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| glPushAttrib(GL_ALL_ATTRIB_BITS); /* on sauvegarde tous */
//glDisable(GL_LIGHTING); //desactiver tout ce qui est inutile
//#define BUFSIZE 512
GLuint selectBuf[/*BUFSIZE*/512];
GLint hits=0;
GLint viewport[4];
glGetIntegerv (GL_VIEWPORT, viewport);
glSelectBuffer (/*BUFSIZE*/512, selectBuf);
(void) glRenderMode (GL_SELECT);
glInitNames();
glPushName(0);
glMatrixMode (GL_PROJECTION);
glPushMatrix (); /* push projection */
glLoadIdentity ();
/* create 5x5 pixel picking region near cursor location */
gluPickMatrix ((GLdouble) point.x, (GLdouble) (viewport[3] - point.y), 3.0, 3.0, viewport);
glOrtho(xmin,xmax,ymin,ymax,orthoZmin,orthoZmax);
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); /* push modelview */
glLoadIdentity();
manipulateurSouris();
manipulateurClavier();
float rendermode;
glGetFloatv(GL_RENDER_MODE,&rendermode);
if(rendermode == GL_SELECT)
{
glBegin(GL_QUADS); //Création d'un plan invisible, permettant de se placer sur XY s'il n'y a pas d'objet.
glVertex3i(-1000000,-1000000,0);
glVertex3i(-1000000,1000000,0);
glVertex3i(1000000,1000000,0);
glVertex3i(1000000,-1000000,0);
glEnd();
pos = pDoc->m_usilst.GetHeadPosition();
while ( pos != NULL)
{
m_oneusi = pDoc->m_usilst.GetNext(pos);
glPushName ( (GLint)(m_oneusi) );
m_oneusi->TracerGL();
glPopName();
}
glPopName();
}//Fin de l'affichage des usinages
glPopMatrix(); /* pop modelview */
glMatrixMode (GL_PROJECTION);
glFlush ();//On veut etre sur que tout est bien traité
hits = glRenderMode (GL_RENDER);
//processHits (hits, selectBuf, list); //On prend une définition plus simple |
//processHits (hits, selectBuf); V
//void processHits (GLint hits, GLuint buffer[])
//{
//GLuint buffer[]=selectBuf;
unsigned int i, j;
GLfloat z;
GLuint names, *ptr;
int cnt = 0;
printf ("hits = %d\n", hits);
ptr = (GLuint *) selectBuf;
for (i = 0; i < hits; i++) { /* for each hit */
//names = *ptr;
//printf (" number of names for this hit = %d\n", names); ptr++;
//printf(" z1 is %g;", (float) *ptr/0x7fffffff); ptr++;
//printf(" z2 is %g\n", (float) *ptr/0x7fffffff); ptr++;
//printf (" names are ");
names = *ptr;
ptr++;
float z1 = (GLfloat)*ptr/0x7fffffff; ptr++;
float z2 = (GLfloat)*ptr/0x7fffffff; ptr++;
z=(z1+z2)/2;
CGeometrie* elem;
COneUsinage* usi;
for (j = 0; j < names; j++) { /* for each name */
//printf ("%d ", *ptr);
if(j==1) usi=(COneUsinage*)*ptr;
else elem = (CGeometrie*)*ptr;
ptr++;
}
CVector nearest (0,0,0);
//Souris2VertexGL(point.x,point.y,&nearest.x,&nearest.y,&nearest.z); //IMPRECIS
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
//GLdouble posX, posY, posZ;
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetIntegerv( GL_VIEWPORT, viewport );
winX = (float)point.x;;
winY = (float)viewport[3] - (float)point.y;
//winZ = z;
glReadPixels( point.x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, modelview, projection, viewport, &nearest.x, &nearest.y, &nearest.z); //Rempli les pos
if(names && j>=2){
elem->Closest_point(nearest,&nearest);
tempo_list->AddTail(new ElPick(elem, nearest, usi/*this*/, cnt));
}
cnt++;
}//Fin boucle hits
//} //Fin processHits
glPopMatrix (); /* pop projection */
glPopAttrib(); |
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