Thu, 27 Feb 2020 11:56:41 +0200
use glm::unProject to implement screenToModelCoordinates
#include "object.h" namespace ldraw { class Triangle; } class ldraw::Triangle : public ColoredObject { public: Triangle() = default; Triangle( const glm::vec3 &point_1, const glm::vec3 &point_2, const glm::vec3 &point_3, Color colorIndex = ldraw::mainColor); Triangle(const QVector<glm::vec3>& vertices, const Color color); QVariant getProperty(Property id) const override; SetPropertyResult setProperty(Property id, const QVariant& value) override; QString textRepresentation() const override; void getPolygons(std::vector<gl::Polygon>& polygons, GetPolygonsContext* context) const override; void invert() override; private: glm::vec3 points[3] = {{}}; };