diff -r 87c906545fc3 -r 77c819262b7a src/gl/partrenderer.cpp --- a/src/gl/partrenderer.cpp Sat Feb 29 23:51:03 2020 +0200 +++ b/src/gl/partrenderer.cpp Mon Mar 02 11:08:13 2020 +0200 @@ -281,15 +281,13 @@ * @param plane Plane to raycast against * @return world co-ordinates, or no value if the point is behind the camera. */ -std::optional PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) +std::optional PartRenderer::screenToModelCoordinates(const QPoint& point, const geom::Plane& plane) const { - const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); - const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); - const geom::Line line = geom::lineFromPoints(p1, p2); + const geom::Line line = this->cameraLine(point); std::optional result; result = geom::linePlaneIntersection(line, plane, 0.01f); // If the point lies behind the camera, do not return a result. - if (result.has_value() and glm::dot(line.direction, *result - p1) < 0) + if (result.has_value() and glm::dot(line.direction, *result - line.anchor) < 0) { result.reset(); } @@ -301,7 +299,7 @@ * @param point Point to unproject * @return screen coordinates */ -QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) +QPointF PartRenderer::modelToScreenCoordinates(const glm::vec3& point) const { const glm::vec3 projected = glm::project( point, @@ -311,12 +309,19 @@ return toQPointF(glm::vec2{projected.x, this->height() - projected.y}); } +geom::Line PartRenderer::cameraLine(const QPoint& point) const +{ + const glm::vec3 p1 = this->unproject({point.x(), point.y(), 0}); + const glm::vec3 p2 = this->unproject({point.x(), point.y(), 1}); + return geom::lineFromPoints(p1, p2); +} + /** * @brief Unprojects the specified window coordinates to model coordinates * @param win Window coordinates to project. Z-coordinate indicates depth * @return model coordinates */ -glm::vec3 PartRenderer::unproject(const glm::vec3& win) +glm::vec3 PartRenderer::unproject(const glm::vec3& win) const { return glm::unProject( glm::vec3{win.x, this->height() - win.y, win.z},