#include "igl_inline.h"
#include <Eigen/Core>
#include <vector>
#include "Hit.h"
#include "unproject_in_mesh.cpp"
Go to the source code of this file.
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template<typename DerivedV , typename DerivedF , typename Derivedobj > |
int | igl::unproject_in_mesh (const Eigen::Vector2f &pos, const Eigen::Matrix4f &model, const Eigen::Matrix4f &proj, const Eigen::Vector4f &viewport, const Eigen::MatrixBase< DerivedV > &V, const Eigen::MatrixBase< DerivedF > &F, Eigen::PlainObjectBase< Derivedobj > &obj, std::vector< igl::Hit > &hits) |
| Unproject a screen location (using current opengl viewport, projection, and model view) to a 3D position inside a given mesh.
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template<typename DerivedV , typename DerivedF , typename Derivedobj > |
int | igl::unproject_in_mesh (const Eigen::Vector2f &pos, const Eigen::Matrix4f &model, const Eigen::Matrix4f &proj, const Eigen::Vector4f &viewport, const Eigen::MatrixBase< DerivedV > &V, const Eigen::MatrixBase< DerivedF > &F, Eigen::PlainObjectBase< Derivedobj > &obj) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
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template<typename Derivedobj > |
int | igl::unproject_in_mesh (const Eigen::Vector2f &pos, const Eigen::Matrix4f &model, const Eigen::Matrix4f &proj, const Eigen::Vector4f &viewport, const std::function< void(const Eigen::Vector3f &, const Eigen::Vector3f &, std::vector< igl::Hit > &) > &shoot_ray, Eigen::PlainObjectBase< Derivedobj > &obj, std::vector< igl::Hit > &hits) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
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