I'm writing a 3D modeling application using GLScene , so I need to move some vertices under mouse position to new position by grabbing the vertex. First of all, I load a sphere and pick up a vertex by mouse,then I try to drag it but I realize that the vertex doesn't move under mouse caret correctly.
unit Unit1;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics,
Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.StdCtrls, Math,
//GLScene
GLWin32Viewer, GLCrossPlatform, GLBaseClasses, GLScene, GLColor, GLCanvas,
GLVectorFileObjects, GLObjects,GLVectorTypes,
GLCoordinates, GLFileObj, GLVectorGeometry;
type
TForm1 = class(TForm)
GLSceneViewer: TGLSceneViewer;
GLScene1: TGLScene;
GLLightSource1: TGLLightSource;
GLCamera: TGLCamera;
GLDummyCube1: TGLDummyCube;
FreeForm: TGLFreeForm;
GLLightSource2: TGLLightSource;
procedure FormCreate(Sender: TObject);
procedure GLSceneViewerMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer);
procedure GLSceneViewerMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer);
procedure GLSceneViewerMouseUp(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer);
procedure GLSceneViewerPostRender(Sender: TObject);
private
{ Private declarations }
IsVertexDragging: Boolean;
MouseX, MouseY : Integer;
VertexIndexToDrag: Integer;
CenterPosition, LastPosition: TVector3f;
function FindClosestPointIndex(Point: TVector3f): Integer;
public
{ Public declarations }
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
procedure TForm1.FormCreate(Sender: TObject);
begin
FreeForm.LoadFromFile('E:\test2\Sphere.obj');
end;
function TForm1.FindClosestPointIndex( Point: TVector3f ): Integer;
var
i: Integer;
NewPoint : TVector3f;
BestDistance,
TempDistance: Single;
begin
// Search the nearest point between all vertices in the sphere.
BestDistance := 100000000000000;
for i:=0 to FreeForm.MeshObjects[0].Vertices.Count-1 do
begin
NewPoint := FreeForm.MeshObjects[0].Vertices[i];
TempDistance := VectorDistance( Point, NewPoint );
if TempDistance <= BestDistance then
begin
BestDistance := TempDistance;
Result := i;
end;
end;
end;
procedure TForm1.GLSceneViewerMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer);
var
Vertex: TVector3f;
begin
MouseX := X;
MouseY := Y;
if (ssLeft in Shift) and not (ssCtrl in Shift) then
begin
IsVertexDragging := True;
Vertex := GLSceneViewer.Buffer.PixelRayToWorld( X, Y );
Vertex := FreeForm.AbsoluteToLocal(Vertex);
// Find closest point to the mouse click position
VertexIndexToDrag := FindClosestPointIndex( Vertex );
//start of dragging position.
CenterPosition := GLSceneViewer.Buffer.ScreenToWorld(X,Y);
end;
end;
procedure TForm1.GLSceneViewerMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer);
var
delta: TVector3f;
i: Integer;
begin
if (ssLeft in Shift) and (ssCtrl in Shift) then // Rotating camera
GLCamera.MoveAroundTarget(0.5*(MouseY-Y), 0.5*(MouseX-X) )
else
if (ssLeft in Shift) and not (ssCtrl in Shift) and IsVertexDragging then
begin // Dragging vertex
LastPosition := GLSceneViewer.Buffer.ScreenToWorld(X,Y);
delta.X := RoundTo( LastPosition.X - CenterPosition.X, -5 );
delta.Y := RoundTo( LastPosition.Y - CenterPosition.Y, -5 );
delta.Z := RoundTo( LastPosition.Z - CenterPosition.Z, -5 );
Caption := delta.Z.ToString;
CenterPosition := LastPosition;
FreeForm.MeshObjects[0].Vertices.TranslateItem( VertexIndexToDrag , Delta );
FreeForm.TransformationChanged;
end;
MouseX := X;
MouseY := Y;
end;
procedure TForm1.GLSceneViewerMouseUp(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
IsVertexDragging := False;
end;
procedure TForm1.GLSceneViewerPostRender(Sender: TObject);
var
glc: TGLCanvas;
begin
// Show a circle with mouse position
if IsVertexDragging then
begin
glc := TGLCanvas.Create( GLSceneViewer.Width, GLSceneViewer.Height );
glc.PenWidth := 2;
glc.PenColor := clLime;
glc.Ellipse( MouseX, MouseY, 5, 5 );
glc.Free;
end;
GLSceneViewer.Invalidate;
end;
end.
what is my wrong? I want to write a tools like stephaneginier.com/sculptgl
One way to think of this is solving the following line-plane intersection:
The distance along l, d can be found like so:
The intersection point is then
All you need now are the inputs. I've never used GLScene, so this is just to point you in the right direction:
The normal
n
is the camera's forward direction,GLCamera.Direction
.The point on the plane,
p_0
isLocalToAbsolute(Vertex)
The ray start,
l_0
, is either the camera's position,GLCamera.Position
or a point on the near plane,GLSceneViewer.Buffer.ScreenToWorld(x, y)
.The ray direction,
l
, is the projected mouse direction,GLSceneViewer.Buffer.ScreenToVector(x, y)
Finally, you'll want to put the intersection point back into object space with
AbsoluteToLocal
.It looks like there may be shortcuts for this intersection test (e.g. using the ray from
PixelRayToWorld
), but like I said I don't know GLScene.