ItemBase* ScenePickingHandler::pick(const QPoint& point) { if (!m_project.has_trace_context()) { RENDERER_LOG_INFO("the scene must be rendering or must have been rendered at least once for picking to be available."); return 0; } const Vector2i pix = m_mouse_tracker.widget_to_pixel(point); const Vector2d ndc = m_mouse_tracker.widget_to_ndc(point); const ScenePicker scene_picker(m_project); const ScenePicker::PickingResult result = scene_picker.pick(ndc); stringstream sstr; sstr << "picking details:" << endl; sstr << " pixel coords " << pix.x << ", " << pix.y << endl; sstr << " ndc coords " << ndc.x << ", " << ndc.y << endl; sstr << " world coords " << result.m_point.x << ", " << result.m_point.y << ", " << result.m_point.z << endl; sstr << " depth " << result.m_distance << endl; sstr << " primitive type " << get_primitive_type_name(result.m_primitive_type) << endl; sstr << print_entity(" camera ", result.m_camera) << endl; sstr << print_entity(" assembly inst. ", result.m_assembly_instance) << endl; sstr << print_entity(" assembly ", result.m_assembly) << endl; sstr << print_entity(" object inst. ", result.m_object_instance) << endl; sstr << print_entity(" object ", result.m_object) << endl; sstr << print_entity(" material ", result.m_material) << endl; sstr << print_entity(" surface shader ", result.m_surface_shader) << endl; sstr << print_entity(" bsdf ", result.m_bsdf) << endl; sstr << print_entity(" bssrdf ", result.m_bssrdf) << endl; sstr << print_entity(" edf ", result.m_edf); RENDERER_LOG_INFO("%s", sstr.str().c_str()); emit signal_entity_picked(result); const QString picking_mode = m_picking_mode_combo->itemData(m_picking_mode_combo->currentIndex()).value<QString>(); const Entity* picked_entity = get_picked_entity(result, picking_mode); ItemBase* item; if (picked_entity) { item = m_project_explorer.select_entity(picked_entity->get_uid()); } else { m_project_explorer.clear_selection(); item = 0; } m_widget->setFocus(); return item; }
ItemBase* ScenePickingHandler::pick(const QPoint& point) { if (!m_project.has_trace_context()) { RENDERER_LOG_INFO("the scene must be rendering or must have been rendered at least once for picking to be available."); return nullptr; } const Vector2i pix = m_mouse_tracker.widget_to_pixel(point); const Vector2d ndc = m_mouse_tracker.widget_to_ndc(point); const ScenePicker scene_picker(m_project); const ScenePicker::PickingResult result = scene_picker.pick(ndc); stringstream sstr; sstr << "picking details:" << endl; sstr << " pixel coordinates " << pix << endl; sstr << " ndc coordinates " << ndc << endl; sstr << " primitive type " << get_primitive_type_name(result.m_primitive_type) << endl; sstr << " distance " << result.m_distance << endl; sstr << " barycentric coordinates " << filter_neg_zero(result.m_bary) << endl; sstr << " uv coordinates " << filter_neg_zero(result.m_uv) << endl; sstr << " duvdx " << filter_neg_zero(result.m_duvdx) << endl; sstr << " duvdy " << filter_neg_zero(result.m_duvdy) << endl; sstr << " point " << filter_neg_zero(result.m_point) << endl; sstr << " dpdu " << filter_neg_zero(result.m_dpdu) << endl; sstr << " dpdv " << filter_neg_zero(result.m_dpdv) << endl; sstr << " dndu " << filter_neg_zero(result.m_dndu) << endl; sstr << " dndv " << filter_neg_zero(result.m_dndv) << endl; sstr << " dpdx " << filter_neg_zero(result.m_dpdx) << endl; sstr << " dpdy " << filter_neg_zero(result.m_dpdy) << endl; sstr << " geometric normal " << filter_neg_zero(result.m_geometric_normal) << endl; sstr << " shading normal " << filter_neg_zero(result.m_original_shading_normal) << endl; sstr << " side " << get_side_name(result.m_side) << endl; sstr << print_entity(" camera ", result.m_camera) << endl; sstr << print_entity(" assembly instance ", result.m_assembly_instance) << endl; sstr << print_entity(" assembly ", result.m_assembly) << endl; sstr << print_entity(" object instance ", result.m_object_instance) << endl; sstr << print_entity(" object ", result.m_object) << endl; sstr << print_entity(" material ", result.m_material) << endl; sstr << print_entity(" surface shader ", result.m_surface_shader) << endl; sstr << print_entity(" bsdf ", result.m_bsdf) << endl; sstr << print_entity(" bssrdf ", result.m_bssrdf) << endl; sstr << print_entity(" edf ", result.m_edf); RENDERER_LOG_INFO("%s", sstr.str().c_str()); emit signal_entity_picked(result); const QString picking_mode = m_picking_mode_combo->itemData(m_picking_mode_combo->currentIndex()).value<QString>(); const Entity* picked_entity = get_picked_entity(result, picking_mode); ItemBase* item; if (picked_entity) { item = m_project_explorer.select_entity(picked_entity->get_uid()); } else { m_project_explorer.clear_selection(); item = nullptr; } m_widget->setFocus(); return item; }