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99 lines
2.3 KiB
C++
99 lines
2.3 KiB
C++
#include "PickingVisitor.h"
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#include "Log.h"
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#include "Primitives.h"
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#include "Mesh.h"
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_access.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/string_cast.hpp>
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PickingVisitor::PickingVisitor(glm::vec2 coordinates) : Visitor(), point_(coordinates)
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{
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modelview_ = glm::mat4(1.f);
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}
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void PickingVisitor::visit(Node &n)
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{
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modelview_ *= n.transform_;
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// modelview_ = modelview_ * transform(n.translation_, n.rotation_, n.scale_);
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// Log::Info("Node %d", n.id());
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// Log::Info("%s", glm::to_string(modelview_).c_str());
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}
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void PickingVisitor::visit(Group &n)
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{
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glm::mat4 mv = modelview_;
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//Log::Info("Group %d", n.id());
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for (NodeSet::iterator node = n.begin(); node != n.end(); node++) {
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(*node)->accept(*this);
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modelview_ = mv;
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}
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}
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void PickingVisitor::visit(Switch &n)
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{
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glm::mat4 mv = modelview_;
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(*n.activeChild())->accept(*this);
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modelview_ = mv;
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}
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void PickingVisitor::visit(Animation &n)
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{
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}
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void PickingVisitor::visit(Primitive &n)
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{
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}
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void PickingVisitor::visit(Surface &n)
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{
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// Log::Info("Surface %d", n.id());
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// apply inverse transform to the point of interest
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glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f );
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// lower left corner
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glm::vec3 LL = glm::vec3( -1.f, -1.f, 0.f );
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// up right corner
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glm::vec3 UR = glm::vec3( 1.f, 1.f, 0.f );
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// if P is inside [LL UR] rectangle:
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if ( P.x > LL.x && P.x < UR.x && P.y > LL.y && P.y < UR.y )
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// add this surface to the nodes picked
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nodes_.push_back(&n);
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}
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void PickingVisitor::visit(LineSquare &)
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{
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// apply inverse transform to the point of interest
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glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f );
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// lower left corner
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glm::vec3 LL = glm::vec3( -1.f, -1.f, 0.f );
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// up right corner
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glm::vec3 UR = glm::vec3( 1.f, 1.f, 0.f );
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// if P is over a line [LL UR] rectangle:
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// TODO
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}
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void PickingVisitor::visit(LineCircle &n)
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{
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// apply inverse transform to the point of interest
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glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f );
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float r = glm::length( glm::vec2(P) );
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if ( r < 1.02 && r > 0.98)
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nodes_.push_back(&n);
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}
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void PickingVisitor::visit(Scene &n)
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{
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n.root()->accept(*this);
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}
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