its->vertices[m_its->indices[fid](0)]);
|
||||
if ((a.cross(b)).dot(direction_to_camera_mesh) > 0.f)
|
||||
is_obscured = true;
|
||||
|
||||
// Eradicate all hits that are on clipped surfaces:
|
||||
for (unsigned int j=0; j<hits.size(); ++j) {
|
||||
const igl::Hit& hit = hits[j];
|
||||
int fid = hit.id; // facet id
|
||||
|
||||
Vec3f bc = Vec3f(1-hit.u-hit.v, hit.u, hit.v); // barycentric coordinates of the hit
|
||||
Vec3f hit_pos = bc(0) * m_its->vertices[m_its->indices[fid](0)] + bc(1) * m_its->vertices[m_its->indices[fid](1)] + bc(2)*m_its->vertices[m_its->indices[fid](2)];
|
||||
if (is_point_clipped(hit_pos.cast<double>())) {
|
||||
hits.erase(hits.begin()+j);
|
||||
--j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: the intersection could in theory be behind the camera, but as of now we only have camera direction.
|
||||
// Also, the threshold is in mesh coordinates, not in actual dimensions.
|
||||
if (!hits.empty())
|
||||
is_obscured = true;
|
||||
}
|
||||
|
||||
if (!is_obscured) {
|
||||
if (rectangle_status == GLSelectionRectangle::Deselect)
|
||||
unselect_point(i);
|
||||
else
|
||||
select_point(i);
|
||||
}
|
||||
if (rectangle_status == GLSelectionRectangle::Deselect)
|
||||
unselect_point(points_idxs[idx]);
|
||||
else
|
||||
select_point(points_idxs[idx]);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
|
|
@ -196,11 +196,52 @@ bool MeshRaycaster::unproject_on_mesh(const Vec2d& mouse_pos, const Transform3d&
|
|||
}
|
||||
|
||||
|
||||
std::vector<size_t> MeshRaycaster::get_unobscured_idxs(const Transform3d& trafo, const Camera& camera, const std::vector<Vec3f>& points) const
|
||||
std::vector<unsigned> MeshRaycaster::get_unobscured_idxs(const Geometry::Transformation& trafo, const Camera& camera, const std::vector<Vec3f>& points,
|
||||
std::function<bool(const Vec3f&)> fn_ignore_hit) const
|
||||
{
|
||||
std::vector<unsigned> out;
|
||||
|
||||
const Transform3d& instance_matrix_no_translation_no_scaling = trafo.get_matrix(true,false,true);
|
||||
Vec3f direction_to_camera = -camera.get_dir_forward().cast<float>();
|
||||
Vec3f direction_to_camera_mesh = (instance_matrix_no_translation_no_scaling.inverse().cast<float>() * direction_to_camera).normalized().eval();
|
||||
Vec3f scaling = trafo.get_scaling_factor().cast<float>();
|
||||
direction_to_camera_mesh = Vec3f(direction_to_camera_mesh(0)*scaling(0), direction_to_camera_mesh(1)*scaling(1), direction_to_camera_mesh(2)*scaling(2));
|
||||
|
||||
return std::vector<size_t>();
|
||||
for (size_t i=0; i<points.size(); ++i) {
|
||||
const Vec3f& pt = points[i];
|
||||
bool is_obscured = false;
|
||||
// Cast a ray in the direction of the camera and look for intersection with the mesh:
|
||||
std::vector<igl::Hit> hits;
|
||||
// Offset the start of the ray to the front of the ball + EPSILON to account for numerical inaccuracies.
|
||||
if (m_AABB_wrapper->m_AABB.intersect_ray(
|
||||
AABBWrapper::MapMatrixXfUnaligned(m_mesh->its.vertices.front().data(), m_mesh->its.vertices.size(), 3),
|
||||
AABBWrapper::MapMatrixXiUnaligned(m_mesh->its.indices.front().data(), m_mesh->its.indices.size(), 3),
|
||||
pt + direction_to_camera_mesh * EPSILON, direction_to_camera_mesh, hits)) {
|
||||
|
||||
std::sort(hits.begin(), hits.end(), [](const igl::Hit& h1, const igl::Hit& h2) { return h1.t < h2.t; });
|
||||
// If the closest hit facet normal points in the same direction as the ray,
|
||||
// we are looking through the mesh and should therefore discard the point:
|
||||
if (m_AABB_wrapper->get_hit_normal(hits.front()).dot(direction_to_camera_mesh) > 0.f)
|
||||
is_obscured = true;
|
||||
|
||||
// Eradicate all hits that the caller wants to ignore
|
||||
for (unsigned j=0; j<hits.size(); ++j) {
|
||||
const igl::Hit& hit = hits[j];
|
||||
if (fn_ignore_hit(m_AABB_wrapper->get_hit_pos(hit))) {
|
||||
hits.erase(hits.begin()+j);
|
||||
--j;
|
||||
}
|
||||
}
|
||||
// FIXME: the intersection could in theory be behind the camera, but as of now we only have camera direction.
|
||||
// Also, the threshold is in mesh coordinates, not in actual dimensions.
|
||||
if (! hits.empty())
|
||||
is_obscured = true;
|
||||
}
|
||||
if (! is_obscured)
|
||||
out.push_back(i);
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -100,8 +100,8 @@ public:
|
|||
bool unproject_on_mesh(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
|
||||
std::vector<Vec3f>* positions = nullptr, std::vector<Vec3f>* normals = nullptr) const;
|
||||
|
||||
std::vector<size_t> get_unobscured_idxs(const Transform3d& trafo, const Camera& camera,
|
||||
const std::vector<Vec3f>& points) const;
|
||||
std::vector<unsigned> get_unobscured_idxs(const Geometry::Transformation& trafo, const Camera& camera,
|
||||
const std::vector<Vec3f>& points, std::function<bool(const Vec3f&)> fn_ignore_hit) const;
|
||||
|
||||
private:
|
||||
// PIMPL wrapper around igl::AABB so I don't have to include the header-only IGL here
|
||||
|
|
Loading…
Add table
Reference in a new issue