# Mouse Interface

#### Picking

For assignment 3 you need to be able to select graphical objects with the mouse

The simple principle

1. Mouse gives (x, y).
2. Render pixel at (x, y ) keeping track of the polygon it comes from.
3. Associate polygon with object

For the assignment let GL do it for you.

• Associate names (unsigned integers) with objects that are drawn
• Get back a hit stack, with primitives `near' where the mouse clicked
• It's up to you how you handle the hit stack.

See the notes.

# Hierarchical Models

Suppose you are modelling classical temples. How do you do it?

1. Open up Vitruvius. You will find that all temples are assumbled from a few basic parts, such as
• shafts, bases, capitals
• stylobates, stereobates
• architraves
• etc.
2. You don't know the words, but there are drawings with dimensions.
3. There are rules for making them bigger and smaller, so you think of scaling matrices.
4. There are rules for putting them in different orientations, so you think of rotation matrices.
5. There are rules for placing them in different locations, so you think of translation matrices.

At this point you can make a temple, but it's a lot of work. To make it easier, divide and conquer

1. Column = base + shaft + capital. Reuse this as a unit.
2. Entablature = architrave + frieze + cornice. Reuse this as a unit.

You get the idea. The result is

• a data structure called an acyclic directed graph, DAG, which is like a tree designed for computer graphics.

What does this look like?

```Scene -> First temple -> Stylobate
-> First column -> Generic column -> Base
-> Shaft
-> Capital
-> Second column
-> ...
-> Entablature
-> Second temple /
-> First column /```

Make a scene

```proc scene
multMatrix(P)
multMatrix(V)
pushMatrix( )
multMatrix(T1)
temple( )
popMatrix( )
pushMatrix( )
multMatrix(T2)
temple( )
popMatrix( )
etc.
```

Make a temple

```proc temple( )
pushMatrix( )
multMatrix(SB)
stylobate( )
popMatrix( )
pushMatrix( )
multMatrix(C1)
column( )
popMatrix( )
pushMatrix( )
multMatrix(C2)
column( )
popMatrix( )
...
pushMatrix( )
multMatrix(En)
entablature( )
popMatrix( ) ```

We don't want always to write a program, so we encapsulate the program as data.

Traverse a DAG

```traverse( root )

proc traverse( node ) {
if ( primitve( node ) ) {
draw( node )
} else { for each child {
traverse( child )
}
}```

Build a DAG

```scene = gr.transform( )

temple1 = gr.transform( )
gr.set_transform( temple1, gr.translation(...)*gr.rotation(...)
gr.set_material( temple1, marble )
...

stylobate1 = gr.transform( )
floor = gr.cube( )