Add documentation for camera-based raycasting selection #1
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Documents the existing raycasting implementation for shooting rays from the camera to select 3D objects.
Changes
calculateRayDirection: Step-by-step documentation of the unprojection mathrayIntersectsTriangle: Documented Möller–Trumbore algorithm with mathematical basisMouseSelectorclass and all public methodsDEBUG_SELECTIONmacroUsage
The raycasting pipeline:
(2x/width - 1, 1 - 2y/height)Original prompt
how would i shoot rays from the camera to get a selection
The user has attached the following files from their workspace:
- Rubiks/mouse_selector.cpp
[Chronological Review: The conversation began with the user requesting ideas on implementing pivot points for a Rubik's Cube simulation. The discussion evolved into specific functionalities such as cube rotation based on user input, updating colors and textures during rotation, and addressing issues with control inversions. The user expressed a desire to rethink the rotation mechanics based on camera position and pivot points, leading to a request for code comments to be made more professional. The latest request involved shooting rays from the camera for selection purposes.][Intent Mapping:
[Technical Inventory:
[Code Archaeology:
window.cpp: Main file for cube rendering and interaction.RubiksCube.cppandRubiksCube.h: Likely contain the logic for cube mechanics.mouse_selector.cpp: Possibly handles mouse interactions for selection.[Progress Assessment:
[Context Validation: All critical information regarding the user's goals for the Rubik's Cube simulation, including rotation mechanics, color updates, and raycasting for selection, is captured.]
[Recent Commands Analysis:
1. Conversation Overview: - Primary Objectives: User aims to implement a Rubik's Cube simulation with dynamic rotation, color updates, and raycasting for selection. - Session Context: The conversation has progressed from initial ideas on pivot points to detailed discussions on rotation mechanics and user controls. - User Intent Evolution: The user has shifted from seeking general advice to addressing specific implementation issues and refining code quality.- Technical Foundation:
- OpenGL: Used for rendering the Rubik's Cube and handling graphics.
- C++: The programming language for the simulation's implementation.
- Codebase Status:
- Purpose: Main file for rendering and interaction.
- Current State: Ongoing modifications to implement rotation and selection features.
- Key Code Segments: Functions related to cube rotation and user input handling.
- Problem Resolution:
- Issues Encountered: Control inversions during rotation and dynamic updates not functioning as expected.
- Solutions Implemented: Basic rotation mechanics disc...
window.cpp:RubiksCube.cppandRubiksCube.h: Contain logic for cube mechanics and state management.mouse_selector.cpp: Likely manages selection logic based on user input.Created from VS Code via the GitHub Pull Request extension.
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