// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2013 Alec Jacobson // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #ifndef IGL_PROJECT_H #define IGL_PROJECT_H #include "igl_inline.h" #include namespace igl { /// Eigen reimplementation of gluProject /// @param[in] obj* 3D objects' x, y, and z coordinates respectively /// @param[in] model model matrix /// @param[in] proj projection matrix /// @param[in] viewport viewport vector /// @return screen space x, y, and z coordinates respectively template IGL_INLINE Eigen::Matrix project( const Eigen::Matrix& obj, const Eigen::Matrix& model, const Eigen::Matrix& proj, const Eigen::Matrix& viewport); /// \overload /// /// @param[in] V #V by 3 list of object points /// @param[in] model model matrix /// @param[in] proj projection matrix /// @param[in] viewport viewport vector /// @param[out] P #V by 3 list of screen space points /// /// \bug The compiler will not complain if V and P are Vector3d, but the result /// will be incorrect. /// /// ####Example: /// \code{cpp} /// igl::opengl::glfw::Viewer vr; /// ... /// igl::project(V,vr.core().view,vr.core().proj,vr.core().viewport,P); /// \endcode template IGL_INLINE void project( const Eigen::MatrixBase& V, const Eigen::MatrixBase& model, const Eigen::MatrixBase& proj, const Eigen::MatrixBase& viewport, Eigen::PlainObjectBase & P); } #ifndef IGL_STATIC_LIBRARY # include "project.cpp" #endif #endif