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); }
int main(int argc, char *argv[]) { QApplication app(argc, argv); Viewer viewer; Viewport* viewport = viewer.GetViewport(); // Set initial camera position const QVector3D eye(5, 5, -10); const QVector3D look_at(0, 0, 0); const QVector3D up(0, 1, 0); viewport->GetCamera()->LookAt(eye, look_at, up); // Add renderers ModelRenderer* modeler = new ModelRenderer("model", viewport); viewport->AddRenderer(modeler); if (argc > 1) { modeler->LoadModel(argv[1]); } // Add input handlers viewport->AddInputHandler(new ViewHandlerHorizontal(viewport, QVector3D(0, 1, 0), viewport)); viewer.show(); return app.exec(); }