void StockShapeSelector::MousePressEvent(QMouseEvent* event) { // Convert the mouse coordinates into a world-space ray. Viewport* viewport = renderer_->GetViewport(); CameraNode* camera = viewport->GetCamera(); const QVector3D dir = camera->Unproject(event->x(), event->y()).normalized(); const QVector3D start = camera->Translation(); // Cast the ray into the scene to select an object. This query is performed // using axis-aligned bounding boxes, which are fast and generally // sufficient. The bounding boxes are automatically computed from the scene // graph geometry, so we get the tests "for free". // // If we wanted more precise ray casting, then we could cull the results of // the query with a more exact method (e.g., based on a custom collision // volume). const int64_t selection_mask = 0x1; SelectionQuery query(renderer_->GetScene()); std::vector<QueryResult> qresult = query.CastRay(selection_mask, start, dir); if (qresult.empty()) { return; } // Found an object. Pass it on to StockShapeRenderer QueryResult& first_result = qresult.front(); renderer_->NodeSelected(first_result.node); }