Tech ENABLE_RAYCAST_PICKING - Method GLCanvas3D::_mouse_to_3d() modified to use the new scene raycaster instead of reading data from the depth buffer
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1 changed files with 14 additions and 0 deletions
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@ -6770,6 +6770,19 @@ Vec3d GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
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if (m_canvas == nullptr)
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return Vec3d(DBL_MAX, DBL_MAX, DBL_MAX);
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#if ENABLE_RAYCAST_PICKING
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if (z == nullptr) {
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const SceneRaycaster::HitResult hit = m_scene_raycaster.hit(mouse_pos.cast<double>(), wxGetApp().plater()->get_camera(), nullptr);
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return hit.is_valid() ? hit.position.cast<double>() : _mouse_to_bed_3d(mouse_pos);
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}
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else {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Vec4i viewport(camera.get_viewport().data());
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Vec3d out;
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igl::unproject(Vec3d(mouse_pos.x(), viewport[3] - mouse_pos.y(), *z), camera.get_view_matrix().matrix(), camera.get_projection_matrix().matrix(), viewport, out);
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return out;
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}
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#else
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Matrix4d modelview = camera.get_view_matrix().matrix();
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const Matrix4d projection = camera.get_projection_matrix().matrix();
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@ -6785,6 +6798,7 @@ Vec3d GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
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Vec3d out;
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igl::unproject(Vec3d(mouse_pos.x(), y, mouse_z), modelview, projection, viewport, out);
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return out;
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#endif // ENABLE_RAYCAST_PICKING
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}
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Vec3d GLCanvas3D::_mouse_to_bed_3d(const Point& mouse_pos)
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