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libsst/Lib/Include/CML/mathlib/picking.h
2026-04-03 00:22:39 -05:00

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C++

/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef picking_h
#define picking_h
#include <cml/mathlib/projection.h>
/* Functions for picking with rays, volumes, and drag-enclosed volumes. */
namespace cml {
/* Support function for extracting the near and far depth range values from
* a viewport matrix.
*/
namespace detail {
// NOTE: Changed 'near' and 'far' to 'n' and 'f' to work around windows.h
// 'near' and 'far' macros.
template < class MatT, typename Real > void
depth_range_from_viewport_matrix(const MatT& viewport, Real& n, Real& f)
{
detail::CheckMatHomogeneous3D(viewport);
n = viewport.basis_element(3,2);
f = viewport.basis_element(2,2) + n;
}
} // namespace detail
/* Make a pick ray given screen coordinates and view, projection, and viewport
* matrices. The origin of the ray lies in the near plane of the frustum; the
* direction vector extends to the far plane if 'normalize' is false, and is
* made unit-length if 'normalize' is true (its default value).
*
* Note that the origin of the ray lies in the near plane rather than
* coinciding with the position of the virtual camera, as the latter gives
* incorrect results when the projection is orthographic.
*
* Note also that the screen y coordinate increases from bottom to top rather
* than top to bottom. If mouse coordinates are returned in window space where
* the y coordinate increases from top to bottom (as is often the case), the
* y value should be recomputed as 'y = <window height> - y' before being
* submitted to this function.
*/
template < class MatT_1, class MatT_2, class MatT_3, typename E, class A >
void make_pick_ray(
E pick_x,
E pick_y,
const MatT_1& view,
const MatT_2& projection,
const MatT_3& viewport,
vector<E,A>& origin,
vector<E,A>& direction,
bool normalize = true)
{
typedef vector<E,A> vector_type;
typedef typename vector_type::value_type value_type;
// NOTE: Changed 'near' and 'far' to 'n' and 'f' to work around
// windows.h 'near' and 'far' macros.
value_type n, f;
detail::depth_range_from_viewport_matrix(viewport, n, f);
origin =
unproject_point(
view,projection,viewport,vector_type(pick_x,pick_y,n)
);
direction =
unproject_point(
view,projection,viewport,vector_type(pick_x,pick_y,f)
) - origin;
if (normalize) {
direction.normalize();
}
}
/* Make a pick volume given the screen coordinates of the center of the
* picking rect, the width and height of the picking rect, and view and
* projection matrices.
*
* The volume is loaded into the 'planes' array. The planes are of the form
* ax+by+cz+d = 0, and are in the order left, right, bottom, top, near, far.
*
* The z_clip argument should be either z_clip_neg_one or z_clip_zero, and
* should correspond to the near z-clipping range of the projection matrix
* argument.
*
* The 'normalize' argument indicates whether the output planes should be
* normalized; its default value is 'true'.
*
* Note that the screen y coordinate increases from bottom to top rather
* than top to bottom. If mouse coordinates are returned in window space where
* the y coordinate increases from top to bottom (as is often the case), the
* y value should be recomputed as 'y = <window height> - y' before being
* submitted to this function.
*/
template < class MatT_1, class MatT_2, typename Real >
void make_pick_volume(
Real pick_x,
Real pick_y,
Real pick_width,
Real pick_height,
Real viewport_x,
Real viewport_y,
Real viewport_width,
Real viewport_height,
const MatT_1& view,
const MatT_2& projection,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
// FIXME: Should be promoted type...
typedef matrix<
Real, fixed<4,4>,
typename MatT_1::basis_orient, typename MatT_1::layout >
matrix_type;
matrix_type pick;
matrix_pick(
pick, pick_x, pick_y, pick_width, pick_height,
viewport_x, viewport_y, viewport_width, viewport_height
);
cml::extract_frustum_planes(
view,detail::matrix_concat_transforms_4x4(projection,pick),
planes,z_clip,normalize);
}
/* Make a pick volume given two opposite corners of a rectangle in screen
* space, and view and projection matrices. The corners of the screen rect
* need not be in any particular 'order' with regard to the values of the
* coordinates.
*
* The volume is loaded into the 'planes' array. The planes are of the form
* ax+by+cz+d = 0, and are in the order left, right, bottom, top, near, far.
*
* The z_clip argument should be either z_clip_neg_one or z_clip_zero, and
* should correspond to the near z-clipping range of the projection matrix
* argument.
*
* The 'normalize' argument indicates whether the output planes should be
* normalized; its default value is 'true'.
*
* Note that the screen y coordinate increases from bottom to top rather
* than top to bottom. If mouse coordinates are returned in window space where
* the y coordinate increases from top to bottom (as is often the case), the
* y value should be recomputed as 'y = <window height> - y' before being
* submitted to this function.
*/
template < class MatT_1, class MatT_2, typename Real >
void make_pick_drag_volume(
Real pick_x1,
Real pick_y1,
Real pick_x2,
Real pick_y2,
Real viewport_x,
Real viewport_y,
Real viewport_width,
Real viewport_height,
const MatT_1& view,
const MatT_2& projection,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
typedef Real value_type;
make_pick_volume(
(pick_x1+pick_x2)*value_type(.5),
(pick_y1+pick_y2)*value_type(.5),
std::fabs(pick_x2-pick_x1),
std::fabs(pick_y2-pick_y1),
viewport_x, viewport_y, viewport_width, viewport_height,
view, projection, planes, z_clip, normalize
);
}
} // namespace cml
#endif