Small refactorings related to GLCanvas3D::_mouse_to_3d()

This commit is contained in:
enricoturri1966 2022-03-29 11:11:03 +02:00
parent 888f45c0d3
commit 26d1b2a5cd

View File

@ -3565,9 +3565,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
else {
// Generic view
// Get new position at the same Z of the initial click point.
float z0 = 0.0f;
float z1 = 1.0f;
cur_pos = Linef3(_mouse_to_3d(pos, &z0), _mouse_to_3d(pos, &z1)).intersect_plane(m_mouse.drag.start_position_3D.z());
cur_pos = mouse_ray(pos).intersect_plane(m_mouse.drag.start_position_3D.z());
}
}
@ -3630,7 +3628,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
if (m_mouse.is_start_position_2D_defined()) {
// get point in model space at Z = 0
float z = 0.0f;
const Vec3d& cur_pos = _mouse_to_3d(pos, &z);
const Vec3d cur_pos = _mouse_to_3d(pos, &z);
const Vec3d orig = _mouse_to_3d(m_mouse.drag.start_position_2D, &z);
Camera& camera = wxGetApp().plater()->get_camera();
if (wxGetApp().app_config->get("use_free_camera") != "1")
@ -6468,19 +6466,19 @@ Vec3d GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
return Vec3d(DBL_MAX, DBL_MAX, DBL_MAX);
const Camera& camera = wxGetApp().plater()->get_camera();
Matrix4d modelview = camera.get_view_matrix().matrix();
Matrix4d projection= camera.get_projection_matrix().matrix();
Vec4i viewport(camera.get_viewport().data());
const Matrix4d modelview = camera.get_view_matrix().matrix();
const Matrix4d projection = camera.get_projection_matrix().matrix();
const Vec4i viewport(camera.get_viewport().data());
GLint y = viewport[3] - (GLint)mouse_pos(1);
GLfloat mouse_z;
const int y = viewport[3] - mouse_pos.y();
float mouse_z;
if (z == nullptr)
glsafe(::glReadPixels((GLint)mouse_pos(0), y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)&mouse_z));
glsafe(::glReadPixels(mouse_pos.x(), y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)&mouse_z));
else
mouse_z = *z;
Vec3d out;
igl::unproject(Vec3d(mouse_pos(0), y, mouse_z), modelview, projection, viewport, out);
igl::unproject(Vec3d(mouse_pos.x(), y, mouse_z), modelview, projection, viewport, out);
return out;
}