boolean shift = false;
boolean control = false;
+ public Point getMouse() {
+ return new Point(mousex, glcanvas.getHeight()-mousey, 0);
+ }
+
public void mouseWheelMoved(MouseWheelEvent e) {
tz -= e.getWheelRotation();
}
}
//gl.glEnable(GL.GL_DEPTH_TEST);
+ gl.glDisable(GL.GL_LIGHTING);
+ gl.glShadeModel(GL.GL_FLAT);
+ if (closest != null) {
+ gl.glColor3f(1,1,1);
+ gl.glBegin(gl.GL_POINTS);
+ closest.getPoint().glVertex(gl);
+ gl.glEnd();
+ Mesh.Vertex v2 = closest.hack(gl, getMouse());
+ gl.glBegin(GL.GL_LINES);
+ closest.getPoint().glVertex(gl);
+ if (v2 != null) v2.getPoint().glVertex(gl);
+ gl.glEnd();
+ }
+
+ gl.glFlush();
gl.glDrawBuffer(GL.GL_BACK);
gl.glReadBuffer( GL.GL_BACK );
gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, 1);
gl.glDisable(GL.GL_LIGHTING);
gl.glShadeModel(GL.GL_FLAT);
- int viewport[] = new int[4];
- double mvmatrix[] = new double[16];
- double projmatrix[] = new double[16];
- double wcoord[] = new double[4];
- gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);
- gl.glGetDoublev(GL.GL_MODELVIEW_MATRIX, mvmatrix, 0);
- gl.glGetDoublev(GL.GL_PROJECTION_MATRIX, projmatrix, 0);
-
IntBuffer buf = ByteBuffer.allocateDirect(9*4*4).order(ByteOrder.nativeOrder()).asIntBuffer();
gl.glColor3f(0,0,0);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+ double dist = Double.MAX_VALUE;
+ closest = null;
synchronized(safeTriangles) {
for(Mesh.T t : safeTriangles)
t.glTriangle(gl, null);
gl.glEnd();
gl.glFlush();
- glu.gluProject(p.x,
- p.y,
- p.z,
- mvmatrix, 0, projmatrix, 0, viewport, 0, wcoord, 0);
- int x = (int)Math.round(wcoord[0]);
- int y = (int)Math.round(wcoord[1]);
-
+ Point projected = p.glProject(gl);
+ int x = (int)projected.x;
+ int y = (int)projected.y;
gl.glReadPixels(x-1, y-1, 3, 3, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, buf);
+
boolean vis = false;
for(int j=0; j<9*4; j++) vis |= buf.get(j)!=0;
v.visible = vis;
gl.glBegin(gl.GL_POINTS);
p.glVertex(gl);
gl.glEnd();
+ y = glcanvas.getHeight()-y;
+ if (closest==null || (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey) < dist) {
+ dist = (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey);
+ closest = v;
+ }
}
}
}
gl.glShadeModel(GL.GL_SMOOTH);
gl.glEnable(GL.GL_LIGHTING);
gl.glDrawBuffer(GL.GL_FRONT);
+
+
+
/*
IntBuffer selectionBuffer =
ByteBuffer.allocateDirect(4*10000).order(ByteOrder.nativeOrder()).asIntBuffer();
}
*/
}
-
+ Mesh.Vertex closest = null;
// I copied this method without changes from the mentioned base class.
// It extracts the data in the selection buffer and writes it on the console.
case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
}
- if (t.v1().visible && t.v2().visible && t.v3().visible) continue;
+ gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
+ //if (t.v1().visible && t.v2().visible && t.v3().visible) continue;
/*
if (t.e1().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);